Exp Lost On Death doesn't work in 2025.

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Malgeo318#2320 a écrit :
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meaningful in what degree? thats the issue isnt it.

is it meaningful to lose the xp just on the map you died in? or a flat rate as we have now

also theres the lose of items used to open/juice the map and the time it took to acquire them. isnt that also meaningful?

Lets agree any of those are meaningful. the issue is to what degree should that meaningful death be. one of above? or all of the above? surely a compromise is needed

Slight aside, if the "gitgud" brigade rarely die because they are so skillful why should it matter to them if they remove/adjust the death penalty?
Clearly it isnt affecting them that much so why should they care if less "skillful" players dont get punished as bad.
Its not a compedative game so why does it matter

As for the portal system well it could really highlight the xp lose, imagine dying 3x in a map with 3 mods on it...thats 30% xp gone
now imagine someone dying 6x on a normal map
Unless theres a cap on the XP lose GGG are just creating more problems


Meaningful means you cant just throw your body at a problem and still get the xp from it after using all your portals.

If you are throwing items to juice your maps and you get bagged up by the mobs in the map thats your own damn fault. juice = harder and more rewarding. you dont get the rewards without taking on the risk of the content being harder and "losing out" on those rewards

The compromise is being found, no xp loss on pinnacle bosses is good and they are making less "juiced" content have more portals so you dont lose your maps/currency drops on those maps as often. The compromise isnt going to your side and just removing all penalty from death cause you are frustrated.

Third point is just dumb, its the same reason that anyone cant just do the hardest content in other games just because they want to, you cant just roll into a mythic raid in wow and expect to clear it, you cant roll up to Melania and expect to 1 shot her right after you open the game, there is a sense of pride to a veteran playing hitting 100 because it is hard to do, you have to invest time, currency, and game knowledge into getting there.

If you are dying that often in low mod or white maps the XP penalty is the least of your worries, your build is terrible and you might need to go back to the drawing board. A couple extra passive points isnt going to fix a build that is dying 6 times in white maps.


Please dont put words into my mouth i never said there should be no death penalty. I argue about the amount of penalties

Thats where the "meaningful degrees" aspect comes from. did you even read the thread?

You advocate for tough penalties i ask to level the playing field since the boss changes or lessen the penalty

...take my items... or XP ...or ...both limited to the current map only

Hell i could even counter with that the penalty isnt harsh enough and the XP lose should delevel us
...i would call that a proper meaningful death with real risk reward. how would you feel about that?

Many deaths happen for BS reasons and are out of the players control as you well know. they can happen anywhere not just in juiced maps. why are there layers of "punishment" for some content yet other content is now excluded?




Dernière édition par tarloch#1873, le 31 mars 2025 à 12:43:09
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Please dont put words into my mouth i never said there should be no death penalty. I argue about the amount of penalties

Thats where the "meaningful degrees" aspect comes from. did you even read the thread?

You advocate for tough penalties i ask to level the playing field since the boss changes or lessen the penalty

...take my items... or XP ...or ...both limited to the current map only

Hell i could even counter with that the penalty isnt harsh enough and the XP lose should delevel us
...i would call that a proper meaningful death with real risk reward. how would you feel about that?

Many deaths happen for BS reasons and are out of the players control as you well know. they can happen anywhere not just in juiced maps. why are there layers of "punishment" for some content yet other content is now excluded?


The changes they just made make the meaningful degrees. if you want safer deaths to not lose items you do less mods on maps down to white maps for 6 tries. If you increase the mods it increases the difficulty and increases drops and makes it more punishing if you die (1 try)

If they make it so it de-levels you then i wouldnt care because i dont die very much at all. if i died enough to delevel myself then that would be accounted for in the content i chose to do.

the only people that call deaths BS dont understand defenses in the game or how to build, if you dont have max res the death isnt BS, if you dont see the chaos explosion and move away the death isnt BS, if you have no gear with life rolls so you are sitting on 2k life by itself and get 1 shot the death isnt BS. There are very easy and cheap ways to make any character tanky enough to reach T15 maps.

even if there is the odd random 1 shot in your maps just keep it moving you will make up the 10% very quickly unless you are getting 1 shot all the time which again means your build isnt tanky enough for the content YOU chose to do.
still havent answered my question on why its alright for one content to be excluded from penalties and another not.....
Because the reason they changed pinnacle content wasn’t because the xp penalty existed it was because people were holding off on doing the content until they leveled. Also pinnacle bosses aren’t giving xp anymore either so they are just loot piñatas as long as you can do it in 6 tries. Seems fine.
10% xp lost...

map lost...

time lost ...

