PoE2: One death in map and its bricked.
" Fingers crossed |
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" I have faith, but in short no. |
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As per Timbo Zero's suggestion, reposting my two cents to keep it aggregated:
For people with choppy connection, PoE 1 softcore was playable because on disconnect, it didn't matter if you died or not, sure you lost some xp, maybe some loot (I lost 9 waves of Ultimatum loot to dc just today) but fundamentally, a dc felt about as shitty as a death to dc unless you were pushing 100. In PoE2 I'm worried it will just be very demotivating to lose entire maps because the disconnect wasn't detected early enough and the damage or even extra hits from monsters went through. I'm not saying it's a bad system, in fact I'd like to leave all my opinion on gameplay/balance of 1 death = 1 map to myself to not detract from my main worry - I just hope there is focus on disconnect detection and that issues/bugs tied to connection will be given higher priority. |
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I wonder if logout macros will reign supreme
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One minor thing - I see in this thread people are arguing this was done to combat glass cannon builds... I'll remind you, Sanctum exists in PoE2 and it's farmable.
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i dont like the idea of 1 death BUT
if the game is VERY telegraphed and has less "bullshit death" mechanics i m all for it. [Removed by Support]
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" How do you telegraph something to the player if your game's graphics design has zero visual clarity? |
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" by email? |
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If there needs to be some map death penalty beyond losing one of your six portals, or having to run the whole map again from scratch, it should be a stacking map modifier which decreases quantity and/or rarity of items dropped on that map node, not completely bricking the map node.
Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
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" this is a valid concern. poe1 you cant see shit the hope is poe2 is better [Removed by Support]
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