PoE2: One death in map and its bricked.

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Ashgan9#6435 wrote:
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If you play in a group (softcore) and someone dies, the map is bricked?

As far as I know there is a rez feature where you stand over someone for like 6+ seconds to revive them, so not combat viable but it would let you keep going otherwise.
Edit: so Unless you all go down.


We haven’t been told the rez time but have been told each one will take longer than the previous one.
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ebrl#7983 wrote:
This is the best thing they could have done and if they walk back on it I'll delete my account


You are the first to say something this negative about this, your right and I won’t argue though :)
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Way better like this. I hate the meta of dropping portals during risky content so I don't have to run all the way back. This will force players to only run content they can manage, which is how the game should have been.


You can still drop portals, port out to empty inventory and port back in. It’s only dying that bricks the map.
Last edited by Timbo Zero#8289 on Dec 6, 2024, 8:04:08 AM
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J3003#0505 wrote:
Am also worried this will make learning boss mechanics harder. We will have to, I guess, rely on youtube videos to learn mechanics instead of using our 6 portals to do so.


Exactly and the arguement that we learn them in campaign is moot, becaus the map variants scale up in difficulty the higher the ‘tier’ is.
just throwing my bored and spiced rum'ed opinion out there: I love this move. You need consequences or players will ignore defense in favor of speed.

POE1 has suffered many ill design challenges and much harm to the balance of risk/reward due to glass cannon clear speed meta "use all mah portals because I paid for them" gameplay. 3k life builds with 500% MS autobombing screens of nameless XP globes that might have been monsters if their mesh had loaded into Video memory before they exploded.

This design gives far more consequence to build choices.

If players CAN ABUSE DUMB SCALING MISTAKES... they will, and then the game will be balanced around those scaling mistakes. 1 portal ensures at least some level of defensive investment. By reducing the margin for error from 6 chances to 1 chance. Even 2 portals would allow players to game the system harder and avoid defensive build choices in favor of speed.

Just think how much more cautious you'll be when an important map is opened... instead of runing past shit with giga movement or spamming move skills recklessly you might actually ... you know... be cautious? Take a bit of time?

Remember when hack and slash was about carefully moving down dangerous dungeon corridors? Not lawn moving XP globes?

Now ofc if they want players to play slower they will have to make the loot feel worth it. If we get POE1 drop rates of good stuff in a game thats 2x or 3x slower then the "risk vs reward" is going to feel really stupid. POE1 already feels far less rewarding than every other game I've ever played including some seriously stingy MMO's
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
Last edited by alhazred70#2994 on Dec 6, 2024, 1:40:04 AM
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just throwing my bored and spiced rum'ed opinion out there: I love this move. You need consequences or players will ignore defense in favor of speed.

POE1 has suffered many ill design challenges and much harm to the balance of risk/reward due to glass cannon clear speed meta "use all mah portals because I paid for them" gameplay. 3k life builds with 500% MS autobombing screens of nameless XP globes that might have been monsters if their mesh had loaded into Video memory before they exploded.

This design gives far more consequence to build choices.

If players CAN ABUSE DUMB SCALING MISTAKES... they will, and then the game will be balanced around those scaling mistakes. 1 portal ensures at least some level of defensive investment. By reducing the margin for error from 6 chances to 1 chance. Even 2 portals would allow players to game the system harder and avoid defensive build choices in favor of speed.

Just think how much more cautious you'll be when an important map is opened... instead of runing past shit with giga movement or spamming move skills recklessly you might actually ... you know... be cautious? Take a bit of time?

Remember when hack and slash was about carefully moving down dangerous dungeon corridors? Not lawn moving XP globes?

Now ofc if they want players to play slower they will have to make the loot feel worth it. If we get POE1 drop rates of good stuff in a game thats 2x or 3x slower then the "risk vs reward" is going to feel really stupid. POE1 already feels far less rewarding than every other game I've ever played including some seriously stingy MMO's


I personally 100% agree with you.
However this isn’t about me ( if this was a featured option, like ssf, at character creation I’d jump on it), this is about the community and it’s hopefully wealth of new players and existing casual/less experienced players and for them this is going to be problematic at best and an exodus at worse (and the ‘it is better to ask for forgiveness than permission’ concept doesn’t hold up with gamers, they once gone will be 100x more difficult to regain.
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I personally 100% agree with you.
However this isn’t about me ( if this was a featured option, like ssf, at character creation I’d jump on it), this is about the community and it’s hopefully wealth of new players and existing casual/less experienced players and for them this is going to be problematic at best and an exodus at worse (and the ‘it is better to ask for forgiveness than permission’ concept doesn’t hold up with gamers, they once gone will be 100x more difficult to regain.


I don't see how this will be a large issue for new players. They won't be in the habit of racing through each level ignoring defense. So will naturally be more timid and defensive, which suits the "one try meta" well.

Main issue is probably PoE1 players that hasn't followed PoE2 closely.
the disturbing thing is most of these people didnt play poe 1 ea, and are acting like the game was good being ran at a snails pace farming stuff like the ledge, it was riddled with bots, rmt, and janky builds like incinerate templar. (exilebuddy for example)

The streamers for this game are just farming viewers for keys and alot of them aren't doing legitimate giveaways.

Poe1 became popular because of the ability to go fast, if you are creating a top down souls game I dont think it has the same sticking power.

I dont think people have a clue, must be nice to be so oblivious to the world around you.
Last edited by Virginiaponics#3966 on Dec 6, 2024, 5:19:13 AM
I don't remember from all the information overflow, but does this mean you also can't loot the map after you die?
the worst feeling would be to see a rare item dropping, about to go pick it up but get slaughtered in the process
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Esubane#6099 wrote:
1 portal is bad because of frequent server issues this game has.
I died at least 50 times in 3.25 due to disconnects and lag spikes out of nowhere. It's one of the reasons why I never play hardcore characters.

Maybe 6 attempts is too many and encouraged bullshit zhp builds. But cutting down to just one is taking it to the extreme. 2-3 portals would be cool.


If you have died 50 times due to disconnects it’s not the servers problem at that point.

I don’t think I even get 50 deaths total across all my settlers characters (4) AND my settlers necro character


Sounds like you need to contact your isp


Some leage had trouble in the past,i had around 2 weeks a unstable connection in settlers even with other entry points.But that is maybe gone in poe2.

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