One Death Maps is a monumental failure.
It wouldn't be so bad if it weren't for the game being in EA. There's so much unavoidable stuff, invisible on death affects, white mobs randomly doing boss damage etc that just exasperates the issue. Judging by how they handle poe1, most of this stuff won't be fixed for years if at all. So it just makes endgame super unfun
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"Well it is what it is and u can look at it anyway u want, but no matter what if u have more than 1 portal to a map and access to leaving the map for trade or disconnect without loosing all portals at once, it can be used as a logout feature aswell. It was basically the same in poe 1 only difference is the game gets paused when pushing escape which just meant people didnt have to use a logout macro, besides its not like its a fail safe thing and it still doesnt save u from oneshots. Im a softcore player and i mostly use it to switch char before a bossfight if i know that my other char is better at that specific boss and its mechanics and its not like someone took away ur option to use the feature urself. |
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The argument that they don't want people intentionally dying as a farming strategy may be the laziest and most unimaginative reason for something like this that I have ever heard from a developer. This is not complicated. Here, let me solve it for you:
1. Do not allow mobs, or mechanics you have activated (breach, delirium, etc), to respawn when you die. 2. On death, player respawns in hideout, and 1 portal has closed. Heck, make it two portals, if you want to limit it to 3 tries. If going that route, may have to consider voluntary trips to hideout not costing you a portal, though this could be left as is if you want to make that decision matter. If so, each trip costs 2 portals - one on entry, one on exit. 3. When player re-enters the map after death, it respawns them at the last checkpoint. 4. Once all portals are gone, THEN map is bricked and waystones/keys are lost. Could leave the xp loss as is, so every death still punishes (though, I'm still not clear why that is a good thing). Done. Easy. No abuse possible. Gives players an opportunity to still complete the content and not get so frustrated, while maintaining this quasi-hardcore feel that GGG seems to want in the softcore gameplay. |
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"Except in poe 2 he is actually the manufacturer of hes own car (build) so in fact he should be blaming himself. |
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" Yeah, but instead of asphalt it's a dirt road, instead of road bumps it's holes filed with mines and people have the gals to blame the manufacturer for making sports cars instead of 4x4s. Seriously, we don't need to dumb down the topic to 4th grade reading skills. I want to believe everyone here are adults and want to discuss the topic as such. Last edited by Z3RoNightMare#7140 on Jan 24, 2025, 10:53:58 AM
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" Yes, they are. 😅 There is no way a single player completed the campaign and got to the Atlas and did not learn how to do any of this: " " No one is saying "game too difficult". The complaint, 99% of the time, is that the death penalty is too punishing, especially given the buggy / incomplete state of the game. Furthermore, the Atlas is not curated content, like the campaign; it's procedurally generated, which means there may be (actually, are) edge cases where there are combinations of affixes, and map layouts, and spawn locations which swing the difficulty of an encounter way above what should exist. " This describes pretty much all of the white knights on the forum. 😅 |
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As said above, the game is 100% not "too difficult."
It is too punishing. These things are not the same. I think the difficulty is just about right, tbh. A few overturned things here and there, but it is challenging enough to be engaging, and mostly feels like skill matters (though gear and build quality is still king, like any arpg). But the punishment for dying is way too severe at the moment. It's unnecessary, and doesn't add anything but frustration to the game, particularly for new players and/or those that don't heavily engage in trade or (God forbid) are even SSF. I've yet to hear one cogent argument of why this is good. Not one. Including from Jonathan/GGG. Adding a couple of portals to retry a map/instance (where nothing respawns to avoid abuse) seems like a pretty reasonable compromise. The portals are literally already there. Just let players use them after dying, and don't reset the instance. You run out of portals, you lose the map. I really don't understand why this is complicated, or in any way controversial. |
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Here to add my 2c that I'm done until one portal goes away.
As above, it's just too punishing and dying after killing Xesht, loot on the floor, to an ongoing attack, is just the nail in the coffin for me. The game doesn't currently respect my time or effort, and is more than happy to dole out extreme punishment for a single misstep. This mechanic has to go. It adds nothing to the game but misery. |
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