PoE2: One death in map and its bricked.

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SerialF#4835 wrote:
funny how all people thinking like you have private profiles.

"OUR" build.
"OUR" farming strategies.
"OUR" league mechanic analysis.


It wasn't a rhetorical question: I genuinely want to know how often you're dying while mapping. Because mathematically speaking, you have to be dying at least twice per 3 maps for this to be an issue.


For PoE1 for experts with good builds I agree at endgame red tier maps and beyond.
But this ISNT PoE1 and it’s tougher, more tactical etc etc. and it’s supposed to attract new players without all the previous. Now tell me 1 portal will be good for them and expanding our player base!
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sephrinx#7591 wrote:
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.


More than happy to live with it, as an option. But as core part of softcore NO
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It wasn't a rhetorical question: I genuinely want to know how often you're dying while mapping. Because mathematically speaking, you have to be dying at least twice per 3 maps for this to be an issue.


For PoE1 for experts with good builds I agree at endgame red tier maps and beyond.
But this ISNT PoE1 and it’s tougher, more tactical etc etc. and it’s supposed to attract new players without all the previous. Now tell me 1 portal will be good for them and expanding our player base!


I would never be interested in playing a game that a brand new player with no game knowledge could reach pinnacle content of with a bad build. Because if they could do that, I would literally beat the hardest things in the game on a hardcore character in less than a day... where's the challenge for anyone who knows how to play in a game that easy?

There's a reason I don't play diablo four.
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SerialF#4835 wrote:
funny how all people thinking like you have private profiles.

"OUR" build.
"OUR" farming strategies.
"OUR" league mechanic analysis.


It wasn't a rhetorical question: I genuinely want to know how often you're dying while mapping. Because mathematically speaking, you have to be dying at least twice per 3 maps for this to be an issue.


this is an issue when your game farts for w/e reason and you say to yourself 'whelp i'm ded' before you are even in danger. does it happen often? no, but if you have 1 portal to map you got ready for its going to seriously suck

Edit: The guy below gets it 100%
Last edited by AintCare#6513 on Nov 28, 2024, 6:10:02 PM
This is one of two design choices that I think will be absolutely awful.

One of my favorite ways to play in POE is to make maps that I know I probably cannot complete and smash into them. Dying is expected. Sometimes I surprise myself or I am pleased to find the character I created is more resilient than I thought.

This makes that sort of play completely non-viable and for what? So "muh consequences" gamers can have hardcore in softcore?

Aside from my personal frustration with it from a design perspective this also runs into a core failure of POE that is the *gosh darn servers* and user internet too I guess.

If I'm doing some map and I get nuked by a lagspike or the server farts out a brick and I disconnect I won't be able to log back in and resume where I left off, again, so that "muh consequences" gamers can get their rocks off?

Just let people have the freedom to choose their level of consequence and stop acting like making these core components of a game benefits anyone.

Let players choose

let players choose


let players choose


let players choose





LET PLAYERS CHOOSE
More often than not, if im in a map and crash to desktop my portals are gone when i come back anyways. Of course this isnt considering a packet loss dc.
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More often than not, if im in a map and crash to desktop my portals are gone when i come back anyways. Of course this isnt considering a packet loss dc.


I often disconnect and have portals left. Usually when I enter the map again my minimap is reset and blank.
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It wasn't a rhetorical question: I genuinely want to know how often you're dying while mapping. Because mathematically speaking, you have to be dying at least twice per 3 maps for this to be an issue.


For PoE1 for experts with good builds I agree at endgame red tier maps and beyond.
But this ISNT PoE1 and it’s tougher, more tactical etc etc. and it’s supposed to attract new players without all the previous. Now tell me 1 portal will be good for them and expanding our player base!


I would never be interested in playing a game that a brand new player with no game knowledge could reach pinnacle content of with a bad build. Because if they could do that, I would literally beat the hardest things in the game on a hardcore character in less than a day... where's the challenge for anyone who knows how to play in a game that easy?

There's a reason I don't play diablo four.


I don’t play hardcore but otherwise 1000% agreed.
PoE2 is allegedly harder and more complex, which is exactly why I believe this feature should be an optional choice not an enforced part of default softcore
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Now tell me 1 portal will be good for them and expanding our player base!


I get why you are worried but you are also automatically assuming they haven't adjusted the difficulty for 1 portal, you are imagining it in PoE1 terms then saying that can't work.

Maybe they know that :p (also it can work anyway guys the default builds are just going to change to be more like the HC variants)

Plenty of new players like to have goals to work towards/overcome and mapping setbacks are part of that.
GGG, during their entire existence relied on 'random BS' for content

each individual mod, mechanic or enemy poses no threat

but with each update we got more and more bs multipliers creating situations that exceeded anything anyone would deem 'reasonable'

anyone who farms harvest with non-meta build knows what happens when you get 5 rares with +extra mods on a brutally rolled T17 and these happen to have auras. it is pandemonium of unimaginable magnitude that only handful of builds can survive

that random stacking of BS is their method of creating content, difficulty and 'memorable moments'. thats the reason why Soul Eater is still in the game despite being complete shit when fun is considered.

if you think that company who used this tactic for ~12years suddenly changes you are very naive

POE2 will create the same unforeseen BS combos that you either completely outgear or ignore. and if you ignore and face one - this map is now bricked

release game might be 'somewhat' balanced - but each new release with unavoidable powercreep (on both sides) and that problem will grow

end result? handful of builds that can ignore that, handful of full glass that accept they die if unlucky and NOTHING inbetween

poe2 on release will hit record high playerbase - thats already set in stone. but that means you also attract 'common' gamers (you can check 'core' playerbase checking Necro Settlers league) - and for common players this mechanic is more or less a middle finger. esp those that will pick a weak archetype (melee.. doesnt look any stronger relatively tbh) and learn that 'no ascendancy change for you lol'.

i wonder if this will survive till 1.0, because you either widen the playerbase OR you introduce forced pseudo-hardcore

it works with Darkest Dungeon, when your characters are.. throwaway so the cost of a wipe is few tears and here-we-go-again (and each time you KNOW why youve been wiped). POE2 seems to have much heavier consequences and difficulty that relies on random BS stacking more than anything

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