PoE2: One death in map and its bricked.

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Esubane#6099 wrote:
This was kinda hinted by recent league mechanics such as Sanctum, or Settlers bosses, or Affliction boss (King of the Mists) - or the wildwood in general, if you die you're ejected from it.

They don't want you to build cheesy ZHP blasters and roll in currency despite having 1876 deaths after 30 hours of playing.

Whether this is good or not will depend on overall mapping design and averge time to kill for mobs. If a random rare can coconut-bonk you in one hit then it will feel horrible. But if characters have reasonable amount of durability then it could actually be OK and a deterrent from pushing the content too far and creating degenerate strategies.

Today it's "T17 or bust" with T17 being too hard for almost all builds except those very endgame and minmaxed. POE 2 wants to move away from this.


There are certain league mechanics where it has been a thing and it’s been fine as it suits that league, even been fine to maintain that if a league goes core as it was.
Having this methodology as a default forced softcore thing (one death solo and bricked map) isn’t right imo.
Have it as an opt in added difficulty (like ssf is) and I’d probably pick it myself and enjoy, forced upon me and I am unhappy (understatement).

We have seen too many times mobs that can off screen you (playing the settlers necro event and ‘kiloava’ mobs will do it like crazy) by design, others that do it because of limitations to the old poe1 engine (mobs are either inert till you engage them which it used to be or can potentially off screen you as it has been for a year or so). Poe 2 may not have them now, but they will 100% show up eventually (might be during EA or 3 years from now) and this one portal will then be a huge liability.

Sorry got to 100% disagree with your t17 synopsis. In 3,25 I played a league starter from day one until I quit after 40 challenges, it was far from minmax’d but did 250% t17 quite easily but not always without a death (hence why I hate this poe2 one portal idea). I just picked a starter that I knew with time would scale to that ability.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Last edited by Timbo Zero#8289 on Nov 28, 2024, 5:21:04 AM
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Esubane#6099 wrote:


Today it's "T17 or bust" with T17 being too hard for almost all builds except those very endgame and minmaxed. POE 2 wants to move away from this.


Not even remotely true...

43/138 by the way OP
Mash the clean
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Esubane#6099 wrote:


Today it's "T17 or bust" with T17 being too hard for almost all builds except those very endgame and minmaxed. POE 2 wants to move away from this.


Not even remotely true...

43/138 by the way OP


Agreed on first point as per my last reply.

I think I know what you mean by your second point, and yep you are not wrong and I am just trying to be proactive and reply to those who make good points where I can :)
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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It's totally fine to me as the atlas is supposed to be infinite. If that is the case, just move on if you can't do it. What is the big deal?


Technically the atlas has always been ‘infinite’ in that you (once you were sustaining maps) could just keep going as long as you liked. What’s changed is now it’s infinite variation of maps and the combination of content/rewards in them.
The problem is the change from some tolerance to mistakes to no tolerance at all, which whilst not hardcore is a step in that direction. As a selectable choice I’d be excited, as a default in softcore (the intended for new/casual players) it’s imo wrong.


Nah poe1 atlas isn't infinite. Of course you can do maps as long as you like, but you have to do some sort of rotation if you want to spawn Maven or any of the other bosses, like Sirius, Elder or Shaper, so you are forced to do certain maps. We don't know if that's the case in poe2, I have doubts.
Also, there is some misconception among players who think they miss on important loot if they don't do 100% of a map. I am pretty sure that for technical reasons, that is, to save computational power, loot is created only at the moment you kill a monster. Therefore, if you don't finish a map, you lose on nothing (except if you invested currency into it). This might even be beneficial for many players to not waste too much time on content they are not ready for.
Personally I don't think it matters too much, and therefore I like the new system more. Simply because it gives you more the feeling of exploration and progress, instead of limitation and repetition.
See my large and detailed feedback on poe1 (Settlers league) here:
https://www.pathofexile.com/forum/view-thread/3585013
Includes also suggestions for new features and content.
And here my feedback on poe2:
https://www.pathofexile.com/forum/view-thread/3680526
Last edited by BlueSkyWhiteSands#7725 on Nov 28, 2024, 8:03:01 AM
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It's totally fine to me as the atlas is supposed to be infinite. If that is the case, just move on if you can't do it. What is the big deal?


