PoE2: One death in map and its bricked.

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Rakujan#0621 wrote:
Just to add my displeasure to this growing list.

As a solo player, this is extremely punishing. Maybe limit it for specific maps on the Atlas.

The 10% XP loss + the map loss is rather a bitter pill to swallow and makes the endgame feel less enjoyable, especially first starting out.


Thank you for adding your opinion :)
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Pashid#4643 wrote:
Nah
It's a good system to reward skill and well optimized characters/gameplay rather than handing out instant gratification to 6 portal zhp glass cannon corpse runners.

This system would fit really well into PoE1 as well tbh.


You're part of the fucking problem, best stop talking.
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Anyone reached maps yet and got any feedback on this?


I'm at t11+ maps now and it feels awful.
I'm playing a Pathfinder so my character has neither ES nor a high life pool. (1800 life atm)
Evasion is very good mitigation but it does nothing about random aoe effects or oneshots.
I cannot get a lot more life with gear, something like 2500 is probably the absolute max.

Some white mobs deal enough dmg to oneshot me now, so I try to kill as much offscreen as possible.

I cannot afford to play proactively, because if I die the map is lost and I don't get enough waystone drops to sustain higher tiers. This makes mapping not very enjoyable.
Builds and Guides:
https://www.pathofexile.com/forum/view-thread/2198879
Last edited by SHEPUUURD#7714 on Dec 11, 2024, 7:33:59 PM
Loosing the map on 1 death feels terrible.
IGN: Elem_Mental


Lets all drink red bull jump out of a plane and hope for the best.
I haven't reached endgame but knowing that some bosses can oneshot you even if you have pretty good defenses is a bit of a downer. Are you expected to be able to 1 or 2 shot bosses yourself and that's why it's OK??


Given that some bosses have moves that don't seem to have a [prominent?] audio or visual tell I'm not sure what the DEVs are actually expecting.


While I do like playing HC where the concept of a one-shot is a super rare exception and not the rule OR playing in SSF Ruthless for scarcity I don't see the appeal of "be perfect or brick one of your hard-earned maps".


YMMV.
Reached endgame today with my warrior. The most I have ever died during a campaign, but I persevered and got 'better' over the course of my 200+ deaths. Although 95% of those where between Act 1-3 Normal. Cruel was a walk in the park compared to 'Normal' in my opinion. I have no issues with this though, and I trust the new acts in 1.0 will address this. I killed Doryani 1st try in 3 mins at lvl 62... I got to mapping, loaded up the first one - Rustbowl - Killed everything (0 monsters remaining, no boss, no completion) - ran around the map for another 15 mins before finding a thread online somewhere about the map being bugged for other players too. RIP map - carry on and load my 2nd map. Died in the 2nd map. When I respawned I noticed my portals were gone, map went poof. Which lead me to this thread...


Now one Alt+F4 later and a swift uninstall I am left contemplating this whole past week and what it was for.


JK did not uninstall, but I will 100% not play endgame like this, its way too tilting for my liking. I do understand some really narrow-minded troglodyte will probably say this is a skill issue, which it most definitely is. But I am just asking for a fun way to improve skill/learn patterns rather than a super time consuming and punishing policy that breaks morale - 10% XP loss is punishing enough (especially at higher levels)... For me this is a big L - right up there with disappearing loot on death. Just give me 6 portals and make it the same as campaign - where if you die you need to work through the map again and boss will be at full HP. This way you stop the boss rushing glass cannons - while not gatekeeping maps based on waystone drops as much. This whole policy feels like its supposed to slow you down - but it adds too much player frustration.

For now I will go level some other characters instead xD
Last edited by RedbellyRanger#0960 on Dec 13, 2024, 4:22:19 AM
I'd like a middle ground.

1. Leave death penalty
2. And make maps like campaign.
--- dying resets zone, and boss health.

And keep 6 portals.


This would get rid of corpse clears spamming, and boss death rushing.

But also allow us to learn, and maybe get a drop or two, that would help in the next map.
Totally agree with the OP.

Just from a personal experience, I lost most of my maps to "on death" effects like chaos or corpse explosions, when you actually beaten the encounter. They are totally overtuned and way to fast, just like in D4 at the beginning.

Also the chaos explosion literally spawns on top of you, even if you are 40 yards away from the mob already.
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Totally agree with the OP.

Just from a personal experience, I lost most of my maps to "on death" effects like chaos or corpse explosions, when you actually beaten the encounter. They are totally overtuned and way to fast, just like in D4 at the beginning.

Also the chaos explosion literally spawns on top of you, even if you are 40 yards away from the mob already.


Thank you, I was concerned before the game, just the answer in the post GGG Live interviews.
Now that I have played the campaign (experienced PoE1 player and I haven’t even got close to completing it yet) I am even more concerned.
Hearing from those that have reached maps (and aren’t 1%ers) seems to confirm my fears.
I'm in maps and I love it. The days of shutting your brain off and just grinding away while watching an entire series of Taskmaster on my second screen are gone, and good riddance; I feel actively engaged at all times in this endgame.

I honestly don't think I'm ever playing PoE1 again.

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