loosing exp
this is a throwback that should have gone extinct years ago. I know why the devs want to have it in the game but when you almost lvl 92 and land up going all the back to the start tand try get it again .. its bullshit. If the incoming experience was out-weighing the loss of experience and it wasnt such a huge loss of experience i wouldnt care, but you loosing more experience than you getting and honestly its ruining the game for myself and other players however some players that are great at the game may not complain .. theres mediocre players like myself that it annoys.
If it keeps up ruining the game for me i will just stop playing its no big deal for me .. theres plenty alternative games to play. Dernier bump le 10 févr. 2025 19:33:21
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I think XP loss from death is fine in theory. In practice, it could use some tuning and safeguards should be implemented.
In a related thread, I proposed that killing ALL monsters in a map should grant the player a temporary buff that allows them to revive once in their next map without losing any of the maps modifiers/loot on the floor and the XP lost is cut in half. This would allow those that want to adopt a slower, safer pace an optional safety net while unaffecting those that want to simply blast through maps ASAP. Dernière édition par LeFlesh#9979, le 9 févr. 2025 10:44:33
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" That'd require you to die several times in a row. You can't lose that much exp on one death. If you lost that much exp, you're clearly running content too high level for your skill/build/gear and dying far to often. |
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" They should at least add in "Revive Coins" like how the Chinese Client of the Game offers by Tencent. Revive Coins – Allowing players to revive in place instead of having to restart maps, reducing frustration in tough encounters. Revive Coins: you may buy and spend these coins to revive in SC leagues to avoid XP loss up to level 95. The costs go up gradually, up to 4 coins per deaths at level 90+. These coins are not very expensive and are often given as free gifts. ![]() Revive Coin: https://pathofexile.fandom.com/wiki/Revive_Coin They might also want to think about adding in QoL Features from Chinese PoE That Should Be Added to the International Version such as: 1. (Auction House/Trade Market) – A more streamlined, in-game trade system that reduces reliance on third-party websites. 2. Revive Coins – Allowing players to revive in place instead of having to restart maps, reducing frustration in tough encounters. 3. More Stash Space by Default – The China version provides more stash tabs without needing as many microtransactions. 4. Pet Auto-Item Pickup – Pets can automatically collect currency and basic items, reducing the need for manual looting. 5. Auto-Sort Stash Button – A single-click stash organization feature to quickly sort and arrange items. 6. VIP System – A battle pass-like system that provides QoL benefits without disrupting game balance. 7. Better Currency Stack Sizes – Increased stacking for currency items like Chaos Orbs, Exalted Orbs, etc., to free up inventory space. 8. Death Log (Death Recap System) – Provides a detailed breakdown of how you died, showing the final hits received, debuffs, mitigation details, and a timeline of incoming damage before death. 9. Auto-Identify Feature – Automatically identifies items when picked up, saving scrolls and time. 10. Improved UI & Minimap Enhancements – A cleaner, more detailed UI with better quest tracking and improved minimap clarity. 11. Daily Login Rewards – Small bonuses for logging in each day, such as currency shards or crafting materials. Comparison of Quality-of-Life Features: Chinese PoE vs. International PoE: https://dd.reddit.com/r/pathofexile/comments/ggv0d3/summarize_the_known_tencent_differences/ |
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On this topic - I've still yet to hear a response from anybody explaining if XP loss is reduced/removed, why (the 4 other layers of punishment that would still be there) aren't adequate enough on their own to slow down progression.
Also no adequate response why it's essential for the game to actively prevent people from getting to level 100. There's already leaderboards/hardcore for the people who MUST feel like they're superior to casual players. I would have kept playing the game every day for hours, and started working on other classes & ascendencies... but if you dead-end my progress by keep kicking me down a flight of stairs, why do you think I'd want take the same journey with others? |
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" A low level player will toss themselves at walls to progress and the xp loss prevents that. Just simply a loss of the waystone wont stop that from happening. You'd just load another you shouldn't be running and run it anyhow. A person that don't need the levels anymore, are most likely using quite a bit of currency to run maps well beyond their means. Losing that map, makes you think about how much you are juicing it. Otherwise there is nothing to lose by running content much higher than you should. |
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" This is an incredibly weird take that I keep hearing. What do you mean? Why should it be "forbidden" for players "to toss themselves at walls"? Please explain to me how this is bad for the game? If people find it fun, why are you telling them "you are having fun the wrong way, stop having fun". XP loss needs to be removed as soon as possible! And let me ask you one more thing. If XP loss on death was optional, how many people do you think will keep it off? My guess is 99.9999% will turn it off the millisecond they log in. |
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" This is not an adequate explanation for me. Time is the most valuable resource that's lost & that we were willing to spend knowing we'll never get it back... but this perspective does not recognize/appreciate that. It doesn't respect that there are a million other games out there competing for our time. What is the harm of having solo players at level 100 that brute forced their way there, when others are encouraged to get there by playing the market for builds that turn the game into one button EZ mode? |
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" You can toss yourself at that wall. It's an option, but you take great risks in doing so. Without risk, what is left to feel rewarded about? Do you feel good about yourself when you are just handed something and told you did great when you really didn't even have to try? That's a participation trophy. Making XP loss optional would be the same as any other game that does something similar. Those 2 options wouldn't be the same. The one with risk certainly would have more reward. Would you play in the choice that gives you less rewards as a tradeoff for less risk? " There is no explanation that would ever be adequate to you. There is a split in the community and the divide is at "risk vs reward". Some just want a trophy for showing up. |
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" I already pointed out there are 4 layers of punishment other than XP loss. There is still lots of risk, even if you remove the XP penalty. Dernière édition par SpankyKong#9805, le 9 févr. 2025 11:48:18
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