STILL ONE DEATH PER MAP

How can you stick with one life per map when there are invisible on death affects and white mobs doing the same damage as bosses according to ggg lol
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Dmo90#6022 wrote:
How can you stick with one life per map when there are invisible on death affects and white mobs doing the same damage as bosses according to ggg lol


They are literally fixing that stuff.
imagine being so insecure, unskilled and unhappy; that it's obviously far from being good enough to win or brag in any of the teenage full-loot pvp games.

so coming here to shun anyone posting even a slightly divergent opinion is basically the only choice left. to show everyone how insecure and unskilled you ultimately are. :(

that's the saddest thing I've read today.

Back on actual topic: I find the XP penalty seems like a reasonable challenge and death-penalty in general.

As many others here I agree the 1-portal death is more than just lackluster in gameplay, game-design and in terms of practical fun. Not only does it impede any sort of already impossible means for co-op.

It also undermines the metagame and substance that was elaborated for end-game mapping and juicing. (Especially in light of co-op once again) As that's already tedious enough, but rather frustrating if one were to lose an actually juiced and time-consuing, planned out node. After all.

It doesn't bring anything to the table in terms of fun vs. frustration poles. Nor would it have much impact on eco or farm. If the argument for multi-death pinnacles etc. is "buy-in" balance. Then the same should apply for tediously prepared nodes. Over sabotaging your own and compelling meta-mechanics.

Keep the XP penalty. (That sort of challenge has a way smoother and controllable progression curve) Get rid of single-death portals. With drop-chances at hand even keeping (at least 3x death-portals)... wouldn't mean anything for pinnacle boss-farm in terms of economic impact either.

Challenge and enforcing some sort of strategy is obviously Okay. But not in such pointless, self-sabotaging and inefficient/frustrating ways.
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I just cant believe how toxic the community is sometimes
A lot of players who play for a long time dont like single death
It wasnt there and its not welcome
But no - some people will defend it just to make others miserable
Play on hardcore if u want misery


That's exactly what it is, never an argument as to why they want it just "get good loser" lmao but it's water off a duck's back to me when I've played poe for this many years.
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mikeab79#3627 wrote:
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Dmo90#6022 wrote:
How can you stick with one life per map when there are invisible on death affects and white mobs doing the same damage as bosses according to ggg lol


They are literally fixing that stuff.


After 10 years they still have not fixed this in poe 1 and they will not fix it in poe 2 either. If they fix it THEN they should implement 1 death per map if they still think it's necessary.
Last edited by justgivemeafuckingaccou#1081 on Jan 13, 2025, 11:35:16 AM
I'll copy my post from the other thread here, just in case some people need it:

