Get rid of exp loss on death.

"
KiadawP#5072 schrieb:


How about a crazy idea. Just remove XP loss on death,, like EVERY action games other than Diablo 2 which GGG copied from.

There is a reason Pretty much NO action game has XP loss on death. At worse, you lose some "soul". Most action games just restarted you from a Preset location and you are force to fight same mobs/bosses again. Barely anyone has complain about this system. 5-15mins of time to redo a session is ALREADY punishment enough for the average gamers where time is a premium.


XP loss adds tension and makes every victory feel earned, but it shouldn’t become a barrier to reaching core power levels. Games feel worse without any death penalty, yet PoE2 shouldn’t gate key abilities behind endless XP recovery. Casual players need realistic paths to max level so they can unlock their builds’ full potential without quitting in frustration. A smart system would preserve risk-reward by scaling XP loss—lighter in tougher content, reduced after repeated deaths, and forgiving near level caps, while uncoupling “death tax” from essential progression. That way, death still matters, but it never locks you out of the game’s best experiences.
"
Burn4#0434 schrieb:
"
KiadawP#5072 schrieb:


How about a crazy idea. Just remove XP loss on death,, like EVERY action games other than Diablo 2 which GGG copied from.

There is a reason Pretty much NO action game has XP loss on death. At worse, you lose some "soul". Most action games just restarted you from a Preset location and you are force to fight same mobs/bosses again. Barely anyone has complain about this system. 5-15mins of time to redo a session is ALREADY punishment enough for the average gamers where time is a premium.


XP loss adds tension and makes every victory feel earned, but it shouldn’t become a barrier to reaching core power levels. Games feel worse without any death penalty, yet PoE2 shouldn’t gate key abilities behind endless XP recovery. Casual players need realistic paths to max level so they can unlock their builds’ full potential without quitting in frustration. A smart system would preserve risk-reward by scaling XP loss—lighter in tougher content, reduced after repeated deaths, and forgiving near level caps, while uncoupling “death tax” from essential progression. That way, death still matters, but it never locks you out of the game’s best experiences.


SO why don't any other games uses it then? SO GGG is the only game dev that got it while 99.99% of games do not?

Also I think you missed the point that NO ONE is said there shouldn't be a death penalty, which most games has (Legos games asides), just not exp loss.

Also it did not even served it purpose. Its meaningless until you are high 90s, and again useless when you hit 100 or stop caring to level more.

A PERSISTENT penalty that is meaningful fro level 1 to level 100 is better.

Beitrag melden

Konto melden:

Meldegrund

Weitere Informationen: