Exp Lost On Death doesn't work in 2025.

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tarloch#1873 wrote:
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How many more topics will be created about this?

XP loss is one of the things that makes Poe2 so much more interesting than other games in the genre because it means you need skill and game understanding to reach level 100. It gives you something called long term motivation! It makes people coming back for a season because they may put up the goal of reaching level 100 this time.


thats a strawman and you know it, the leveling is a timesink and not about skill.
no amount of skill will clear content if you dont have the appropriate gear.

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Look at Diablo4, i like the core of the game but they make it actually simpler, max level is 60 now and you share paragoin points with characters. It is boring!

i'm not really interested in what d4 is doing but the grind to 300 paragon is also a timesink that the majority of players do not reach. PoE as in D4 is basically blow the screen up..or am i missing something?

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And the last 5-10 passive points btw are not at all necessary. You can enjoy all content without it. And if you want to go one step further or make more difficult pinnacle content, you need to work on your game knowledge and skill which is what this game is all about and GGG knows very well that their core players want this. That is the identity of POE.


nothing is necassary and from what see a good build costs 100's/1000's of divines...again not skill just currency and copy a build.
arent GGG trying to reach a wider audience? if they want POE1 clone then fine but it wasnt marketed like that

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About removing it from Pinnacle bosses: That is totally fine, you dont get XP there and you dont go there for XP. You still lose your invest when you die, which fits perfectly in the risk/reward scheme.


you also lose the invest on juicing maps and also the XP so i dont see your point
if i understand there is no XP at all for boss kill? but its not for XP right?
the point is in maps you lose XP and items. using the excuse "well you dont get XP from a boss" is just another strawman, you also dont lose XP from the death
see the problems they are creating..one system for this one system for that etc

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If your build and gear is not ready yet for some content, that is fine. Go and GRIND (yes it is about grinding) on easier content until you are.


again another strawman. using the you arent ready for the content excuse to skirt the issue. So we only do safe boring content right?

Got no problem with grinding its a shame the drops werent better and one didnt have to rely on the trade site so much
Hell double the XP needed from 90 to 100, ok i know the deal it will be long and tedious...only the most dedicated skillful and knowledgeable will get there..

again no problem with death penalties its the removing previously earned XP is the issue as i see it. Its changed for boss content why not maps?

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Kind regards

same to you sir


You really like to say strawman but unfortunately you use it wrong :D

most times you use it when i just say my opinion.

I have not much more to reply though unfortunately. It seems you didnt get my points most of the time. But hey it is okay, you can have your opinion. I think it is very unlikely though that xp loss will ever be removed and i am quite happy about.

Have a good day
www.twitch.tv/marloss_live
Losing XP doesn't make me want to go again.

It makes me want to turn the game off.
For me I usually burn out around level 75-80 after spending hours grinding for gear and hopelessly bricking items because crafting in this game is awful. It's like the game is funnelling me into trading which is an activity that I don't want to engage with.

The workaround to this is rarity affixes on gear, which means giving up offensive or defensive stats which affect clear speed and survivability. It's not a game about skill, it's a game about luck.

RNG is the real thing holding players back in ARPG's and it sucks the fun out of most of them. Once the gear progression hits a wall, the fun also stops. If there were better rewards the EXP penalty would be worth the risks involved, unfortunately we aren't there right now.
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RNG is the real thing holding players back in ARPG's and it sucks the fun out of most of them. Once the gear progression hits a wall, the fun also stops. If there were better rewards the EXP penalty would be worth the risks involved, unfortunately we aren't there right now.


RNG is the whole archetype holding these games together.

What you're essentially doing here is buying something to eat, finding out you don't like it, then going back to the store to buy it again and again and again and then complaining and trying to force the company that made the product to change how it tastes.

How about you... I don't know... stop buying things you don't like?
like the game but the xp loss is taking the fun away


just make two servers on for the die hards (with dead penalty) and one for the casuals (without penalty)

all can play on there own lvl and have fun


Doesnt seem that hard
XP penalty is fine.

