One Death Maps is a monumental failure.

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dwqrf#0717 wrote:
Now there is people that can play the game like it's designed to be played, and people that can't.

GGG changed the design of the game several times over. This topic isn't off limits and is subject to change.
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dwqrf#0717 wrote:
PoE2's reality is to have only one portal per map, That's something objectively true.

Considering GGG changed the design of the game several times over, that's the initial and balance is subject to change. It's not an immutable reality.

Edit:It's simply the initial design, not ReAlItY.
Last edited by Z3RoNightMare#7140 on Jan 20, 2025, 11:17:58 AM
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dwqrf#0717 wrote:
Now there is people that can play the game like it's designed to be played, and people that can't.

GGG changed the design of the game several times over. This topic isn't off limits and is subject to change.
"
dwqrf#0717 wrote:
That's something objectively true.

Considering GGG changed the design of the game several times over, that's objectively a false statement and is subject to change.


Overall -- +1.

Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
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Considering GGG changed the design of the game several times over, that's objectively a false statement and is subject to change.


Please explain me again how the actual objective reality of having only map portal per map per death is a false statement.

Go ahead.

We are all listening to your quantum physics of alternate reality shenanigans.

Oh, you talk about some possible imaginary futures that exist only in your head ? Explain us how those do exist more than the actual objective reality ; up to the point of making the actual objective reality false.

Tell us as well again how many times the devs changed the design of the portal amount in PoE2 since its release. (again, in the actual real timeline, not in the future timeline only you can see).
yeah i attempted my first citadel last night. Was going good until i got trapped then boom boom boom, dead. 3 purple orbs of death killed me, map bricked, waystone lost, xp lost. im running melee so the orbs dont have far to go before exploding. There should a cooldown on that modifier. i had full ES at 8k and 1,400 hp, level 85, max resists, 75% evade, 60% armor none of that helped mitigate the damage. turned the game off right after that. gg
What is your Point?

That the gamedevs won't make a change or what?

Did you not read this Thread my guy?
Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
Last edited by chobo999#2010 on Jan 20, 2025, 11:03:50 AM
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chobo999#2010 wrote:
What is your Point?

That the gamedevs won't make a change or what?

Did you not read this Thread my guy?


Do you think the one portal per map is some weird unseen oversight and not a radical core design change made on purpose for the sake of making running a map, death, and building defenses more valuable to counter the zoomy-zoom riskless PoE1 mentality ?
Last edited by dwqrf#0717 on Jan 20, 2025, 11:08:26 AM
Glad you read it my guy.
Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
Last edited by chobo999#2010 on Jan 20, 2025, 11:09:03 AM
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dwqrf#0717 wrote:
"
chobo999#2010 wrote:
What is your Point?

That the gamedevs won't make a change or what?

Did you not read this Thread my guy?


Do you think the one portal per map is some weird unseen oversight and not a radical core design change made on purpose for the sake of making running a map, death, and building defenses more valuable to counter the zoomy-zoom riskless PoE1 mentality ?


its the direct consequence of area's reset on death to prevent players abusing the reset by doing every content in a map 6 times.
i ask me, why is the area reset needed in the first place? area's did not reset in poe1 and so there was no need to limit portals. nobody asked for that.
its not an oversight, its just a self created problem where there wasnt one befor.
Last edited by Pl4t1numX#4325 on Jan 20, 2025, 11:12:30 AM
Remember people, when you feel 6 portal is too much, make your maps at least twice bigger and leave only 1 portal while still being cheese oneshot clown fiesta of a game with zero methodical playstile, also encouraging poeple to strive to broken stuff like temporalis blink spam shitshow with one button skill screen clear while also oneshotting bosses with that same skill.

Peak game design of a game right here.


The saddest part of it all is that GGG is still one of the best and ethical game company in the world right now.

It's like giving an award for being the best to such incompetent developer only because other ones have the ethict of degenerates, do x10 less job and ask x10 money for that.

At least it's hillarious ngl.
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i ask me, why is the area reset needed in the first place? area's did not reset in poe1 and so there was no need to limit portals. nobody asked for that.


Some people asked themselves : "We want to give more meaning to the campaign (we worked so hard to create), while also giving the players more challenges and tools : Instead of going full-zoomy-ham and clearing as fast as possible from the entry of the now bigger maps until probable death, then going again running in an immense empty void to get back slaughtering where they died without any progression made meanwhile, we are going to make enemies respawn so they get a new chances of earning XP, loot, and knowledge, while also becoming as early as possible more careful of their gameplay, builds, and the enemy's abilities ; that will make the players dying to much catch up in power with the more skilled player doing the same zone deathless, avoiding the classic much needed backtracking of replaying other already completed lower level content to XP and gear up.

As player will get the feeling that dying can set you back, they will become familiar with time consuming punitive death, which is a core design of the endgame with the usual loss of XP past level 70 ; while also making more rounded characters including enough layers of defenses. As area do reset on death, dying will make the players lose their waystone, giving more value to those items - as it's designed to be bigger with therefor including more enemies so more loot - but waystones will have increased drop chances in specific content we want them to play (bosses), and in the situation of spending a new waystone for the same map after the single death, it will reset the map layout and change the enemies type while staying in the same family for much needed variable, but giving the player another shot of progressing in his atlas with familiar but slightly different content, and new chosen modifiers".

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