3 TABLETS + 6 MODS = NO REVIVES = NO FUN. WHY GGG. THIS SUCKS BAD!!!

"
I ‘ve found the solution for this, use headhunter for map clearing, and turn off atlas tree for bosses.


I've honestly just been skipping bosses unless I 100% need to path through. There loot is absolute garbage even when juiced. Maybe once I hit my next/final level I'll fight them more but they're not worth the risk of "unavoidable" attacks that are all fucking one shots.

The two laziest forms of artificial difficulty in designing enemies are unavoidable one shots and invulnerability mechanic.
"
Oniji#5988 wrote:
I agree that 0 revives as a penalty for running 6 mod maps is incredibly frustrating. You get quadruple punished for dying in these maps. You lose:
1) Experience, which at a high level (97+) should be punishment enough
2) You lose the waystone itself (which could be a lot depending on how juiced it is) and the time it took to curate it (getting the right roll, with the right rarity and rare monsters and pack size, desecrating the right thing, distilling it)
3) You lose league mechanics and affixes affecting it. Essentially killing its ability to give a meaningful amount of loot.
4) If it is on a path to somewhere you need to get to, you are being forced to rerun it just as a stepping stone to the next thing.
It just feels awful.

I cannot tell you the number of times where I have rolled my 50+ maps, and after the first 3-4 maps, I die. Then just afk in the hideout for the next hour out of sheer frustration.

The mapping system has arguably higher difficulty than POE1, plus you have a boss at the end of the map that are more mechanically complex than in POE 1, yet you only have 1/6th the number of attempts to complete the waystone. It feels like two design philosophies at odds with one another.

The main issue is that as you go from campaign to juiced end-game, it "feels" like the proportion of deaths dealt to you become increasingly via RNG of mod-stacking and less about your own mechanical mistakes (even if it usually is). Most times deaths feel unfair. Either you died to a ground mechanic that was obscured. You got an unlucky crit. You died to a mechanic that wasn't clearly telegraphed/poorly visually communicated such that you don't know what killed you, and so, don't know what to improve or do differently the next time.

I get that a game should have risk vs. reward. But it just feels horrible when, not only can you make zero mistakes in a map (which can be exhausting having to be that switched on for hours on end). But you are also contending with high spikes of modstacking rng.

You could argue, why not just run the waystones with fewer mods to get more revives. The opportunity cost is way too high to be running 5 mod maps with the amount of investment needed to get meaningful amounts of loot. So it almost feels like you are shoehorned into running 0 revive waystones.




Thanks Oniji#5988, finally a voice of reason. I swear these hardcore fanatics like getting kicked in the balls repeatedly. It must be some kind of kink.
It’s simple. Just don’t run harder content if you can’t.
Stop with this bullshit “game doesn’t respect my time” and “im a dad, i have a life”.

There is nothing forcing you to play, or play more difficult content. GGG has given players the ability to choose the difficulty of their content - that is enough. Why don’t you play smart and use this feature?

There is nothing wrong with doing 2 mod maps and sticking to it until you’ve improved your build.
"
"
I ‘ve found the solution for this, use headhunter for map clearing, and turn off atlas tree for bosses.


I've honestly just been skipping bosses unless I 100% need to path through. There loot is absolute garbage even when juiced. Maybe once I hit my next/final level I'll fight them more but they're not worth the risk of "unavoidable" attacks that are all fucking one shots.

The two laziest forms of artificial difficulty in designing enemies are unavoidable one shots and invulnerability mechanic.


There’s something called a dodge roll and learning how to play the game.
Well, you may think you know how to make build work, but it does not seem to work, so maybe, just maybe, you don't know how to make a build work.
"
unavoidable one shots


Wild like you absolutely could have said "difficult to dodge" or "poorly telegraphed" or anything remotely approaching reality but nah, better be safe and just say some nonsense that you and everyone reading this knows doesn't actually exist in the game. But now I'll have to hear about how this was just "hyperbole" for "emphasis" and like at some point if justifying all of your opinions about the game requires emphatic hyperbole maybe the problem isn't with the game.
The most frustrating part for me is that you lose the loot that has dropped.
Let's say something extremely valuable drops in the middle of a group of mobs or AOE damage.
Then you are left with the choice to pick it up and risk almost certain death or to risk fighting the mobs and die anyway empty handed.
All GGG have to do is to create a "Leisure League" each season that removes the restrictions.

Infinite respawn everywhere without loss of any items, league content, maps, or bosses.

Then everyone can have their fun and challenge and risks without affecting others, and POE2 gets a bigger playerbase becuase it now caters to more people. No more arguments about what is easy, what is hard, what is challenging, what is good, what is bad, etc.

But no. GGG will have none of this. There is only one right way to play the game and that's it.
Last edited by kumogakure#7381 on Oct 5, 2025, 4:36:55 AM
"I demand the best things but I don't want to work for it or have the skill to overcome it"

-poe community in a nutshell
"
Ahh, responses from deadeye players. Figures.


Bloodmage here. I've been running 6 mods since lvl92. And no1 forced me to do it.

Also a dad.
Last edited by Tohtori_Murha#4392 on Oct 5, 2025, 5:13:47 AM

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