XP penalty and likely 1 portal is NOT going anywhere
" Quite fair, so hoping for the best here. " Your first point strikes me as misrepresenting the reason for most complaints. I sincerely doubt most players watch many if any streamers, so some "memer" saying T17 super juice is the "real" endgame strikes me as impacting a minority. Myself, I purposefully run blue maps (in part because Warrior/Life&Armor is in a super shitty place survivability wise) because any +damage mods are waaaaaay too damn risky given my armor instantly turns into tissue paper and it isn't like 78% ele resist is helping much, either, with how high damage starts to spike. I imagine most players are trying to play the map tiers and juice them in ways they feel like they can clear reliably. If you make it to end game, you're likely going to know enough about the game itself to know your character and build's limitations. Punitive one-attempt is a serious detriment to map sustain health. The significant risk of a negative feedback loop is probably the number one reason to be less punitive because anyone can run into a sustain drought at any moment. When you get bad luck and die from a couple bullshit moments and now you've lost your sustain, that makes it feel even worse to lose not just the map but also its mechs and any loot on the ground. I've had plenty of times where a dozen proper tier maps will not drop a single sustainable map, all crap I did 20 levels and 10 gear upgrades ago. Nothing is fun or challenging about that. Another problem this can cause is players then may feel compelled to take risks they cannot take because better maps = better drops, further exacerbating the negative feedback loop. I know I've done the same. Sometimes, I made it through. Sometimes, it was worth it, because I regained sustain or found a nice drop. Others, it just made everything worse. I can accept it was still my choice, but the game is now punishing me for its bad balance and RNG. " Ok, I have to be blunt here, this is a grossly dishonest take on my argument specifically as well as on the position of most anti-one-attempters as far as I have seen. It is pure strawman. I don't think ANYONE is asking for unlimited attempts, just bringing back 6. I sincerely doubt any sincere interlocutor on death punishment mechanics just wants to steamroll without thinking or considering their build while expecting to clear some 800% magic find super juice map if they can get three tapped by most white mobs. There is plenty of reason for players to cry foul at death mechanics, anyway, given how out of whack this and PoE1's balance is. I still remember my last PoE1 league where a ruby flask plus something like 86% fire resist and nearly 6k life and some fire/physical defense conversion was still able to one shot me and it was a no-tell nothing of an attack with zero hope to avoid it. Same shit happens in PoE2 and it's even harder to push resists and life in this game. There is nothing teachable about moments like that where the game's damage scaling takes a toilet clogging shit when you are otherwise clearing the content without significant trouble. The balance state of the game only exacerbates complaints about the current state of death mechanics. I doubt GGG will ever really get the balance figured out in a less spikey and exponential way, so the least they can do is make death less punitive. " Screen nukers only further prove the point that one-attempt with exp loss is far too punitive. Balance problems aside, clearly intended to-be-viable builds are struggling unnecessarily because of many issues, that only are made worse by the punitive death mechanic. Not everyone wants to play screen nuker and are fine not having as much clear speed. Others just won't like the playstyle. Literally NOTHING about screen nukers are the problem here, either, just a symptom when they grow even more popular due to being less effort & risk for better rewards. I doubt anyone outside of a noisy minority is asking they be nerfed just to make less powerful or higher effort builds/classes feel better because it does nothing to improve their shortcomings. Furthermore, meta builds still have to deal with the exact same punitive death mechanics, and just because they are screen nukers doesn't mean they magically never die. I've never followed a single build guide and have had plenty fail and plenty others succeed. My Rolling Slam feels amazing overall and has great TTK on bosses in T15. But, that is beside the point of the thread and the complaints about punitive death mechanics. "Worse" builds, even if generally viable in their appropriate map tier for their gear power, do not somehow deserve to die more, and not being a safe, screen-nuking meta build does not somehow mean they deserve the punitive death mechanics more, either. Please do make an effort to not put words into my mouth or anyone else's. I have never, whatsoever, asked for meta builds to be "less" effective. For the record, I'm a "buff first, nerf maybe" kinda philosophy, so short of extreme situations I'd far sooner see less performing builds/classes get buffs than meta builds get nerfs. But, again, none of that is the topic at hand. " I fail to see how I am arguing against my own point, especially when not a single person I am aware of has EVER argued for INFINITE map attempts. Experience and levels are still desirable, regardless. Just because some might smash their head bloody against overjuiced walls because they think that's efficient does nothing to change the fact you still need defenses and base build viability. Again, you put words in my mouth and the mouths of others by strawmanning the anti-one-attempt position. The problem isn't with punishment, but how punitive the punishment is. Would you feel the same if