PoE2: One death in map and its bricked.

one death? there are the usual amount of portals, i think they posed it as if you fail the map not if you die even once.
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Mash the clean
Last edited by Mashgesture#2912 on Nov 23, 2024, 1:34:45 PM
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Yea im pretty sure its if you fail the map. As in all 6 portals.

Mark says it right here while showing this:


In the ZiggyD QandA after the show it was asked and the clear answer was… you can have friend use the portals, you can grab loot come out and go back in but if you die (assuming no coop to revive you) the map is DONE.
There even a twitch clip for the GGG Q&A session that’s like 10 seconds trending somewhere but not sure if I am allowed to post it here so you’ll have to find it or rewatch the entire like 2 hours of Q&A again.
It’s one and done if solo in soft core and I think it’s a mistake to do it.
Last edited by Timbo Zero#8289 on Nov 23, 2024, 12:22:07 PM
A single try per map/boss seems excessively prohibitive and I hope they change that as feedback comes in. 6 portals is already restrictive enough in a game where boss HP resets to full when you die.

Dark Souls is hard but you can fight a boss over and over until you master it.
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Yea im pretty sure its if you fail the map. As in all 6 portals.

Mark says it right here while showing this:


In the ZiggyD QandA after the show it was asked and the clear answer was… you can have friend use the portals, you can grab loot come out and go back in but if you die (assuming no coop to revive you) the map is DONE.
There even a twitch clip for the GGG Q&A session that’s like 10 seconds trending somewhere but not sure if I am allowed to post it here so you’ll have to find it or rewatch the entire like 2 hours of Q&A again.
It’s one and done if solo in soft core and I think it’s a mistake to do it.



Okay I found what you were talking about and yes it seems like this is the case. https://www.youtube.com/watch?v=nAz85ZwUMko&t=7808s

At 2:10:08 they start talking about it

1) You have 6 portals, you can leave and come back so you can take items out
2) A death will end the map for you
3) There are no checkpoints in maps only the campaign for bossing
4) Alt-F4 or logout macro will pause where you are at the exact moment. Its not a get out of jail free card anymore


I like this change for many reasons. Its basically heist rules for mapping.

I will edit my other posts. Thank you for the clarification.
Mash the clean
Last edited by Mashgesture#2912 on Nov 23, 2024, 1:37:11 PM
I wouldn't be bothered by this new combat system and punishment if it wasn't for the fact GGG is continuing to add TIMED LEAGUES in the game. You want to get anything substantive out of Delirium or Breach? You need to invest heavily into DPS and clear speed, sacrificing defenses in the process.

You can't have a slow and tactical game when you include mechanics that encourages everything but. This already makes me worried about the future of PoE2.
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Last edited by Pizzarugi#6258 on Nov 23, 2024, 2:11:38 PM
Imagine spending hours, perhaps days, trying to find an Aul in your mine. You think you're ready, you go in, you face Aul, and you die. No problem, you can go do the node again and it only costs the sulphite to get back to it, plus your XP loss, and the boss has reset. This is not a bad thing, it forces you to learn the boss mechanics because you have to get through the fight in one go, but doesn't screw you over completely.

Now imagine that dying during the fight means you can't run that node again, it's just bricked, and you can't go through it to the next node either so you need to spend a bunch of time and sulphite just to get back to trying to find the next Aul. This is a fucked experience that allows you to learn nothing and teaches you nothing.
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Imagine spending hours, perhaps days, trying to find an Aul in your mine. You think you're ready, you go in, you face Aul, and you die. No problem, you can go do the node again and it only costs the sulphite to get back to it, plus your XP loss, and the boss has reset. This is not a bad thing, it forces you to learn the boss mechanics because you have to get through the fight in one go, but doesn't screw you over completely.

Now imagine that dying during the fight means you can't run that node again, it's just bricked, and you can't go through it to the next node either so you need to spend a bunch of time and sulphite just to get back to trying to find the next Aul. This is a fucked experience that allows you to learn nothing and teaches you nothing.


... It doesn't take days or hours to find aul... It does if you dont delve at all/ have shallow depth sure.

But thats intentional. You dont see them often above 220-230 depth.

If you want to have a similar comparison I guess you take days or hours to find a boss since you dont map.

Equating that to the new system in POE2 with map bosses ....

I think we need to hold off on comparisons like this and play the game first before anything.
Mash the clean
Last edited by Mashgesture#2912 on Nov 23, 2024, 2:51:59 PM
I'm not a fan of this change, and I don't know why Neon/Johnathan is pushing for this.

Semi-Hardcore is still hardcore, asking for carries is not fun, it's not immersive, and it's not engaging.

Bricking encounters during progression is not fun.
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so how do we learn and progress our playing skills (especially for tactical bosses)?


Use ShadowPlay or OBS Replay Buffer.
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