XP Penalty Possible Solution
Hello,
I'll come right out and say it. I hate the XP penalty in this game. It completely disrespects the player's time and makes playing the game anxiety inducing. In a few interviews Jonathan has stated that the penalty exists to separate the top players on the ladder. While I can agree that from a competitive standpoint that it has a place, as a person that is not interested in the competitive ladder whatsoever its ridiculous that we have to be subjected to this penalty as well. Therefore, I would like to suggest the following possible solution. Just like SSF or Hardcore are options that have to be enabled when you create a character have the ability to opt-out of the ladder entirely be an option as well. This way you don't have to compete against anyone else and can enjoy the game without the XP penalty at all. Additionally, you could also add some other QoL improvements to this mode. Such as, the ability to recover some of the loot that you miss if you die. I can't begin to tell you how frustrating the endgame feels when you lose all your XP due to repeated deaths even on super low tier waystones. It makes me want to just uninstall the game. Dernière édition par burn1n9m4n#1825, le 2 févr. 2025 18:14:09 Dernier bump le 2 févr. 2025 20:25:37
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" Much simpler solution: Remove exp loss and instead for successfully finishing a map without dying give the player an item. He can then use the item when starting a map putting it into the little window where he puts the waystone. If the map is started with the item in there, the player gets a boon of 50% increased exp gain. Of course that item must not be tradable E voila, you just have turned a senseless punishment that feels bad under any circumstance, is blatantly anti-player and punishes player for taking risks into a mechanic that rewards good game play. Game design can be so easy. |
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No solution needed where there is no problem.
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The solution is to stop dying.
If you're just throwing bodies at content and failing to progress, the game is trying to tell you that you are not ready for that content. |
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The new difficulty of lvl 100 is great since you have to build a pseudo hardcore build, and not get baited by youtube tooltip DPS warrior glass cannon builds
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" Isn't the death, the loss of time, the loss of the map, the loss of the waystone, the loss of the modifiers gained via precursor tablet, the loss of mechanics (bosses, breach, etc.), the loss of yet unlooted items, the loss of potential yet to drop items, the potential loss of waystone progression not telling you that enough yet? Exp loss made sense in Poe 1 because you had 6 portals. But the one portal mechanics already heavily punishes you for death and engagement with content unfit for you. Exp loss is redundant in Poe2 and also deprives the player of a potential way of getting better stats to be able to progress towards that content since lvls are tied to the number of skill points - which is just bad tbh. telling the player to get better by stripping him off a tool to get better is atrociously anti-player. Unrecoverable Exp loss has all the hallmarks of terrible game design. Which is the exact reason why you don't see it in any other game. Dernière édition par Slart1bartfast#0332, le 2 févr. 2025 20:24:52
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The death penalties forced me to play good, so I did, now I die very rarely. If I can do it, so can you.
Tech guy
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