Exp loss on death topics are getting out of hand.

OP is really out of hand. People simply do not like the loss of XP because the game has too many one shot, bugs, and stupid visual design.

The game directors really need to [Removed by Support]. The game is not made for them. It is made for the players. So many vocal idiots who fanboy Grinding Gear so much. Yet they don't even make a sound when Grinding Gear refuse to ban a cheater because he is rich.

The ratio in terms of experience is a joke.

You do a T15 map and get maybe 1% progress.
You die and lose 9%.
No intermediate steps, so you can only drop back to 20/40/60/80 percent, for example.

Three deaths = three evenings spent playing for nothing. Forget real life.

Pure frustration, disproportionate. Isn't PoE supposed to be fun? Then it's the wrong game for me.

I understand everyone who's frustrated and puking their guts out here in the forum.


Better name the game PitA2: Pain in the Ass 2.
I personally agree with the 10% penalty. If your build isn't good enough to consistently stay alive, you shouldn't be rewarded with the progression or the benefit of having a level 100 character. If you want to keep dying in end game but continuing to beat your head against the wall doing so like a buffalo being herded off a cliff, then play Diablo 4, PoE 2 simply isn't for you, nor has it been for everyone. It's been successful cause it's different, if GGG hasn't changed certain aspects from PoE 1 to to PoE 2, I somehow doubt they will now, so don't expect that penalty to be removed at all.
The immediate loss of exp when you die in a game with so much visual clutter and jump scares make this an absolute chore of a game especially when I'm still trying to refine my build for more endgame.

It's the absolute worst feeling to spend hours doing safe low level waystones to avoid one shots only for you to get one shot anyway by one of the 40 high speed tracking abilities that one shot anyone stupid enough to build in evasion and ALL that exp you just grinded for is home, with a little extra off the top.

I'm about to just stop playing if I can't get off level 74
Exp loss on death in PoE2 has all the hallmarks of terrible game design.

- It doesn't achieve the goal it has set out to achieve (disincentivize glass cannons, instead in reality it disincentivizes engagement with certain content)

- It's goal is redundant (in Poe2 there is already the one death per map mechanic with ample punishment, unlike Poe1)

- The mechanic never engages with the player except on death and all it does is make him feel even worse

- Overall it has very little impact on player progression, but makes every individual death feel horrible (dying like 80 times in t15 prior to reaching lvl95 will set you back one measly lvl)

- There is no way to rectify the loss through active gameplay (compare Soulslike games where there is always a way to recover your souls through gameplay, hell, even D2 had recover mechanics)

- It erases progression far into the past and can set you back hours in game time

Overall, every aspect of it is anti-player and punishing the player for engaging with content. It should have no place in the game. Cook up a mechanic that instead rewards the player for not dying - like an exp bonus for the next map if you didn't die in the prior - then you get a pat on the had for doing good instead a kick in the balls for doing bad.
xp loss would be fine if we had a way to practice maps before actually doing them.

Not everyone is running a 1 button screen clear build, nor do they have the currency to make it work. A form of practice map would give everyone a fair try at the map to see what they might get screwed over by.

This is the same reason why trials are unpopular. You slog for 20mins just to attempt something you know nothing about, get demolished instantly, and are again expected to slog 20mins to hopefully find out why you got demolished.

It's NOT an enjoyable gameplay loop. If GGG is going for "wider audience", that's not how you do it.
Simply put to OP - the root cause comes down to balance. If some classes can easily pick up survivability nodes (Monk as an obvious example) where others can't, armour obviously being something in question - then the punishments aren't uniform all around.

I said in a different post - until it's without "reasonable" doubt that the player, regardless of class (not build, but class), as well as the various bugs that are still present in the game (e.g. I posted a video showing an obvious telegraph issue) - no, the penalties aren't equal, and therefore not fair across the board.
I'd be fine with the penalties if it was my fault (at least, majority of the time - excusing a bug here or there that inevitably happens) - but it's not.

