That being said, XP loss has been a hot topic for probably more than a decade and GGG haven't removed it, so no, you won't do a darn thing complaining about it - it stays. And me personally, I am happy it stays.
GGG will remove it, because videogame market is changing even if GGG doesn't. Suffering large progression setbacks because of single mistake (or without mistakes at all, just from RNG killing you) is a thing of the past.
They already had to remove exp loss on pinnacle bosses and the original version of map loss after first death. It may take another decade though, and a loss of 90% playerbase after old gitgud crowd retires:)
Doesn't feel good posting on these forums, expressing feedback in the literal feedback section to have the same people reply to every post absolutely shitting on the poster, gas lighting them to death, saying their the issue while blatantly looking past the major flaws and cracks
Says alot about who they are as people, then again they live in this game, so its all they need to worry about, not others opinons or thoughts, only theirs, Then mods picking and choosing what comments to leave and what to remove to fit this narrative?
Community is divided, continue to get more divided each day, GGG, you guys need to meet in the middle, the formula you guys have, is very good, has some major underlying flaws, when every idea is immediatley shutdown and people start attacking the poster? you guys really need to step in...
I understand your point because before I came to POE 2, everyone said the community was great. Well I didn't seen this yet. xd But you really don't have anything to worry about. If someone comes on a forum to tell you you're bad at playing and need to improve, they're usually nolifes playing 12h a day, so they are not worth your time. xd
If you actually play PoE2 at the "my tree is basically done" stage, those last levels (90-100) and +10 passive points can matter a lot.
At that point you’re not waddling around on random "ballast/trash" filler nodes anymore. You’re already at the end of your pathing, and the points you’re choosing from are the good ones - the ones you didn’t take earlier because you ran out of points.
So no, I don’t agree with the "those points barely matter" take. In my own build, one of those last clusters is about +15% DPS. That’s literally over a million DPS for me. That’s not some cute rounding error you can handwave away like it’s a tooltip typo.
If you actually play PoE2 at the "my tree is basically done" stage, those last levels (90-100) and +10 passive points can matter a lot.
At that point you’re not waddling around on random "ballast/trash" filler nodes anymore. You’re already at the end of your pathing, and the points you’re choosing from are the good ones - the ones you didn’t take earlier because you ran out of points.
So no, I don’t agree with the "those points barely matter" take. In my own build, one of those last clusters is about +15% DPS. That’s literally over a million DPS for me. That’s not some cute rounding error you can handwave away like it’s a tooltip typo.
Those last few passive points have very little impact for basically all builds, gear is what matters most at that stage.
Bro if 15% is over million DPS for you then you don't need it. At this point you do more than enough danage to overcome any challenge presented in game.
Bro if 15% is over million DPS for you then you don't need it. At this point you do more than enough danage to overcome any challenge presented in game.
Bro if 15% is over million DPS for you then you don't need it. At this point you do more than enough danage to overcome any challenge presented in game.
Minmaxing is addiction I understand that xd
So... in other words, it has no real impact but you want it because "make number go bigger". Congratulations, you have figured out why XP loss exists, to make it a challenge for people that have the ability to complete all content but still want "make number go bigger".
"It doesn't really matter if I need it or not" is kind of the point. Min-maxing is an in-game goal using in-game systems. That's literally why endgame exists.
Also, the whole "you already have millions of DPS so you don't need more" argument is... weird. By that logic, once you own a house you shouldn't earn more money either. "Congrats, you're not homeless, stop upgrading." Great philosophy, especially in 2026.
More importantly, you don't get to decide what's "needed" for someone else's build. The only relevant question is whether it meaningfully affects the build. And it does.
It doesn't matter if it's 15% of thousands or 15% of millions - it's still 15% of the build's maximum output. If the last 5-10 points represent a real chunk of total power (damage or ES), then calling those levels "just a flex" is just factually wrong. They're not vanity when they're part of finishing the tree.
And no, I can't just "move points around" without losing something else important. If I drop ES, I die more. If I drop damage, I lose one of the main reasons those levels matter in the first place. That's not a flex, that's the build.
EDIT
It's kind of funny you smack "make number go bigger" around like it's some embarrassing confession. This game is literally built on bigger numbers. More offense and defense means you get to play more securely in endgame. That's the entire loop.
Also, if the idea is "high risk, high reward", then the punishment should match the risk. Right now it doesn't. You die in any map and in any idiotic situation and you get the exact same punishment, every time. That's not a risk/reward system, that's a flat tax on existing.
So what are you actually recommending as the "correct" punishment here? Scale XP loss by map difficulty or investment? Make it only remove the XP gained in that map?
Or are we doing something absurd like "higher DPS = more XP% loss"?
Dernière édition par Jyrlep#4788, le 27 janv. 2026 à 09:03:49
"It doesn't really matter if I need it or not" is kind of the point. Min-maxing is an in-game goal using in-game systems. That's literally why endgame exists.
Also, the whole "you already have millions of DPS so you don't need more" argument is... weird. By that logic, once you own a house you shouldn't earn more money either. "Congrats, you're not homeless, stop upgrading." Great philosophy, especially in 2026.
More importantly, you don't get to decide what's "needed" for someone else's build. The only relevant question is whether it meaningfully affects the build. And it does.
It doesn't matter if it's 15% of thousands or 15% of millions - it's still 15% of the build's maximum output. If the last 5-10 points represent a real chunk of total power (damage or ES), then calling those levels "just a flex" is just factually wrong. They're not vanity when they're part of finishing the tree.
And no, I can't just "move points around" without losing something else important. If I drop ES, I die more. If I drop damage, I lose one of the main reasons those levels matter in the first place. That's not a flex, that's the build.
EDIT
It's kind of funny you smack "make number go bigger" around like it's some embarrassing confession. This game is literally built on bigger numbers. More offense and defense means you get to play more securely in endgame. That's the entire loop.
Also, if the idea is "high risk, high reward", then the punishment should match the risk. Right now it doesn't. You die in any map and in any idiotic situation and you get the exact same punishment, every time. That's not a risk/reward system, that's a flat tax on existing.
So what are you actually recommending as the "correct" punishment here? Scale XP loss by map difficulty or investment? Make it only remove the XP gained in that map?
Or are we doing something absurd like "higher DPS = more XP% loss"?
Bro if you want lvl 100 so badly then stop wasting your time here and start grinding. Play safe and you'll be OK. Random one-shots or similar bullshit happens only in juiced maps so avoid them and you'll reach 100 eventually.
Dernière édition par Sakanabi#6664, le 27 janv. 2026 à 09:46:29
That being said, XP loss has been a hot topic for probably more than a decade and GGG haven't removed it, so no, you won't do a darn thing complaining about it - it stays. And me personally, I am happy it stays.
GGG will remove it, because videogame market is changing even if GGG doesn't. Suffering large progression setbacks because of single mistake (or without mistakes at all, just from RNG killing you) is a thing of the past.
They already had to remove exp loss on pinnacle bosses and the original version of map loss after first death. It may take another decade though, and a loss of 90% playerbase after old gitgud crowd retires:)
No, they won’t.
You’re complaining about the only penalty to death.