a death meant a piece of gear could break? Could you imagine finding or buying a top 1% weapon, die to some bullshit or overconfidence, and suddenly the weapon is just poof gone? I imagine no one would, especially with this game's RNG, so why should I be giving it my all and be happy for a middle finger slapping across my face because I dared not have top tier Life mods on every piece of gear to survive that 0.1% of rares or bullshit situations? Seriously, your "You first" preamble is advice I strongly suggest you take yourself because I am not interested in arguing dishonest strawmanning. " And again, this actually is a point in our favor as the path of least resistance is a very attractive road. Excessively punitive death mechanics only make that road even more desirable and harms build diversity. Only a tiny minority are calling for all death penalties to be removed (and even then I bet they'd all be fine with 6 attempts a map with no exp penalty). The vast majority want at least for things to return to the 6 attempts of PoE1, because the time and exp penalty already feels like plenty. Stop putting words in my mouth or acting like you know my mindset or my build, because that makes you a dishonest interlocutor. Address the points, not the person. |
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" Personally, I'd keep the exp penalty. No exp penalty but 1 attempt mapping has some serious risk of map sustain problems. The droughts are real, whether you die or not. |
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" Did I talk about overall balancing? PoE 2 has had patches buffing drop rates and nerfing and fixing bugged out monsters as well. Fromsoft has never taken death penalty mechanics away because people whined about it. |
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Hi Exiles,
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" But it's not how the game is designed. |
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" Yeah, the 6 portals was a staple in PoE1 and never heard of people abusing. But, GGG tried to reinventing the wheel as a square. |
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" Why would they? the only death mechanics are respawning right before where you died and collecting your droped currency. Actually the stakes of Marika checkpoints outside of every boss room, is an addition they made. It obviously drastically reduces one of the major consequences of dying. Not sure you're really thinking your arguments through. |
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What is the actual, rational difference between "WE WANT SIX PORTALS AGAIN!!!!!" and "WE WANT INFINITE TRIES FOR OUR MAPS!!!!!"
There is none. Zip. Zero. Nada. Zilch-all. Jack monkey fuck-all squat. "No one's asking for infinite tries" is a dumb counter-argument to make because there's no actual practical difference between six tries and Infinite Tries. You're still asking to be allowed to Death Blitz the map and die/fail freely without cost or penalty. The great screeching caterwaul for Six Portals is dumb because it has absolutely zero basis in rationality or gam design beyond "THIS IS WHAT IT WAS LIKE IN PoE1 AND PoE1 IS A PERFECT GAME THAT HAS LITERALLY DONE NOTHING WRONG EVER IN THE HISTORY OF GAMING AND EVERTHING SHOULD BE EXACTLY LIKE PoE1 FOREVER". Others have said it - six portals with heavy EXP loss on death is a fucking trap. It means you burn up an entire level on content you weren't ready to do, instead of just one chunk of EXP. It's fundamentally backwards. It makes far more sense to retain One Portal with no EXP loss - instead of retroactively stealing progress you've already made, you simply do not progress forward. Blocking forward progress is much preferable to destroying already-achieved progress. Blocking continued progress makes you want to fix your shit so you can continue progressing. Stealing already-achieved progress makes you want to throw a controller and quit. Frankly, I'm annoyed at myself that I didn't get the supporter pack map device that only provides a single portal. That would solve a lot of this, methinks - if people don't see six portals, they won't care about not getting to use the extraneous ones that really have no business being there. Refit the map devices in PoE2 to only show a single portal, and if you have to limit entry to the instance for economic reasons? Give that portal charges limiting how many players can enter it. It's stupid. It's all just stupid. Just a bunch of knee-jerk reactionary howling from people who haven't fired a neuron voluntarily since 2009 and aren't about to start now. |
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" Yeah, Elden Ring compared to Dark Souls is incredibly friendly about experience recovery. Every boss is basically right next to a respawn point. And you start to learn to make the most of your current soul count before entering any new or dangerous zones, saving consumables until you need to eek out a few more points to get that level point, making death far more tolerable. Elden Ring--like any well design souls-like--also gives clear and concise reasons for player death. You may think the boss or mob is bullshit, but at least you more or less know why you died. For PoE2, it'd be like you just randomly get shot from a giant with a long bow that never fires again for some unknown amount of time and if you're unlucky enough for it to kill you, tough titties. Friggen people would defend the yeti in SkiFree. |
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" " Yeah, no, your fault if you can't back away from a 6 portal map and need the crutch of the game forcing you to stop. Last edited by Z3RoNightMare#7140 on Jan 27, 2025, 4:59:59 PM
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