Is death penalty still a thing? Or do you get double punished for death now?
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Posted byMaxW81#9965on Nov 26, 2024, 5:05:00 AM
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they cant stop trying do they. expedition, an, ruthless, removing the crafting bench, etc etc etc. delirium in "cant remember name" event.
this time they doubled down it. not only it will push a lot of people towards the few overpowered skill that they always put in the game so some of the forumers will feel smart by copying those builds, but it ll frustrate people out of the game. And i am sure we wont have any good death recap with at minimum a list of the debuffs we got soon before we died. Don't forget to make a warning at the start of the game, this game is designed so you have to record your game while playing.
people will hate it and they ll probably change it.
they never learn. we dont want to play the way you play ggg. so before the game is even there i ll ask, give us an easier difficulty lol !
[edit] i was somewhat hyped but this is the kind of stuff i already feel the pain before even starting. you set up a region to farm and boom, bricked. how fun.
Last edited by SerialF#4835 on Nov 26, 2024, 5:07:20 AM
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Posted bySerialF#4835on Nov 26, 2024, 5:05:14 AM
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Is death penalty still a thing? Or do you get double punished for death now?
It was mentioned in the Ghazzy & Darth's podcast with Jonathan that the exp loss currently still exists in POE2, but that it should be looked at (with Mark); if it's still needed, given that death has "another" penalty.
He went on what could be a possible change, to "ramp" it up the closer we get to level 100. Thus less exp loss on death when lower level.
So for now, it's still there.
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Posted byFutureFear#3386on Nov 26, 2024, 5:28:08 AM
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they cant stop trying do they. expedition, an, ruthless, removing the crafting bench, etc etc etc. delirium in "cant remember name" event.
this time they doubled down it. not only it will push a lot of people towards the few overpowered skill that they always put in the game so some of the forumers will feel smart by copying those builds, but it ll frustrate people out of the game. And i am sure we wont have any good death recap with at minimum a list of the debuffs we got soon before we died. Don't forget to make a warning at the start of the game, this game is designed so you have to record your game while playing.
people will hate it and they ll probably change it.
they never learn. we dont want to play the way you play ggg. so before the game is even there i ll ask, give us an easier difficulty lol !
[edit] i was somewhat hyped but this is the kind of stuff i already feel the pain before even starting. you set up a region to farm and boom, bricked. how fun.
I honestly think we have to wait and see how the actual experience will be. Yes it most likely is possible to "brick" a boosted area. However, we as player have quite some control over the danger we give ourselves.
First given that prefixes and suffixes are split between rewards and danger. We for sure can make a map (tablet) have 3 prefixes thus only giving rewards. Although most likely will cost quite some currency to do so. It will help to lvl, and get better gear though, thus gain power, thus die less.
We can also avoid maps with mechanics we can't run. For example maps with a boss on it have the boss symbol same is true for breaches, ritual, delirium, etc. (seen in the content reveal video).
Most maps don't have a boss (1 in 4 = boss) and we only have to kill all rare monsters (and uniques) in an area to complete the area.
We also have no clue how balanced/powerful our characters will be around lvl 65; add to that we can also "over level" in the acts if you're missing some power. Which also happens in POE1 for some builds, or newer players. (most likely what I will do)
Quite a lot of the experience is in our own hands. It's a different game than POE1; we probably have to dial it back a notch or 2 in terms of "clear speed" and most likely keep our heads in the game a bit more.
The main goal of this type of death penalty is to slow down progress and avoid the "zoom-zoom" playstyle. It's a reminder that we aren't "all powerful" and that death has a consequence, thus making sure we keep an eye on our defense vs damage.
Your experience would feel very different if you die every 5th map, or every 50th map. But we as the player do get to choose the dangers to quite some extend.
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Posted byFutureFear#3386on Nov 26, 2024, 6:11:20 AM
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Is death penalty still a thing? Or do you get double punished for death now?
It was mentioned in the Ghazzy & Darth's podcast with Jonathan that the exp loss currently still exists in POE2, but that it should be looked at (with Mark); if it's still needed, given that death has "another" penalty.
