are there really hundreds of thousands of players who will be ok with a single death bricking a map?
it's stressful and unfun
maps are valuable resources, so the 1-death rule means gameplay is constantly stressful, constantly facing the threat of losing something of value by contrast, dying in the campaign was fun: each boss was a difficult challenge (until trivialised by a strong build), and repeated attempts involved practice, learning and eventual success (with no resources being wiped out as a consequence of failing an attempt) after running a few maps very slowly and painstakingly and carefully, and eventually dying anyway to a very sudden burst of damage (rare devourer bursting up from the ground underneath me), thanks, but I'm going back to the campaign to try levelling a different class Last bumped on Dec 22, 2024, 5:37:46 AM
|
|
thats the thing i hate the most about the game, even more than the trials because i can just get a carry or the trials. also high tier waystones barely drop. i constantly have to buy them at 1 ex each, so losing them because of a death sucks
Last edited by Lyutsifer665#1671 on Dec 18, 2024, 2:03:14 PM
|
|
each node is like a mini hardcore experience, i like it
|
|
I think that if the game was designed around tactical confrontations where you have time to react to the damage caused and with defensive builds it would be fine. But that is not the case, POE 2 does not even have life in a gigantic passive tree, everything in the game is based on HKs. I think 80% of deaths are from effects of opponents who have already died or HKs that come out of nowhere due to hitbox problems, etc.
All of this is in the game not because it is fun, or because it makes sense in RP, no, these things are there to be a purely mechanical wall that slows down the players' progress, everything is a time-gate just made to waste time, which reminds me of games like D3-D4 that needed at all costs to prevent players from reaching the late game because in fact there was not much there, and as soon as the players realized this they abandoned the game. PoE never needed this, but Tencet likes this type of mechanic and here we are. The problem for me is that this ends up having the opposite effect because over time it becomes discouraging to know that you will have to go through this again and again. I think we will only know the result of all the time-gates and the EXTREME NERF in defenses when everyone is forced to start again, and again, and again... |
|
" This way of playing should be opt in. Just put an atlas passive or two which reduce the number of active portals per map in exchange for a loot bonus or something. Start with 6 portals One atlas node with -3 portals, +item rarity in maps One atlas node with -2 portals, extra stash space. Those who like mini Hardcore take both. Mediumcore guys take one or the other. Softcore don't take either. Problem solved. |
|
" that also sounds good |
|
" This is a fantastic idea because it would be ideal for those who want more of a challenge and be able to receive rewards at the same time and for those who just want to have fun without any commitment. |
|
well im dying 4x per campaign area so i might aswel quit now then l0l
|
|
" Nope, bad idea. That's just part of the power creep that would happen and skew the market worse. The rich would get richer and poor poorer. Current design is perfect. Poe 1 still exists. |
|
" I hate it enough that I quit playing already. There's so much fundamentally fucked about this game from a design standpoint that it just isn't worth a time investment. |
|