Any rational being notices mistakes, I'll be honest...

Losing XP is not a big problem, for me the problem is losing the map. Knowing that 90% of the T15 maps I drop are from bosses. This punishment of closing the map when you die is arbitrary stupidity.
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Malgeo318#2320 a écrit :
Because the reason they changed pinnacle content wasn’t because the xp penalty existed it was because people were holding off on doing the content until they leveled. Also pinnacle bosses aren’t giving xp anymore either so they are just loot piñatas as long as you can do it in 6 tries. Seems fine.


well isnt that a clear indication the system is kind of flawed. my guess it they realised removing the penalty would get noticed and to mitigate they removed xp gain so they can use the excuse "but you dont get xp gain from bosses anymore"

dunno how the boss thing works but now what happens?
players can farm bosses endlessly if they have the mats? sell carries?
will that impact economy in any way?
Poeple has complained about this since POE1 launched (maybe even before)

I persoanlly have provide many arguments why its bad & alternatives, (liek locking exp after every 10%, or completion of map) but they ignored.

They never caved in PoE 1....

But now they have a new lead,maybe they will cave in PoE2 to gain wider audience. Who knows.

Its been a long time, & many things have changed in 10 years. I have now average 5 hours in a week (include weekend) for gaming, having to lose hours (which for me, could be half a week or more) of playtime is a no go.

Either they cave, & I can consider coming back, or I just accept the game is not for me and moved on to greener pastures. No love lost
Dernière édition par KiadawP#5072, le 1 avr. 2025 à 05:21:57
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well isnt that a clear indication the system is kind of flawed. my guess it they realised removing the penalty would get noticed and to mitigate they removed xp gain so they can use the excuse "but you dont get xp gain from bosses anymore"

dunno how the boss thing works but now what happens?
players can farm bosses endlessly if they have the mats? sell carries?
will that impact economy in any way?


i think we are having the same conversation in 2 different posts lol. so after this one ill stop replying in this post specifically.

1. Bosses are just loot pinatas if you can kill them
2. That was already the case people already farm bosses with 0% chance of dying. they already sell carries and actually there are probably going to be more people engaging with the bosses themselves because they dont have to worry about the xp lost
3. It shouldnt really impact the economy much because the bosses were still dying a lot when xp loss was still on them, they were just to boss farmers, now maybe some random people will do the boss and get the drop and make their own currency.

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Malgeo318#2320 a écrit :
...actually there are probably going to be more people engaging with the bosses themselves because they dont have to worry about the xp lost



Hi Malgeo, that's the point of this whole thread.

If you want a larger player base to be retained for a longer period, they can change the exp lost to simply "You lose exp from the map you died in only."

Not the 10% which currently may be many hours of progress for some players.

I think one person mentioned that 10% adds up to a weeks playtime for them.

They fear "engaging" in higher tier content (map Tiers, juicing maps) because of that 10% penalty. Losing a full week's progress, would feel terrible.

Malgeo, imaging if a streamer was forced to lose a week's worth of progress upon death. The amount they play that may take them back to level ZERO.

I completely understand people saying there "must" be a penalty upon death.

I just don't understand why losing the exp from that map alone isn't enough of a penalty. Why do we have to take that players ENTEIR WEEKS progress away?

The death penalty in its current implementation is causing player fatigue over time and many quit because to them personally it is just too harsh a penalty.

It can stay, if they can tweak it so players don't lose a week of progression.

Losing only the exp from the map you died in is a better implementation to me.




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If you want a larger player base to be retained for a longer period, they can change the exp lost to simply "You lose exp from the map you died in only."

Not the 10% which currently may be many hours of progress for some players.


IMO only losing xp from the map you are currently doing still presents the opportunity for people to "Brute force" the content because just keep throwing in maps, even if you fully die in 50% of your maps your still gonna hit level 100 as long as you keep putting maps in. the devs have explicitly said they want to avoid people brute forcing like that.

and i know this is annoying but if losing 10% of your xp bar is a weeks worth of time for you then that just sucks, the game shouldnt be balanced around someone that can only play for 2 hours a week or if thats all you can play then you just need to be prepared for that kind of consequence. POE just might not be the game for you.

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It can stay, if they can tweak it so players don't lose a week of progression.


This is a slippery slope because what some people do in 2 hours others might do in a week and it can go even further. what if it takes someone a month for 10% xp should it be balanced for them too? imo no the game is hard and its supposed to be hard to hit level 100.

The game is risk vs reward. if you super juice your map and only lose what you can gain in that map then there really isnt a risk anymore.

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