One life per map is just not fun
What PoE 2 really lacks is a death info screen. I'm sure most of the people complaining about HK would be dying over and over again to the same thing. And of course this would help fix the problem.
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I honestly wouldn't mind losing the waystone if we didn't already have the XP loss and the loss of additional content. Also, it would be nice if the damn waystones would be a bit more abundant.
The way it currently is, it's really overly harsh for no reason. |
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" There is a reason....the reason to develop you character beyond the bare minimum and equip the character propperly to beat higher challange without dying. If you character is not well equiped the game will show it to you in a very punishing way....this way it will tell you that you're not ready for this type of content and take a step back till your ready gear/skill vise. It's OK to take a step back and farm lower tier maps till you have the gear to do the same on T15+ without dying....or simply play cautious if you don't want to lower your map tiers but don't want to die aswell. ;) “The definition of insanity is doing the same thing over and over and expecting different results.”...Albert Einstein. Last edited by CroDanZ#1818 on Dec 27, 2024, 9:28:59 AM
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" Good luck getting player power for a non meta build from low tier maps. Low tier maps are not rewarding enough and POE2 crafting is a slot machine. I am not spending 500-600 hours is low tier maps just to "Get Gud" equipment to even attempt T14 and higher. I have an actual life outside of POE |
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I agree. I hate this so much. I am not a poe professional I would like to play this as a game and not a career.
Such a great game, but maps are not fun. Thanks! Also, trials are worse. |
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" I mean who urges you to run T15+ maps? You expect to have the same results in 50-60 hours than someone who plays the game for 500-600 hours. It's like going into the gym and expect the same results in 5-6 weeks as someone who exercises daily since 5-6 years. XD And why are people so obsessed to "beat the game" within 3 weeks?....The "Early Access League" runs for 5 more months, enought time to equip your character propperly to run juiced maps. And you don't have to run T4-5 maps for 600 hours, don't overreact pls ^^....I run T13 maps as a Monk, skills that I simply enjoyed the most while testing them all and around 4 Divines investment. Not 1 death so far since T9 and I rly don't count myself as incredibly good player + have other purposes beside gaming aswell. But to achieve that I took few hours theorycrafting how I could improve my char to simply not die in midtier maps, so I don't lose map progression....And if I can do it, you can do it aswell for sure. And if it happens that I die in T14 constantly I know my limits and will farm T13 till I have better gear to get past that limit. Noone urges you to faceroll juiced T15+ maps after 3 weeks....It's just becasue some stramer can do so and you not, but don't forget that they play this game 24/7 for living, you and me not. ;) Last edited by CroDanZ#1818 on Dec 27, 2024, 10:10:41 AM
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I don't mind a challenge but with one shot mechanics, on death explosions, melee getting one shot with max resists, evasion, armor, etc., then this game is beyond punishing if your melee. They also need to up the drop rate of the maps because when you get into tier 10+ and lose 1 map that you spent hours trying to farm and get upgraded, its just beyond disappointing.
-2 deaths per map -up the drop of maps by 50% -get rid of cheesy on death explosions. All it does it put melee at even more of a disadvantage. |
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" Maybe it helps you but to solve this problem I added a semi range setup to my Monk, so I can handle the few mobs/rare effects that can become dangerous for melee (this Mana leech rare affix f.e.). ;) The "weapon set" feature is rly nice here but takes a bit of time to setup....so u can make a setup for single target/close combat and 1 setup for clear and a bit range. I run T13 atm and not 1 death so far since T9...you just have to think outside of the box a lil bit and adapt to the main threats you face. You'll see with some small adjustments it will become way easier and you'll rarely die even in T13 maps. And if it happens that I start to die often in T15 maps I have to adapt again to the situation and invest even more into my char.....I expect to need at least 100 Divine investment to run T15+ maps fluently + without dying and there's no shame to farm T13 till I have the required gear/currency. :) Last edited by CroDanZ#1818 on Dec 27, 2024, 10:18:59 AM
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" I didn't follow a guide I'm capable of figuring out things on my own but I am a minority of the playerbase in terms of that. I am against these mechanics because I know what the majority does. I watch friends play and do their own things and they're very clearly not that hard into rpgs to sit there for 1-2hours like I did to look at what they want to do. Most players will find 1-2 skills they like and do something with that and see what happens as they go, the nature of this is that they will fail and learn some from it and probably adapt but come endgame you are hit with a brick wall with losing all progress. If a game does not let you learn from failures and reward your progress, i.e. changing builds and figuring out problems or slowly grinding them away, then it is a failure and doomed to be a small niche game. The expectation of an arpg, the genre, is a single player game (cus it is basically). These mechanics are a major issue because they force all these players to participate in "the competition" of a bunch of low skill players who cannot make it in a real competitive game so they pretend they have a worthy achievement by having pseudo hardcore mechanics in a softcore game. All these things should be optional for greater reward and the absolute top end game content (such as dungeons requiring keys for entry that drop t15+) can then have restricted conditions and designed for max level characters. There's no benefit to the game and playerbase these mechanics bring. |
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