Technically the atlas has always been ‘infinite’ in that you (once you were sustaining maps) could just keep going as long as you liked. What’s changed is now it’s infinite variation of maps and the combination of content/rewards in them.
The problem is the change from some tolerance to mistakes to no tolerance at all, which whilst not hardcore is a step in that direction. As a selectable choice I’d be excited, as a default in softcore (the intended for new/casual players) it’s imo wrong.


Nah poe1 atlas isn't infinite. Of course you can do maps as long as you like, but you have to do some sort of rotation if you want to spawn Maven or any of the other bosses, like Sirius, Elder or Shaper, so you are forced to do certain maps. We don't know if that's the case in poe2, I have doubts.
Also, there is some misconception among players who think they miss on important loot if they don't do 100% of a map. I am pretty sure that for technical reasons, that is, to save computational power, loot is created only at the moment you kill a monster. Therefore, if you don't finish a map, you lose on nothing (except if you invested currency into it). This might even be beneficial for many players to not waste too much time on content they are not ready for.
Personally I don't think it matters too much, and therefore I like the new system more. Simply because it gives you more the feeling of exploration and progress, instead of limitation and repetition.


You raise some excellent points and I mostly agree, but have some ‘notes’.

I didn’t say poe1 atlas was infinite I said it was ‘infinite’, that is to say (sustain willing) there is no limit on how much you play it. PoE2 however is infinite atlas with infinite variation of those ‘maps’ (iirc actually called waystones but you get my meaning).
If these waystones drop significantly more than PoE maps do then I foresee no problem but still think the one portal is wrong and for a couple of reasons….
1) Thematically as an ‘immortal’ being (like a phoenix we die to rise again) I am going to want to get me some revenge (6 portals I can, 1 I can’t)
2) Thematically, using your ‘feeling of exploration’ template, I agree 1000%. But (I’m not American but suits this point perfectly imo) had the pioneers given up on an area first ‘resistance’ they met then half the western seaboard wouldn’t exist. Ok I said perfectly and it’s not a direct analogue but you see my meaning that when we enter a place we desire to see it to the end or as far as we can.
3) this new game is intended to entice new players, who will see 6 opportunities, get 1 and be frustrated and potentially quit. This is why I’d love this ‘feature’ to exist but as an option like SSF to which I’d jump at the choice day one.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Last edited by Timbo Zero#8289 on Nov 28, 2024, 8:14:26 AM
Yeah this is really stupid. I can live with it, I guess, but being able to brick your atlas is exceedingly stupid, and this is definitely not something I would ever think of implementing into the game in a million years.

I can bear with it, but I cannot abide by the runes/ascendancy being "locked in" - completely bricks the item and trade and makes Runes something you'll never be able to enjoy using.
~ Seph
people that dont see a problem are simply people that ll go on tft, buy access to a boss and will go in someone else map for a price. ""one try" is great" ... for the plebs
Last edited by SerialF#4835 on Nov 28, 2024, 11:58:15 AM
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SerialF#4835 wrote:
people that dont see a problem are simply people that ll go on tft, buy access to a boss and will go in someone else map for a price. ""one try" is great" ... for the plebs


...Or we're people who don't die constantly while mapping? Maybe?

For real, how are people even thinking this is a problem? How often are you dying in PoE 1 if this is seriously a concern? Because if I die more than twice in an entire evening of running maps, I feel bad about how badly I'm playing and I look at my build to see what the problem is.
mark my words. tft sell boss map. soon.

already explained my concerns anyway.
funny how all people thinking like you have private profiles.

"OUR" build.
"OUR" farming strategies.
"OUR" league mechanic analysis.
Last edited by SerialF#4835 on Nov 28, 2024, 12:39:23 PM

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