EXP Penalty has no purpose
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First i want tom point out that i ahve no issue with the exp penalty in itself. I dont mind it exist and i don tmind if they remove it.
I just want to point out that the EXP is almost a useless mechanic, it has no purpose. People who care about their EXP will buy an Omen of Amelioration or get it from rituals. People who dont care dont midn EXP Penalty anyway. I mean at lv 99 dying hurts. But honeslty the buff you get from level 100 is so miniscule having the EXP penalty just for that is kinda weird. Whats the point there? You dont even lose EXP on pinnacles anymore. Funny enough still consumes an omen xD “The bird of Hermes is my name, eating my wings to make me tame.” Zuletzt bearbeitet von Alzucard#2422 um 05.11.2025, 07:09:02 Zuletzt angestoßen am 05.11.2025, 16:46:56
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+1
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" Since the first day of PoE2's release, I have been saying this. Aggressive fans of the game attack me with harsh words or tell me to leave. I continue to stay because I hope GGG will remove these changes and restore the game to a more traditional experience, rather than a Souls-like ARPG. The game is great, but after the release of patch 0.2, I stopped playing. It feels pointless to play and frustrates me, especially with aspects like the trade system—which makes no sense, missing META system, lack of multiplayer, and the overly difficult trial. |
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" just ignore those from basement 😅 |
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Purpose is to set a challenge for players to overcome.
It doesn't gate anything and is a pure luxury achievement tbh. |
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" The point is even without exp penalty its an achievemtn cause of how fucking long it takes. “The bird of Hermes is my name, eating my wings to make me tame.”
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This is one thing i don't think they are ever going to change. If you're still dying at level 96 you're either running the wrong maps, or running a build that doesn't have enough survivability to keep from dying more than once or twice a day. Or not even bothering to use the omen of amelioration.
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PoE2 has a very strange death penalty system that doesn't really make sense.
Most notably the portal count. Since the dawn of gaming you often have set lives or continues. You run out, back in the day you restart the whole game. These days that's seen as too harsh and it was kinda a trick to get longevity out of smaller size capacity anyways. On the other side you have games where dying means just about nothing. Where the Portal thing comes into play is balance though. How do you balance your game on variable number? You can have content with 1 death = fail and other content where 5 deaths = fail. You can't have the same content with 1-5 deaths = fail. It just doesn't make sense to me. Paying currency in exchange for less Exp loss isn't new but it's not an ARPG design. It's an MMO design. Used for economical purposes in class designs. Each class having something to contribute and a method of making currency in the game without items to sell. GGG is so item fixated I'm not sure they understand the purpose behind some mechanics. So yea, that's just another thing added to the list of "Doesn't make any sense". "Never trust floating women." -Officer Kirac
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The Tablet changes turned the portal limitation into the main pain point for dying.
Amelioration is great except it can only be used once per instance. But this has stopped being an issue since for the most part you'll be running one or two portals. I think the penalty is fine except that I would like to just be able to play the game with XP loss AND gain disabled in some cases. I know most people just get their builds from streamers but I like to try to come up with things on my own and the penalty really deter my testing. Best I can do is keep using Tier 1 waystones on a map that I will never finish. But the problem with tier 1 waystones is that the monsters get really weak and that makes the testing less realistic. |
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" You run more than one Portal????? “The bird of Hermes is my name, eating my wings to make me tame.”
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