Inexplicably more ENDGAME feedback...
Let's get right into it.
Delirium Revisit: In my previous endgame feedback I mentioned how unrewarding Delirium feels with only one reward layer that's always the same. I also mentioned that I never actually used the "oils" on my maps to make them delirious and figured, why not try that now. I'll give this league a second chance because maybe I missed something. So I slapped three orbs oops I mean oils oops I mean emotions on a map to make it 27% delirious and ran it. I looked down to the left to see if maybe there'd be a different reward this time and... there's no reward. None. Okay... well delirious enemies are showing up so maybe they drop oils and simulacrum splinters. No, that didn't happen either. Then I saw Omniphobia showed up, either by chance or a delirium map guarantees a boss so I thought, here it is. I'll pop this guy and I'll get some oils and splinters and... no. I got two exalts which is good, not gonna complain about that, but no delirium rewards. It remained that way for the rest of the map. At this point I can only assume delirium was the last league mechanic added before early access as that's the only reason I can see why delirium feels so unrewarding and off the mark. My advice: Delirium Mirrors: Add back multiple reward layers like PoE1, add other league rewards as rare layers, slow down the fog to match the pace of PoE2 while still being fast enough to add a sense of urgency. Delirious Maps: Add a reward layer for every 20%/25% delirious the player is. Add "oils" as drops and simulacrum splinters as well to delirious maps. Guarantee at least one delirium reward from Delirium bosses. Punishment in Endgame: Right now dying in end game feels too punishing. It makes running maps feel bad when it happens especially when you can't really avoid the death or couldn't see it coming. Ex: in fortress map a pack of enemies died almost instantly that had a "explodes in fire modifier". They were dead before I could read their mods. I couldn't see the effect alerting me because they died on a slope so it wasn't rendering under me until it was too late and about to go off. Because of that.. I lose: --> 15% xp. --> My waystone. --> The league mechanic and boss that was on that map. --> all progress and loot lost due to the map resetting. IMO that's just too much. POE was too little, 10% XP and, after six portals, the map. So let's talk about this. 15% XP: Why was this increased? Especially after making the game harder, slower, and the mechanics of bosses more dangerous and then adding additional punishments? It ends up feeling like a bonus "fuck you" to the player. Waystone loss: This is fine. The item is consumed when the map is created. On it's own and with a 10% XP loss it's baseline. The problem is... Wiping all the fun off the map: It leaves a dead dull reminder of what once was. Breach is gone, boss is gone, loot potential is gone... a map you don't want to actually run... it just feels bad. Resetting the map: This is the CORE of the issue. I understand why you wanted to do this. You don't want players throwing their corpses at a tough boss. That's not the PoE2 way and that's fine. BUT. The full reset causes a problem. Now you can't have six deaths and six portals because if that was the case the meta loot strat would be to intentionally sacrifice your XP bar to turn every waystone into 6 maps worth of loot. So either the map resets and you have one shot, or you abuse the reset. My Advice: Stop resetting the map on death in ENDGAME. (Campaign I don't care it's fine. If you die, you can get more XP and loot from the new mobs) Instead, reset the health and position of all mobs that are still alive as well as bosses, leave the loot on the ground (or don't, this would be punishment enough for death along with the 10% XP penalty.. oh yeah reduce the penalty back down to 10% where it belongs), and let us use our six portals to try again. This way we can't overwhelm the boss and rares with corpses and still play the fights correctly since their health resets, but we also don't lose pretty much everything that matters from one mistimed dodge or a barely visible explosion. However, if you cannot beat the challenge presented in six tries, then you can clear the mechanics off the map and force it to be run again in it's worsened state. Much more reasonable punishment for failure now that you had six tries to do it and couldn't muster the gusto... This will also solve the multiplayer issue. What's the multiplayer issue? The MULTIPLAYER ISSUE: Last night something really shitty happened and it soured the game entirely for some time. My friend had a tier 15 map with 70% increased health and a boss. He wanted us to run it together for the fun. So we did. Midway through the map, he was firing ice spells at some enemies off screen and I walked next to him to lay down some suppressing fire. I was literally touching his character. With no fanfare, no ground effect, no projectiles flying by, nothing that either of us could see.. my character went from full health to dead instantly. His character took no damage at all. This isn't the core of the issue, it's PoE mathematics. The longer you player PoE, the closer you approach a mysterious one shot death. After the initial confusion died down he went to revive me but, WHOOPS, "you cannot revive a player in maps." Okay.. fine, I'll take my XP loss and rejoin via portal but OH BOY YOU CANNOT JOIN AN INSTANCE AFTER YOU DIED IN IT. So, seriously GGG. What the fuck am I supposed to do now? I'm trying to play with a friend/friends.. so now I need to sit my ass down and twiddle my thumbs and wait for them to all be done having fun so I can join them again? All because something invisible killed me from out of no where? I can't join their map. I can't start my own map because I don't know if I'll finish it in time before they're done. Making them join a half finished map is the best option I have? You cannot seriously intend this to be the state of end game party play? Making someone who dies sit out for 5, 10, 15 minutes while the others continue to play the game and they sit waiting. If I die just let me portal back in there and continue. Maybe keep the 15% XP loss (or maybe scale it up 2% for each player in the party beyond the first or something) for group play if you want more risk if rejoining through portals feels too broken in end game. Almost anything would be better then being forced into the timeout corner. As always I look forward to you guys making this the best aRPG you can, something we can all enjoy playing without these serious pain points. Last edited by Azirphaeli#1239 on Dec 20, 2024, 12:07:25 PM Last bumped on Dec 20, 2024, 1:34:57 PM
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Why do you type like this
Getting to level 100 should be a feat, fighting and killing pinnacle bosses should be a feat. Punishment would be deleting your character. Losing 10% xp in the END GAME is how path of exile has always worked. Get better defenses, play better, dont be a loot goblin and wait out on death abilities. Step 1 is to self reflect.
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At no point did I say we shouldn't lose XP on death, and at no point did I say I want to be a loot goblin. Read the actual post. In fact I said that PoE1 was too easy and not punishing enough by letting us throw out bodies at a diminishing boss HP bar.
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" Might want to read your own post... |
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Sure let's see, oh my. Still didn't say any of that.
Though you know that already or you would have quoted where I said we should remove the XP penalty. You didn't, because it doesn't exist. |
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Delirium - Can't see anything
Breach - Swarmed and killed without capped block Ritual - You're stuck behind a log enjoy chaos damage or mega bleed Expedition - Open more than 3 mods and enjoy the last giga pack that will one shot you Little edit, they're doable now after getting 1 div worth of gear, I still avoid ritual and don't open mods on Exp. Last edited by accapulco#5371 on Dec 22, 2024, 4:38:04 PM
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