PoE2: One death in map and its bricked.

"
...

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.
"
MaxW81#9965 wrote:

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
"
SerialF#4835 wrote:
"
MaxW81#9965 wrote:

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!
"
"
SerialF#4835 wrote:
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.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Any perceived disrespect is unintended, I have High Functioning Asperger's and its socially inept.
"
SerialF#4835 wrote:
"
MaxW81#9965 wrote:

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 ?


No need to, Jonathan has already said in Darth/Ghazzy interview after GGG Live that this would automatically reset your entire atlas with a new random seed/layout.
He also stated he believes you can also do so later with some currency/mechanic but didn’t know exactly what/how (or wasn’t prepared to say)
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Any perceived disrespect is unintended, I have High Functioning Asperger's and its socially inept.
and would you take the risk of making sure it works as intended ? :)
Last edited by SerialF#4835 on Nov 26, 2024, 8:28:23 AM
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.
"
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
Mash the clean
"
"
SerialF#4835 wrote:
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.


Well said—we need to allow GGG to take bold steps. Without these risks, there’s no room for real innovation. As you mentioned, it’s best to play the game first and see how these changes feel before rushing to judgment. We don’t have the full picture or insight into GGG’s long-term vision for the game, so giving them the opportunity to implement and refine their ideas is crucial.

If developers always crumbled under pushback, many games wouldn’t have reached their peak potential. Take World of Warcraft as an example—many convenience features like flying mounts, dungeon finders, and LFR difficulty were implemented due to player demand. But in hindsight, these changes arguably hurt the game, removing key aspects of challenge and immersion. In my opinion (and many others’), these choices did more harm than good.

As for Path of Exile II, fragmenting the player base with too many difficulty modes could lead to a diluted experience. Softcore should have a unified set of rules for consistency. However, expanding options in custom leagues could be a great compromise. That’s precisely what custom leagues are designed for—providing alternative experiences without disrupting the core game.
"
I honestly think we have to wait and see how the actual experience will be.


Could not be more true! If this change comes it 100% won’t be on Dec 6th or near to it

"
Zoddo#3014 wrote:
As for Path of Exile II, fragmenting the player base with too many difficulty modes could lead to a diluted experience. Softcore should have a unified set of rules for consistency. However, expanding options in custom leagues could be a great compromise. That’s precisely what custom leagues are designed for—providing alternative experiences without disrupting the core game.


Apologies for skipping to the end of your reply, for the record I do not disagree with the rest.
As for the last paragraph I say ...
We heard bosses will reset on death, we were happy. Now it turns out they only reset on death in campaign (because if you die or group dies in a map it’s done). So I ask myself why?
I was rather fond of the bosses resetting on death, there is a wealth of reasons I can think of to have this, but only in campaign again why?
The proposal a friend made and I posted earlier today was don’t make it a punishment to softcore, make it a feature by making campaign zones reset on death and maps 1 portal as a gamemode like ssf is and even be able to opt into (and one way only out of) together.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Any perceived disrespect is unintended, I have High Functioning Asperger's and its socially inept.
Last edited by Timbo Zero#8289 on Nov 26, 2024, 11:37:06 AM

Report Forum Post

Report Account:

Report Type

Additional Info