Path of Exile 2 punishes death too hard, keeps players from daring more

Path of Exile 2 wanted to offer the players a harder experience, but the gamers have little desire for the current game mechanics.

How is death punished? In Path of Exile 2, the death of a character does not remain unpunished. Every time the Path of Exile 2 endgame is done, it loses 10 % of the experience points of the current level. Depending on the character level, this can be the result of several hours of grinding.

In addition, you also lose all items that have been dropped but not yet collected as well as all items that could still have potentially be dropped. This is because after the character of the character you can no longer enter the card, with the exception of boss fights against the most difficult boss in the game, Arbiter of Ash.

For the players, this system does not exactly ensure euphoria, as a new contribution in the community now shows.

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Just grind

What disturbs the gamers? Path of Exile 2 players apparently just want to grind and are not interested in the difficult challenges. This shows a new contribution to Reddit by user Dawgin420.

In it, he criticizes the Endgame of POE2, which ensures that nobody dares to do challenges with the punishment for the death of his own character. Instead, players would prefer to run risk -free maps where they can simply cut monsters without being done without danger.

This is also fueled that players like Breachstones can also sell for good money instead of taking the risk of being done on the map and losing the content in the form of items and currency.

For the adventurers, this means in practice that content is often put aside with a higher level of difficulty and that the gamers simply use to blend and safe grind. The goal of the developers to make Path of Exile 2 more difficult does not seem to be achieved, since the players probably do not like to play this content.

Is that just a single opinion? No, under the post on Reddit there are also many other players who see it similarly. The user Lazypanda1 complements the contribution to Reddit with his experience:

That’s correct. The current system creates a conflict between challenge and risk/reward.
As far as the challenge is concerned, it is the most fun when your own build is strong enough to record it with the content. Not too weak that you will be done right away, but also not too strong that you trivialize the content. […]

The loss of the reward almost always leads to a negative experience. The lower the risk, the more fun is expected, which leads to a linear curve that is negative too positive. […] This means that if you want to maximize the fun of the reward, you have to minimize the risk, which means that you banish the content and thus remove any appearance of challenge.

Lazypanda1 on Reddit

The user Flying_Mage also does not like this on Reddit: “This is pretty much the main reason why the punishment for death is bad. It encourages you to make simple and watered content instead of juicy and dangerous. And that’s boring. And the absolutely last thing you want to do as a developer is to make your game boring. […]”

However, the user Bigsmols sees it differently on Reddit: “To be honest, I have the feeling that there is not much ‘challenging’ endgame content. I am only Geoneeshottet by chance or the enemies nuke away. Doesn’t get me wrong, this game is technically much more demanding than most other Arpgs, but the end game and the campaign feel like 2 different games. ”

There is less penalties for death in the campaign because you can simply enter the card again. Path of Exile 2 is still in the early access, so the developers can follow up at this point and improve the mechanics. Another mechanics must also be changed by the developers when it comes to the players: If a mechanics in Path of Exile 2 stays, there is a big problem for the release, the community believes

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