He went on what could be a possible change, to "ramp" it up the closer we get to level 100. Thus less exp loss on death when lower level.
So for now, it's still there.
Thank you. I think the new penalty is enough and even harsher. Losing a super juiced map can be harsh and that penalty won't stop at lvl 100.
By the way who is willing to volunteer and try out what happens if you lock yourself in from all sides by failing on every map?
Last edited by MaxW81#9965 on Nov 26, 2024, 6:28:12 AM
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Posted byMaxW81#9965on Nov 26, 2024, 6:26:57 AM
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edit. duplicated
Last edited by SerialF#4835 on Nov 26, 2024, 6:33:42 AM
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Posted bySerialF#4835on Nov 26, 2024, 6:33:09 AM
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yes we have to see, it s just that given the history of ggg, learning that was an absolute party cooler. We know how they like to push stuff like that to us for some odd reason. Make a ruthless mod for all the "elite" players and leave us alone.
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Posted bySerialF#4835on Nov 26, 2024, 6:33:20 AM
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By the way who is willing to volunteer and try out what happens if you lock yourself in from all sides by failing on every map?
haha, been wondering the same. who will be the lucky tester ?
Last edited by SerialF#4835 on Nov 26, 2024, 6:34:52 AM
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Posted bySerialF#4835on Nov 26, 2024, 6:34:37 AM
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By the way who is willing to volunteer and try out what happens if you lock yourself in from all sides by failing on every map?
haha, been wondering the same. who will be the lucky tester ?
I will start with Infernalist and use the demon form, If I am blessed by stray projectiles I might as well find out!
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Posted byMaxW81#9965on Nov 26, 2024, 6:37:00 AM
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they cant stop trying do they. expedition, an, ruthless, removing the crafting bench, etc etc etc. delirium in "cant remember name" event.
this time they doubled down it. not only it will push a lot of people towards the few overpowered skill that they always put in the game so some of the forumers will feel smart by copying those builds, but it ll frustrate people out of the game. And i am sure we wont have any good death recap with at minimum a list of the debuffs we got soon before we died. Don't forget to make a warning at the start of the game, this game is designed so you have to record your game while playing.
people will hate it and they ll probably change it.
they never learn. we dont want to play the way you play ggg. so before the game is even there i ll ask, give us an easier difficulty lol !
[edit] i was somewhat hyped but this is the kind of stuff i already feel the pain before even starting. you set up a region to farm and boom, bricked. how fun.
I honestly think we have to wait and see how the actual experience will be. Yes it most likely is possible to "brick" a boosted area. However, we as player have quite some control over the danger we give ourselves.
First given that prefixes and suffixes are split between rewards and danger. We for sure can make a map (tablet) have 3 prefixes thus only giving rewards. Although most likely will cost quite some currency to do so. It will help to lvl, and get better gear though, thus gain power, thus die less.
We can also avoid maps with mechanics we can't run. For example maps with a boss on it have the boss symbol same is true for breaches, ritual, delirium, etc. (seen in the content reveal video).
Most maps don't have a boss (1 in 4 = boss) and we only have to kill all rare monsters (and uniques) in an area to complete the area.
We also have no clue how balanced/powerful our characters will be around lvl 65; add to that we can also "over level" in the acts if you're missing some power. Which also happens in POE1 for some builds, or newer players. (most likely what I will do)
Quite a lot of the experience is in our own hands. It's a different game than POE1; we probably have to dial it back a notch or 2 in terms of "clear speed" and most likely keep our heads in the game a bit more.
The main goal of this type of death penalty is to slow down progress and avoid the "zoom-zoom" playstyle. It's a reminder that we aren't "all powerful" and that death has a consequence, thus making sure we keep an eye on our defense vs damage.
Your experience would feel very different if you die every 5th map, or every 50th map. But we as the player do get to choose the dangers to quite some extend.
I agree with virtually all you have said, all those tougher choices and tougher gameplay are fine with me.
However, I still believe the one portal solo bricked map is a bad choice.
If the carrot/stick is more reward for more risk that’s fine. If the carrot/stick is always reward but one chance to seize it that bad.
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Posted byTimbo Zero#8289on Nov 26, 2024, 6:54:47 AM
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