ONE DEATH PER MAP HAS TO GO
One death per map is so punishing and frustrating that it makes me hate to play the endgame. Every time i die from an invisible on death effect or a DOT that's impossible to discern from dozens of on screen effects it just just makes me hate the endgame more and more.
I cannot even think of trying any other build for my sorceress than the most OP and meta shit that's available just to be safe from the death puddles and even then it's a 50/50 chance i'll still die from random shit while clearing a 14 tier map and one shotting bosses and loose all my exp and the waystone (and those won't drop enough to sustain even when maxing the rare item and waystones passive atlas tree). Last bumped on Dec 22, 2024, 7:29:22 PM
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Agree.
Even worse, with friends. 1 dies, and its done.. they can't rejoin. Just give us tries per portal how it was. |
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" See, I found the problem. The problem is insufficient visual clarity of mob effects. And I fully agree with that. This needs to be fixed and will make your experience better. But one life rule is fine. |
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" To be honest i would be all good if the on death effects and DOT's were more visible and better telegraphed because lately that is the one and only reason for failing maps for me. Like i am so anxious do to bosses and elites now i trained myself to panic roll everytime they die because i have literally no way of telling if something won't instakill me. |
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Agree I got to red maps and just stopped playing. It has no fun factor when you have to play so passive all the time. It feels like we are playing hardcore while not playing hardcore. It's not fun if you want to play like that. They have hardcore for a reason you can be HARDCORE player if you want that crap.
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" They actually are. The problem with clarity is, there's a lot more irrelevant garbage on the screen. This needs fixing. This might also be an issue with the graphics card glitching and not showing an effect. If your GPU doesn't load an appropriate shader in time, it will not render. That's another bug to be fixed. " That's good training to have in the beginning. If it makes you survive more, it means you can observe more and learn more. My take is, you had the campaign to learn the bosses (I'm not talking pinnacle ones). And they're really not that bad once you practice. If you skipped class in the campaign, just go into the arena and don't do damage. Roll for a couple minutes, observe the tempo, learn how big the AoEs are, which slams re-target while you move, etc. (Re-)learn the mechanics. Rares are trickier because you essentially need to know what to expect and build up a repertoire of responses to each situation. How do you handle proximal tangibility? What about mana siphon? Once the responses become habitual, you'll start finding maps boring. Trust me, I feel like I'm almost there myself. Last edited by Ankh_13#4218 on Dec 22, 2024, 3:12:56 PM
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No,
Just improve the visual clarity and balance. |
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+1 that No Fun at all. Just frustration
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" Visual clarity will always be bad in PoE lol, and balance is also impossible in such a complex game. |
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The one death per map is what made all my friends quit to be honest. I am the only one left in my guild still having fun. If it is because you guys love to re spawn everything on death, make a set area for when you come back in and make sure monsters cannot agro it from the distance. Although I would love to keep the map the way it was on death - I am thinking you guys decided not to keep map progress data for some reason? I dunno. But yeah, please let us use our portals for loot and death please.
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