A few leveling (and not dying) tips:
- Always use the Omen to fully heal you when you reach low life (30%), it's cheap as 6-8 ex.
- Always use the Omen to reduce XP penalty to 2.5% instead of 10% after lv 90. They're quite expensive, about 60-80 ex.
- Always use the Thawing charm. It gives immunity to freeze, and freeze is what most likely will kill you if you get it.
- Aim for maps with 3 prefixes and less suffixes, never do maps with suffix "Monsters deal X% more damage", "Monsters deal X% damage as extra Y damage", "Monsters penetrate X% elemental resistance", "Players are cursed with elemental weakness" or "players have - X% maximum resistance" unless you're confident of not dying.
Since you know, 50% resistance receive double damage (50%) from 75% resistance (25%).
- Read map mods and categorized them into doable and not doable maps. Depend on your build, avoid maps with "increased elemental threshold" (which means you'll have a hard time apply poison/bleed/shock/ignite/freeze on mobs) or "monsters have increased move speed + attack speed/critical hit chance + damage" or "players have less energy/life regen" etc.
- Maps with burning ground is dangerous. Also, maps with shocking ground will debuff you with 20% more damage taken, which literally means reduce your HP/ES by 20%.
- After lv 90, you MUST have a good defensive build, but also still have to maintain clear speed. You will be swarmed if you don't have enough dps to clear, but you will be one-shot sometimes if you don't have enough defense.
- Acrobatics/MoM/CI helps a lot. I'm not following ES, but you might find some guides everywhere on Youtube on how to improve your ES. Acrobatics with 75-80% evasion with enough clear speed allow you to get hit only a few times per maps, but you still need HP/res/dmg reduction to avoid one-shot. Also you'll want to have blind/maim on your herald, mark/curse on your aura (cast on X, blasphemy, etc.) to reduce damage and speed of dangerous mobs.
Armor might be better after next patch though.
- If you don't have CI, 75% chaos res is almost a must to avoid one-shot sometimes. Chaos damage hurts.
- If you don't have enough damage to one-shot everything, or don't have enough AoE to do screen-wide clear, try to rely on ailments to disable them. As mentioned above, blind/maim/mark/curse. Chill, Freeze, stun, eletrocute also are very good in disabling mobs, not letting them to hit/cast spells on you before they die.
- Never stay in one spot, keep moving. Never backtrack where you killed the mobs. For on-death effects, instead of waiting, move straight through them and backtrack to loot again after you've clear the whole breach/area (Of course only when you're fast enough). It's much safer than kill > loot > kill > loot. You'll almost never get hit by on-death effects if you just keep moving past the dead mobs, because they have delays. And most of the off-screen skills of mobs will just miss you because you moved.
- Higher movement/attack speed definitely helps.
- Stacking breach tablets and maps with "Increased Experience gain" help.
- If you are focusing on EXP, get the passive nodes on Atlas tree with Shrines, they help a lot in clearing the maps and sometimes you can get the Enlighten Shrine which gives a lot of extra exp. Save it for later, clear the map, come back to take it then run to the closest Breach. Bam, level up.
- Area level is important. If you're strong enough, do T16 maps in nodes with +2 level (some people called this T18 - with irradiated and corruption on the map node). And white/blue T15 map gives much more experience than fully corrupted T10 map, especially at lv 80+. If you're not confident, you can even run white/blue T15 maps with good mods on it, instead of risk to die running fully juiced ones.
- Learn which map is small and which map is big, which map is good for breach and which map is not. Use good waystones on good map nodes only, don't waste them.
- Don't blindly follow "meta" builds on Youtube if you don't understand it. Some builds are purely on offensive because they are only bossing and they can one-shot them, or they know the game well enough to avoid getting hit at all while doing maps, or they're just recording the runs where they don't die and they don't care if they die sometimes. Because recording them one-shot something will always give more views than recording them not dying. But to level up, you need to not die, not one-shot bosses.
- Learn how certain types of mobs have special trait, not just mindlessly clicking on everything clickable. Like mushroom monsters which are the only ones that will go boom after death almost without any delay, so don't walk over their corpse. The green skeleton warriors that will shoot chaos bolts to you if you shoot projectiles at them from range, so don't spam click but walk near to them first. Etc.
- Better run lower tier maps and not dying and farm for currencies to upgrade your gear to be stronger to run higher tier maps, than just headbutt into high tier maps when you're still weak and risk of dying and lose XP/lose mechanics on map node/lose drops on the ground.
Same as citadels. Better run 100-200% waystone maps on them, and receive 1-2 fragments instead of run 400-500% waystone maps on them and die.
If you take the risks, don't complain if you die.
If you want to be good at the game, put some effort to it.

By the way, git gud. Or bye.
Last edited by frazency#2974 on Jan 13, 2025, 11:55:04 AM
1 portal is legit the best thing about poe2. I wish they would implement this to poe 1. Build defenses.
lots of crybabies as usual. get good. why is it that a lot of people reach 100 easily? you think this games are for casuals or something? its a dungeon crawler arpg. you literally need to farm, learn mechanics, dodge etc and see all that stuff that could possibly 1 shot you before you can get good. how about us who can do no hit run in sekhemas, and getting temporalis? you think we just hey lets do a meta build and run it.if your still not careful, no matter how meta your build is, you will still die. Man even those really hardcore players still die somewhere, lose maps, lose citadels, lose boss and waypoints. bunch of crybabies.
i don't mind one life per map but for fuck's sake don't remove league mechancs on dying. It made me uninstall this game, literally. A map where you died becomes basically a tower, you slap a tier 1 waystone there and get it out of your pathing to maps with league mechanics.

Map loss and xp loss is okay, league mechanic loss is too much.
"uh-oh" some people genuinely believe poe2 has much to do with "mechanical skill". where anyone actually skilled perfectly understands that it's mostly about "macro" skill in the sense of builds, setup, economic progress and ultimately gear:

- don't act as if much or any mechanical "skill" was involved: 99% is either u have the setup or gear. Or you don't. It's rarely that we have a gradual power creep or challenge that would even leave room for any sort of mechanical or "micro" skills in first place.

Keep your mental and elitist garbo to yourself, and have some self-respect.
Over derailing things off-topic, and making everything about your ego and sorry, little "self".

You're not impressing anyone here. Micro/Mechanics is basically inexistant in POE2, in case you didn't "notice", lol. It's one of the major issues and curves the game and EA really has to (hopefully) improve.

Teenage clowns. :F

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