One Death Maps is a monumental failure.

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MrPedez#4934 wrote:
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Sure, but they will make you believe it's always the case, then ignore and ridicule any possible nuance.

It's entirely fair to blame the game to have improperly balanced mechanics when equal investment is made. The issue is that ES works much more like life than armor or evasion, and that is the fundamental problem.

I know that's how they operate when it comes to balancing updates, and i always thought that was the worst thing they could do, because when something isn't addressed in the update, you know for a fact it will take another 3(4,6) months to get fixed, if they even address it at all.
Well yes its fair to some degree, i however expected issues from an early access release and knowing GGG from more than a decaade of poe 1 i know that they will do their best to address these issues. But some people just seem to expect the game to be a fully finished product day 1 and doesnt seem to know what the term "early access" means.Thats why i said use the mechanics that do work and skip the ones that dont for now, it is what it is atm and a year from now it will be a completely different experience thats for sure.
The only thing i dislike is when new players start blaming core mechanics that serves an important purpose for the longevity and challenge of the game for being the reason to complain when they dont have the proper experience to fully understand the reasons why they exist and what consequences it might have to mess with these mechanics. That being said yes there are balance issues which to me is fair feedback just dont expect any balance changes untill reset/new league cause thats how GGG has always done things and ensures that noone gets their 300 div build bricked 2 days after they invested all their currency, that would set the forum on fire thats for sure.
If we will keep the 1 portal policy, why not show only 1 portal on the device?

You can go in and out many times you want, why limit the player do out the map 5 times?

I gave up some trades because i dont had any portals to go back and complete the map.

If this will stay, so remove the other limitation.

If you CAN abuse the game pause system to avoid death and relog to your portals still open - REMOVE THE ONE DEATH POLICY OMG

I wonder why nobody talks about this. It's vastly abused by everyone, look at that streamer Quinn or w/e
Agree. Its too punishing.
If it will still be in full release, it will be a stain of shame.
I also dislike the current system. If we wanted the punishing gameplay of having just one portal, we could simply play Hardcore.

The process of setting up towers and tablets feels incredibly tedious. You spend an hour running bland, mechanics-free maps just to visit the towers and blocking maps you don't like. Then, when it’s finally time to use the tablets, you only get one shot to run a map. If you make a single mistake, all that preparation is wasted.

It’s a frustrating setup that punishes experimentation and adds unnecessary stress to what should be an exciting part of the endgame.
+1 OP

1-death maps it's the most punishing thing in the game right now (after XP loss). You can keep the XP loss, but give us the ability to use all of our portals ffs.
Last edited by valandis75#0126 on Jan 23, 2025, 2:09:09 PM
My beef with one death per portal is like what happened with this "unscheduled" maintenance.

Was doing Stone Cidadel and the game crashed, went back on and the portal was gone. Is so hard to find Citadels that is utterly frustrating to lost it by a server side error.

Was not a player issue, or lack of skill, just a silly game crash and puff... portal lost, buff lost, tablet lost, cidadel lost...
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Neggad#2684 wrote:
I also dislike the current system. If we wanted the punishing gameplay of having just one portal, we could simply play Hardcore.


I don't think you understand what Hardcore is.
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My biggest issue with death is the node being bricked. Take my waystone for a single death, fine. Want 10% of my exp? Take it. But removing all the modifiers and content on the node just feels like kicking me while I'm down. Especially when I need to clear the node to get to the next one. Now I'm stuck running a map with no content after having just died so the entire map I'm just thinking about the terrible death mechanics with no content to even distract you from it.


+1


I'm kinda on the same page here as well, and in fact if you listened to GGG's interview they actually are as well.

Where they are scratching their heads is at how they can implement it that way without making deliberate death a viable economic scheme, which I do get.


I have no idea why they are scratching their heads, the solution is easy, not sure how hard it is to implement though since every instance in the game is programmed this way - but get rid of the "death = mobs respawn" mechanic. If I wanted the campaign map to be populated again, I'd enter it as a New Instance. After that, then keep the 6x portals where you can either die or leave/enter the map six times (with each player in the group having the same 6x enters).

Of course, when the player dies, any mobs that are damaged but not yet killed are then brought to full health, but mobs stay dead.
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saviornt#2187 wrote:


I have no idea why they are scratching their heads, the solution is easy, not sure how hard it is to implement though since every instance in the game is programmed this way - but get rid of the "death = mobs respawn" mechanic. If I wanted the campaign map to be populated again, I'd enter it as a New Instance. After that, then keep the 6x portals where you can either die or leave/enter the map six times (with each player in the group having the same 6x enters).

Of course, when the player dies, any mobs that are damaged but not yet killed are then brought to full health, but mobs stay dead.


It already exists... log out at any time in a map. When you log back in and reenter a portal it is EXACTLY as you left it. So any potential "headscratching" is all for show. Some people just don't want it.

"It adds meaning" the quote of pure BS. It's just a punishment for the sake of punishment to artificially extend playtime thays it. Nothing more nothing less.

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