How does bricking a map on death provide better user experience?

I'm just wondering how bricking a map on death (random 1-shot) give users a better experience?

I mean clearly it must give the user a better experience, otherwise there would be no such mechanic.
Last edited by SideKickerin#3133 on Dec 21, 2024, 7:18:26 AM
Last bumped on Dec 22, 2024, 1:48:44 PM
It does not.

The same way that you can revive co-op players during the campaign but not in maps at all is also not a better user experience. Why give us something just to take it away later completely and utterly?

I am just sitting here hoping they will re-implement reviving teammates during maps at some point, because it is slowly but surely hurting teamplay incentives.
it keeps the economy running

Not every mechanic in the game has to increase the user experience directly. It can do it in a way of forcing actions to improve other experiences.
GGG uses punishment to make people rethink their builds and equipment. Also having higher risk allows them to scale the rewards better (example Bosses).

Not judging in any way. I'm still not sure if I like the 1 death/map myself, just explaining. :)
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Sadaukar#2191 wrote:
Not every mechanic in the game has to increase the user experience directly. It can do it in a way of forcing actions to improve other experiences.
GGG uses punishment to make people rethink their builds and equipment. Also having higher risk allows them to scale the rewards better (example Bosses).

Not judging in any way. I'm still not sure if I like the 1 death/map myself, just explaining. :)


Using punishment to make people rethink their builds. In other words "don't try anything, just google some streamer build or we will make you suffer"
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Sadaukar#2191 wrote:
Not every mechanic in the game has to increase the user experience directly. It can do it in a way of forcing actions to improve other experiences.
GGG uses punishment to make people rethink their builds and equipment. Also having higher risk allows them to scale the rewards better (example Bosses).

Not judging in any way. I'm still not sure if I like the 1 death/map myself, just explaining. :)


Using punishment to make people rethink their builds. In other words "don't try anything, just google some streamer build or we will make you suffer"


If that's what people think is most fun to them, well so be it.
For me, facing obstacles in the game and tinkering my build to solve those issues is a lot of fun. Dying obviously is a sign that something with the build is wrong and now it's on me to figure that out.

I get that there are people that don't have fun doing that and that's fine. Content creators are there to help them.

Like I said, I'm not judging if the punishment part is the right way to do it, I just get their intentions behind it. Maybe they figure out to have the same outcome without those harsh punishments, but that's their job not mine :)
(So far the 1 death/map doesn't bother me too much, but it's obviously frustrating when u die in poe2)
So, how does bricking a map upon leaving provide a better user experience? Remember, GGG preached for yours of the better user experience with trade.... now you can't leave a map when you get a trade request...

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