Allow 5 Revives on all Maps

Some may not agree, but I think all maps should allow you to revive 5 times, regardless of juiced maps or not.

It just feels odd and counter intuitive to be panelized for juicing a map and kind of goes against the whole mantra of the crafting mechanic in POE.

note: I understand that limiting the revives adds a difficulty element, etc., but it also adds a element of not wanting to roll maps to the max. it just feels off.
Last bumped on Apr 16, 2025, 1:38:22 PM
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Some may not agree, but I think all maps should allow you to revive 5 times, regardless of juiced maps or not.

It just feels odd and counter intuitive to be panelized for juicing a map and kind of goes against the whole mantra of the crafting mechanic in POE.

note: I understand that limiting the revives adds a difficulty element, etc., but it also adds a element of not wanting to roll maps to the max. it just feels off.


I’m still rolling them to 0 revives. Simply because I learned that you can often roll a fat 100% mod on some magic monsters or rarity or whatnot. It’s worth in the big picture. One of the only balanced aspects in the game.
I'm not a fan of cascading things into making the game trivial. You give one thing, people ask for another. Its just the way it is.

The game just needs real defensive options.

The portals aren't the problem, its defense.

balance or not, it feels cheap that limiting revives is their answer to make it more difficult. it feels like a cheap mechanic and punishes players who do part-take in the crafting mechanic/rolling of maps.

aside from that, there are so many mechanics that causes a players death, from poor terrain telegraph where you can't tell where you can and cannot walk too, to straw hut roofs obscuring a mob of enemies - and the only way you can see them is by entering the hut.

all I'm saying is, death comes swift in this game, and sometimes, you have no agency over your death and when you only have so few revives, the mechanic feels cheap.
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balance or not, it feels cheap that limiting revives is their answer to make it more difficult. it feels like a cheap mechanic and punishes players who do part-take in the crafting mechanic/rolling of maps.

aside from that, there are so many mechanics that causes a players death, from poor terrain telegraph where you can't tell where you can and cannot walk too, to straw hut roofs obscuring a mob of enemies - and the only way you can see them is by entering the hut.

all I'm saying is, death comes swift in this game, and sometimes, you have no agency over your death and when you only have so few revives, the mechanic feels cheap.


It would help if you could build a character to actually get some life. What a clown i am for saying that though.
i see that you lurk on the forums just to provide negative comments. sad life you must have. you sound like a base reddit user.

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