Alternate game mode for casual gamers

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Toforto wrote:
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and thats fine and thats a choice you make
you choose to be a glass cannon
that doesnt mean there should be a game mode for you to play glass cannon without consequences


If you want consequences hardcore exists, so there really is no reason for stuff like the exp penalty to be in this game.
It's so that casual Andies and bad builds don't corpse rush their way into max level. And seeing how bosses fully reset upon dying or leaving the zone in PoE2, GGG seems to agree.

The penalty is here to stay - with good reason. Friction is healthy. This isn't a non-consequence sandbox.
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hard disagree
d4 sounds like the game you should play has everything you are asking for


Nope, I'll simply keep supporting the OP's idea in this thread, if they made ruthless because people asked for more challenge then why not make an easier mode because people are asking for it? It only makes sense.

And pointlessly time-wasting mechanics like -10% exp are just obsolete, 0 reasons for them to exist. It just feels horrible when you die like 8 times at a high level and lose all your exp, why do you think 5-way rotas are so popular? People would rather afk to 100 than risk losing 10% at lvl99 to some random oneshot, and that could be solved either with a few changes or a completely new mode. I doubt it was intended to watch a HH KB guy with an aurabot explode the screen 500 times in 5 minutes and fill up 5 rows of reward icons be the intended way to grind to 100 fast lol. The game won't be ruined by it, it literally will not affect anyone who isn't interested in it and doesn't play this new mode. Same goes for ssf,hc and ruthless, but I already said this.
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It's so that casual Andies and bad builds don't corpse rush their way into max level. And seeing how bosses fully reset upon dying or leaving the zone in PoE2, GGG seems to agree.

The penalty is here to stay - with good reason. Friction is healthy. This isn't a non-consequence sandbox.


Sure but players don't like that friction, so they just find ways to go around it completely: 5-way rotas/breachstone runs etc. lol
It isn't good for the game, the death penalty specifically is only designed to annoy you and waste your time, nothing else.
And that's where you're wrong. No one, absolutely no one, asked for ruthless. It came to be and exists to test concepts for PoE 2 ahead of time without breaking the base game.

Also respectfully I don't think a vocal minority on the forums knows what's good for the game and what is not. I trust GGG's judgement on that one and considering complaints regarding the exp penalty are as old as the game itself, it might be time to take the hint and let go.

Getting good is always an option.
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Toforto wrote:
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It's so that casual Andies and bad builds don't corpse rush their way into max level. And seeing how bosses fully reset upon dying or leaving the zone in PoE2, GGG seems to agree.

The penalty is here to stay - with good reason. Friction is healthy. This isn't a non-consequence sandbox.


Sure but players don't like that friction, so they just find ways to go around it completely: 5-way rotas/breachstone runs etc. lol
It isn't good for the game, the death penalty specifically is only designed to annoy you and waste your time, nothing else.


by this logic just remove all defenses from the game right? cus if dying has no consequences you don't need defenses on softcore why even have death? just make every character immortal.

(سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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Ulsarek wrote:
And that's where you're wrong. No one, absolutely no one, asked for ruthless. It came to be and exists to test concepts for PoE 2 ahead of time without breaking the base game.

Also respectfully I don't think a vocal minority on the forums knows what's good for the game and what is not. I trust GGG's judgement on that one and considering complaints regarding the exp penalty are as old as the game itself, it might be time to take the hint and let go.

Getting good is always an option.


Not to be rude but you are completely wrong about which group is the minority here.
Innocence forgives you
Last edited by SilentSymphony#3358 on Oct 4, 2024, 4:00:42 PM
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by this logic just remove all defenses from the game right? cus if dying has no consequences you don't need defenses on softcore why even have death? just make every character immortal.


Well now you're just blowing it out of proportion, all I'm saying is that losing hours of mapping to random deaths isn't fun. If you wanna have your time deleted hardcore exists, but mechanics like this shouldn't be in softcore, losing progress like that just feels bad. You still lose a portal when you die, and imo that's already more than enough of a death penalty in softcore. It's already severe enough and annoying to lose a portal to your map, the -10% exp is just excessive.