Comparing a Monk or Witch who has easy access to ES and other things, vs. a Warrior or Merc with nothing on that side of the tree that is useful, I don't think it's a difficult concept to grasp.

Directly - the complaint might be the penalty, sure, but the root is the balance (as well as evident bugs) which does nothing but exacerbate that even more. I'm willing to bet (on a hunch) that those other classes with better survivability aren't complaining as much.

If you want a blunt example of the balance - Witchhunter has to sacrifice 50% of both armour and evasion to get Sorcery Ward. Invoker gets 40% - plus - ES recharge rate with no penalty.

The balance aspect at least, simply isn't debatable. IMO, if that's more "fair" overall, I'd expect a decrease in the death penalty complaints.
Zuletzt bearbeitet von Junki3JJC#5645 um 02.02.2025, 06:53:39
Just want to put in my two cents' worth:

You're entitled to your opinion, but the tone of this post is exactly the kind of gatekeeping that drives people away from games like Path of Exile. The idea that "if you don’t like it, go play something else" is not only dismissive but also incredibly counterproductive if the goal is to attract new players, especially from other ARPGs.

The -10% XP penalty may have existed in PoE 1, but blindly carrying it over to PoE 2 without considering whether it actually improves the game is a rigid, outdated design philosophy that ignores whether it actually benefits the game.

The argument that "it exists for a reason" does not automatically mean it’s a good reason. The reality is, it disproportionately punishes casual and mid-core players far more than experienced players, and if the goal is to grow the community, then alienating those players with outdated mechanics is a bad move.

As for the claim that this game has "way fewer one-shot situations", that’s great—until you realize that the penalty actively discourages learning from mistakes. A game that prides itself on difficulty should make failure a learning experience, not a tedious punishment that simply wastes a player's time. The more hours you sink into an ARPG, the less of an issue this becomes, but not everyone has the luxury of no-lifing the game to mitigate a mechanic that serves no real purpose other than punishing imperfection.

And let’s be real—this isn’t about preserving some sacred PoE challenge. It’s about elitism. The idea that "I suffered through it, so you should too" is the classic gatekeeping mentality that keeps genres from evolving. A well-designed game should accommodate different playstyles without forcing everyone into a single mold, and clinging to a rigid "one-size-fits-all" punishment does nothing but shrink the potential player base.

At the end of the day, the argument isn’t about removing difficulty—it’s about refining it. A penalty that turns failure into frustration rather than a meaningful learning experience is bad game design, no matter how long it’s been around. If PoE 2 wants to bring in new players, it needs to rethink outdated mechanics instead of stubbornly defending them just because "that’s how it’s always been."

For the record, when you kick someone while they're down it does not make them any less of a person, it makes you the lesser person.

Lastly, a small jab every now and then (5% to 10% max loss per 10 avoidable deaths, etc.) is a wakeup call to improve or reassess, but being hit constantly by this penalty for every time you die is an insult and is quite demoralising.

Telling casual and mid-core players to 'go play something else' is exactly the kind of toxic hostility that has no place in a community that should be welcoming and encouraging to new players.
Zuletzt bearbeitet von ilSalvatore008#1351 um 02.02.2025, 09:03:50
"
Just want to put in my two cents' worth:

You're entitled to your opinion, but the tone of this post is exactly the kind of gatekeeping that drives people away from games like Path of Exile. The idea that "if you don’t like it, go play something else" is not only dismissive but also incredibly counterproductive if the goal is to attract new players, especially from other ARPGs.

The -10% XP penalty may have existed in PoE 1, but blindly carrying it over to PoE 2 without considering whether it actually improves the game is a rigid, outdated design philosophy that ignores whether it actually benefits the game.

The argument that "it exists for a reason" does not automatically mean it’s a good reason. The reality is, it disproportionately punishes casual and mid-core players far more than experienced players, and if the goal is to grow the community, then alienating those players with outdated mechanics is a bad move.