Hitting level 100 is supposed to be hard. its a badge of honor for a seasoned player not something you are owed.

Your shitty build isnt going to magically get better because you hit level 100. 100 is the mark that you know how to make a build and put in the hours to do so.
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How many more topics will be created about this?

XP loss is one of the things that makes Poe2 so much more interesting...

If your build and gear is not ready yet for some content, that is fine. Go and GRIND (yes it is about grinding) on easier content until you are.


If you play a broken build, you never die, unless it is a bug or something out of the ordinary.

The people with "Knowledge" of the game always play the top three Broken Builds of any particular season. They vary rarely suffer the death penalty.

It's all the New Players, Casual Players, people who just show up, make a build of their own and have no idea that build can never get past level 85 NO MATTER how much they grind or what gear they find or purchase.

It just isn't a build that this particular season has any way to get to 100.

The number of players that would fall into the "I just want to play my build" camp would be so large and they get punished so hard with exp lost on death. They are punished so extremely hard, that many are very unlikely to return.


I believe tarloch#1873 gave you a great idea that I am surprised I have never heard before. Just make the players lose the EXP they gained on THAT MAP only.

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tarloch#1873 wrote:

I'm fine with losing the XP for the map if I die in it. its the 10% I find heinous. I could login after a week die in a map and they remove XP I earned a week ago


You get a Death Penalty, but it is just restricted to exp from THAT MAP only.

No further monsters on that map would give exp either including the boss.

However, you can still complete the map to farm for items and sustain maps.

Congratulations tarloch#1873, at least for me I think you found a solution.
Last edited by Iheals#4730 on Mar 30, 2025, 10:47:19 AM
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Iheals#4730 wrote:


It's all the New Players, Casual Players, people who just show up, make a build of their own and have no idea that build can never get past level 85 NO MATTER how much they grind or what gear they find or purchase.

It just isn't a build that this particular season has any way to get to 100.


As Malgeo pointed out:

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Your shitty build isnt going to magically get better because you hit level 100. 100 is the mark that you know how to make a build and put in the hours to do so.


Some people think you beat the game or something when you hit level 100 but in fact, it doesnt matter at all. Why dont you just accept 95 or something as max level and it is fine :D. I played PoE1 for years and have only one time made a character level 100.
www.twitch.tv/marloss_live
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arandan#3174 wrote:
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RNG is the real thing holding players back in ARPG's and it sucks the fun out of most of them. Once the gear progression hits a wall, the fun also stops. If there were better rewards the EXP penalty would be worth the risks involved, unfortunately we aren't there right now.


RNG is the whole archetype holding these games together.

What you're essentially doing here is buying something to eat, finding out you don't like it, then going back to the store to buy it again and again and again and then complaining and trying to force the company that made the product to change how it tastes.

How about you... I don't know... stop buying things you don't like?


Punishing RNG is fine for chase items and build altering gear, but I am talking about bad RNG when it comes to basic essentials that you need on gear in order to continue progressing like resistances.

I took one of my characters into endgame with less than 40% resistance on every stat including some that were still in the teens. With the constant resistance penalties per chapter in the story it's too punishing and the gear drops do not even come close to aligning with the penalties. Fortunately during the campaign you can smash through things quickly enough where that doesn't matter.

When you get into maps you absolutely need to get them up. Which I have done over time getting them all up above 50% but the next level of maps comes with yet another resistance penalty which I attempted to farm gear for and tried to go the crafting route on dozens of pieces to overcome which ate through a large chunk of my currency in the process.

Crafting is just a gambling simulator with some of the worst RNG I have seen. It needs to be fixed.
Welcome to PoE and GGG. Most of us are fine with XP loss on death. The very fact they turned off XP loss on death for pinnacle bosses is epic. But thats as far as they need to take it.

Death ought to mean something so you arent simply respawn spamming like some Call of Duty trash....

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