And when you think about it, it's kind of unfair that for hardcore players this exp penalty doesn't even exist, because their character is lost anyway. So like, they made this exp penalty specifically to punish softcore players that choose to play softcore because..? I don't even know. It's pretty backwards. I will never understand why losing exp exists in this game, its so pointless.
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Toforto wrote:
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by this logic just remove all defenses from the game right? cus if dying has no consequences you don't need defenses on softcore why even have death? just make every character immortal.


Well now you're just blowing it out of proportion, all I'm saying is that losing hours of mapping to random deaths isn't fun. If you wanna have your time deleted hardcore exists, but mechanics like this shouldn't be in softcore, losing progress like that just feels bad. You still lose a portal when you die, and imo that's already more than enough of a death penalty in softcore. It's already severe enough and annoying to lose a portal to your map, the -10% exp is just excessive.

And when you think about it, it's kind of unfair that for hardcore players this exp penalty doesn't even exist, because their character is lost anyway. So like, they made this exp penalty specifically to punish softcore players that choose to play softcore because..? I don't even know. It's pretty backwards. I will never understand why losing exp exists in this game, its so pointless.


so if there is no exp loss on dying what is the purpose of dying? only to lose a portal? you realize thats basically you being immortal a portal is not important
if you are using 5 or 6 portals on a map you are either horrible at the game or playing content that is way too hard for your build

this isnt even a case of "get good" this is just a case of play the game properly lol
(سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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so if there is no exp loss on dying what is the purpose of dying? only to lose a portal? you realize thats basically you being immortal a portal is not important


Well yeah, losing a portal is enough. And they are important, I sometimes have to go out and in to loot a map and use up like 3-4 portals just on looting. Or I have to go out for a trade or some other reason.
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SilentSymphony wrote:
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Ulsarek wrote:
And that's where you're wrong. No one, absolutely no one, asked for ruthless. It came to be and exists to test concepts for PoE 2 ahead of time without breaking the base game.

Also respectfully I don't think a vocal minority on the forums knows what's good for the game and what is not. I trust GGG's judgement on that one and considering complaints regarding the exp penalty are as old as the game itself, it might be time to take the hint and let go.

Getting good is always an option.


Not to be rude but you are completely wrong about which group is the minority here.


Not to be rude but you dont have any data supporting that, and have a direct quote's from the developer and creator of POE telling you the "vision" of this game being opposite.

2014 Reddit Ask Me Anything From Chris Wilson:
"The game is designed to be difficult because that’s how we believe action RPGs are meant to be played. It’s not just about power, it’s about learning and mastery. The satisfaction comes from that gradual mastery, not from getting everything easily."

2017 Fall of Oriath interview:
"We always try to walk a line where the game is tough, but fair. It’s important to us that players feel the thrill of overcoming challenges. We try to make sure there are build options for every type of player, but the game itself is meant to push you to be better."

2018 in Delve league:
"We don’t want Path of Exile to feel easy. We want it to feel like it’s constantly testing you, like it’s throwing challenges at you that you have to work out how to overcome."

2019 interview with PCGamesN
"We believe Path of Exile should be a game where challenge and difficulty are a core part of the experience. When players overcome hard content, they should feel like they’ve achieved something significant, and that’s why we’re careful about making things too easy or casual."

2020 Developer blog
"Power creep is something we’re aware of, but we’re very cautious about it. We always want the game to feel challenging, regardless of how powerful players become. Every new piece of content has to fit into that philosophy, ensuring that the game retains its core challenge."

2021 Interview with Exiled Cast
“We want players to have access to powerful items, but we don’t want the game to be trivialized by them. The journey to finding or crafting those items should be difficult and engaging. It’s part of the philosophy that nothing in Path of Exile should feel like it’s just handed to you. That’s what makes the loot chase meaningful."

2022 in Manifesto
“Our design philosophy has always been to reward players for mastering tough content, and we believe that overcoming challenges should feel rewarding. If we made the game too easy, it would lose the appeal of that reward.”

Why would anyone stick around, as a majority, if they didnt like or agree with this vision?



They wouldnt. So no you are the minority seeking easy mode.
Mash the clean

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