Player Retention, Growth, and the XP Penalty – A Call for Change
" To be honest everything is inevitable and the same each league - the good players race to the end not dying all using their go to builds (90+ percent ES and CI hence not dying) flood the market with items, the price fixers swoop in and inflate the market and the rest of the population struggle to end game on average gear they probably paid too much for because crafting is crap. Enter late game - people with stupid teleporting armor zap around the maps in 2 seconds, kill 5 man bosses in a split second and there is 0 sense of any acheivement what so ever. Enter new league - rinse and repeat but with an averagely thought out new mechanic like a village you farm gold to farm crops at, lmaaaooooooo Game is burnt out af. |
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POE 2 is amazing, I god damn love it.
But I totally agree with removing the EXP penalty on dying. I'm 100 hours in and I barely managed to start Act3 on Cruelty.... so yeah.. definatelly it's a skill issue for me, I need to learn the game better, I agree. But still.. remove the EXP penalty on Dying, if you don't remove the penalty on death, at least increase the drop rate after you've died, at least give us something that's worth accepting this XP penalty. |
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I see the regular trolls are here. good luck OP.
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End Game does not respect player time. It's not fun getting cheesed by mobs.
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Everyone is going to come back once new content is released and economy is wiped. Hence making these blackmail posts obsolete.
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