PoE2: One death in map and its bricked.

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Incredibly stupid idea.

And I'm almost certain it will end up being changed back to normal, just like the flask refill in town madness.


I think we have no chance at all of it changing before Dec 6th, but I pray that after that this topic will get lots more traction and it will be changed back to proper 6 portals solo
Was explained in yesterdays interview with Jonathan on Darth Micros stream.

If you fail you can reset the whole atlas at any time and it resets automatically as well when chain failing.
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
I am a more carefuly player. I am old and never had best reactions.
For me dying in PoE is always the greatest fault which could happen.

Only in campaign I sometimes take high risc to spare time or very rarely kill an act boss by "dying".


When I look at my deaths:

About

25% bad performance = PoE doesn't react in time = no chance for me

25% mob mods and rolls combine to a "unpredictable singular" damage peak
when I come back mob(s) don't do any notable damage
I would call this deaths "one shots" even if it were a few hits

50% I make a mistake:
too many mobs, wrong positioning, too much risc, mob too strong


That means for me: 1/2 of my deaths aren't my faults, they happen by design!

If that would brick a map even after only 1 death - very bad idea.
It would be create a similar bad feeling as when I loose hours of xp because of high level death penalty.

I like the idea boss gets life back when you die - if 100% or some lower % is best - I don't know.

PoE has more "random" deaths than any other ARPG I know.

Last edited by Jerexil#5282 on Nov 25, 2024, 8:51:00 AM
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AintCare#6513 wrote:
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I don’t play HC or Ruthless, interesting that this effective one portal policy comes from ruthless. IMHO it should stay there or be an optional choice like SSF is.


it doesn't com from Ruthless. To clarify, in Ruthless campaign the boss resets after you die, making sure you beat it without zerking. my point was to keep 6 portals but apply the reset/healing of bosses instead of 1 death.


Sorry I wasn’t very clear in my reply, it is the boss reset I meant, just got confused (old man syndrome) when typing it.


but the boss reset doesn't exist in PoE2... what is the point you trying to make?
That one death map idea sounds quite bad to me, coming from PoE 1 it raises a lot of concerns. Softcore deaths should not feel that bad in my opinion, there are others game mode to make deaths that impactful.

While I do agree that there is an issue with bossing in maps in PoE1, they already showed us that PoE2 bosses in acts will reset if you die. I don't get why it can't just be like that in maps, with 6 portals. It does not allow you to just go into the encounter and expect that DPS and a few deaths gets you trough it, while allowing for mistakes and pattern learing in a not too frustrating way. With death xp penalty still there, that sounds balanced to me.

Last point, coming from PoE1, we all know that some wierd things can happen while mapping, one shot on random rare with decent SC characters are a thing. With maps bricking if that happens, I think it adds too much frustration and friction to the endgame.

Of course, maybe all thoses concerns will vanish once in game, without testing it's hard to just say "it's bad". I just hope that they might go a step backwards on that idea if beta feedback on that isn't good.
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Jerexil#5282 wrote:
I am a more carefuly player. I am old and never had best reactions.
For me dying in PoE is always the greatest fault which could happen.

Only in campaign I sometimes take high risc to spare time or very rarely kill an act boss by "dying".


When I look at my deaths:

About

25% bad performance = PoE doesn't react in time = no chance for me

25% mob mods and rolls combine to a "unpredictable singular" damage peak
when I come back mob(s) don't do any notable damage
I would call this deaths "one shots" even if it were a few hits

50% I make a mistake:
too many mobs, wrong positioning, too much risc, mob too strong


That means for me: 1/2 of my deaths aren't my faults, they happen by design!

If that would brick a map even after only 1 death - very bad idea.
It would be create a similar bad feeling as when I loose hours of xp because of high level death penalty.

I like the idea boss gets life back when you die - if 100% or some lower % is best - I don't know.

PoE has more "random" deaths than any other ARPG I know.



I am 58, I hear you :)
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AintCare#6513 wrote:


but the boss reset doesn't exist in PoE2... what is the point you trying to make?


It does and it doesn’t bother me, the one death bricking a map if solo in softcore does.
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onexxx#0361 wrote:
That one death map idea sounds quite bad to me, coming from PoE 1 it raises a lot of concerns. Softcore deaths should not feel that bad in my opinion, there are others game mode to make deaths that impactful.

While I do agree that there is an issue with bossing in maps in PoE1, they already showed us that PoE2 bosses in acts will reset if you die. I don't get why it can't just be like that in maps, with 6 portals. It does not allow you to just go into the encounter and expect that DPS and a few deaths gets you trough it, while allowing for mistakes and pattern learing in a not too frustrating way. With death xp penalty still there, that sounds balanced to me.

Last point, coming from PoE1, we all know that some wierd things can happen while mapping, one shot on random rare with decent SC characters are a thing. With maps bricking if that happens, I think it adds too much frustration and friction to the endgame.

Of course, maybe all thoses concerns will vanish once in game, without testing it's hard to just say "it's bad". I just hope that they might go a step backwards on that idea if beta feedback on that isn't good.


Like you a long term (and double the free EA key of investment) PoE player, I 100% agree.
Xp penalty fine, boss reset sounds great and makes us think and learn and enjoy the process more.
One death when solo no thanks, sure add it as an optional increased challenge like ssf but not in softcore imo.
This always hardcore stuff is terrible. I don't want to play the whole game in level-99-clench mode.

There is nothing fun about one attempt = bricked.

The first time that happens for me for something "important", I will likely quit. I feel my time will have been wasted and cant bother to find another. I did not even get to learn it. Why should I expect next attempt to go any different? That I would waste my time just to fail again.

No, that wont happen.


There is no enjoyment in it.

I'm ok with failure having a cost, but this will be rather than failure has a cost, ATTEMPT has an extreme cost.

Put it the other way around. Have attempt to have little to no cost, but have a failure cost. That is... if you really want to punish us on failure. Failure itself is already a punishment, I think.

What this cost of failure is could easily be cost of "refreshing" the node. Finding another is bad.
Last edited by Morae#1328 on Nov 25, 2024, 11:56:11 AM

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