As for the claim that this game has "way fewer one-shot situations", that’s great—until you realize that the penalty actively discourages learning from mistakes. A game that prides itself on difficulty should make failure a learning experience, not a tedious punishment that simply wastes a player's time. The more hours you sink into an ARPG, the less of an issue this becomes, but not everyone has the luxury of no-lifing the game to mitigate a mechanic that serves no real purpose other than punishing imperfection.

And let’s be real—this isn’t about preserving some sacred PoE challenge. It’s about elitism. The idea that "I suffered through it, so you should too" is the classic gatekeeping mentality that keeps genres from evolving. A well-designed game should accommodate different playstyles without forcing everyone into a single mold, and clinging to a rigid "one-size-fits-all" punishment does nothing but shrink the potential player base.

At the end of the day, the argument isn’t about removing difficulty—it’s about refining it. A penalty that turns failure into frustration rather than a meaningful learning experience is bad game design, no matter how long it’s been around. If PoE 2 wants to bring in new players, it needs to rethink outdated mechanics instead of stubbornly defending them just because "that’s how it’s always been."

For the record, when you kick someone while they're down it does not make them any less of a person, it makes you the lesser person.

Lastly, a small jab every now and then (5% to 10% max loss per 10 avoidable deaths, etc.) is a wakeup call to improve or reassess, but being hit constantly by this penalty for every time you die is an insult and is quite demoralising.

Telling casual and mid-core players to 'go play something else' is exactly the kind of toxic hostility that has no place in a community that should be welcoming and encouraging to new players.


100% Bravo!
"
Just want to put in my two cents' worth:

You're entitled to your opinion, but the tone of this post is exactly the kind of gatekeeping that drives people away from games like Path of Exile. The idea that "if you don’t like it, go play something else" is not only dismissive but also incredibly counterproductive if the goal is to attract new players, especially from other ARPGs.

The -10% XP penalty may have existed in PoE 1, but blindly carrying it over to PoE 2 without considering whether it actually improves the game is a rigid, outdated design philosophy that ignores whether it actually benefits the game.

The argument that "it exists for a reason" does not automatically mean it’s a good reason. The reality is, it disproportionately punishes casual and mid-core players far more than experienced players, and if the goal is to grow the community, then alienating those players with outdated mechanics is a bad move.

As for the claim that this game has "way fewer one-shot situations", that’s great—until you realize that the penalty actively discourages learning from mistakes. A game that prides itself on difficulty should make failure a learning experience, not a tedious punishment that simply wastes a player's time. The more hours you sink into an ARPG, the less of an issue this becomes, but not everyone has the luxury of no-lifing the game to mitigate a mechanic that serves no real purpose other than punishing imperfection.

And let’s be real—this isn’t about preserving some sacred PoE challenge. It’s about elitism. The idea that "I suffered through it, so you should too" is the classic gatekeeping mentality that keeps genres from evolving. A well-designed game should accommodate different playstyles without forcing everyone into a single mold, and clinging to a rigid "one-size-fits-all" punishment does nothing but shrink the potential player base.

At the end of the day, the argument isn’t about removing difficulty—it’s about refining it. A penalty that turns failure into frustration rather than a meaningful learning experience is bad game design, no matter how long it’s been around. If PoE 2 wants to bring in new players, it needs to rethink outdated mechanics instead of stubbornly defending them just because "that’s how it’s always been."

For the record, when you kick someone while they're down it does not make them any less of a person, it makes you the lesser person.

Lastly, a small jab every now and then (5% to 10% max loss per 10 avoidable deaths, etc.) is a wakeup call to improve or reassess, but being hit constantly by this penalty for every time you die is an insult and is quite demoralising.

Telling casual and mid-core players to 'go play something else' is exactly the kind of toxic hostility that has no place in a community that should be welcoming and encouraging to new players.


Yea and the numbers of trolls on this forum actively dismiss everyone who has just critics of the game, is growing.

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