One-portal is a great system that just needs refinement

If nobody played Standard they prolly would have gotten rid of that
Farming salt on the forums since 2024
"

You seem to forget that GGG themselves has publicly, more than once, stated this game would be more accessible to more players aa well as have more crafting materials, both statements that are blatantly false as the game stands..

I'm not denying that they missed the mark by a mile on the accessibility of crafting materials. Jon promised us exalts to be common, that we would be slammin' items throughout campaign left, right and center.

But the solution to this problem is just to buff the drops, not make the game easier or an easier gamemode.

"

Having more difficulties with a single economy isn't that hard to achieve, easier modes don't get as many drops for example, or have other limitations. I am not a software developer, but it ain't hard...

It's not about "easy" or "hard", it's about doing it. GGG is a small company and they simply choose not to split manpower to maintain balance of rewards accross different difficulties. It took them 1 or 2 years to introduce Ruthless to PoE 1 and that was a "private" project of Chris and a couple others. They maintain a game that is balanced for a) multiplayer with trading and b) with a single combat difficulty.

"

But this is not what i mean, the game isn't hard past a1 and 2, it's broken..
The on death effects+random one shot mechanics+1 portal=excessively punitive and the exact opposite of fun..

I disagree, because simply that hasn't been my experience. I don't blame the game for on death effects, I blame myself for not paying attention, get better and don't die to the same thing again.

I can't say I've experienced "random one shot mechanics" that weren't telegraphed. I can only blame myself for being asleep at the wheel. The only thing that annoys me are offscreen 1-shots (screw you, Mighty Silverfist) and that's something that can be easily fixed with a range limit.

I love the 1 portal mechanic because it makes me play more alert and motivated to learn and improve faster. Makes me appreciate every kill and every reward more.

This is something we all have to agree to disagree on. This is personal preference that makes PoE 2 suitable for some and not for others.

BTW, I'm not denying that the game has issues with visual clarity. It's hard to see things that kill you, for sure. But that's a fixable problem.

"

Add to that you can't learn boss mechanics with 1 portal, so more time needs be wasted farming waystones and shit, it's just not a fun and rewarding game play loop..

I would argue that you had the whole campaign to learn boss mechanics. Every map boss (other than pinnacle) is a repeat with very minor changes. If you skipped class in campaign, it's fine to just observe the boss for a few minutes while dodge rolling and not doing any damage.

"

This is a beta version of the game, and i expect a lot of changes before 1.0 rolls out, but i stopped playing after trying a couple of waystones as i found it just not worth my time..

It's fair, it's an unfinished game. I'm still having fun after 150h but if you're not, then hopefully see you later. Because it's definitely worth checking up on it to see where it's going.

"

I just hope PoE2 doesn't result in Poe1 getting gutted, which it looks like at present, only time will tell..

But that's essentially what it is. For one, we're gutting 10 years of various league mechanics that were keeping us entertained while mapping in PoE 1. That's why the endgame feels kinda bland in comparison.
Nobody needs to be a god-gamer to handle the 1-portal system. For mapping this is completely fine. Just non-map bosses are unfeasible with it.

If you notice you are dying too often to "random one shots" then spec some more out of damage and into defenses. Simple as.

Most of these one shots aren't random. It's damage that is meant to be survivable by a character will good defenses.

The game even offers you the option to play two completely different specs thanks to weapon swaps. So make a tanky one.
6 portals was passable in PoE1.

Let bosses have 6 attempts, reset them if they want, but don't limit it to one bloody attempt.
"
Cocofang#3395 wrote:
Nobody needs to be a god-gamer to handle the 1-portal system. For mapping this is completely fine. Just non-map bosses are unfeasible with it.

If you notice you are dying too often to "random one shots" then spec some more out of damage and into defenses. Simple as.

Most of these one shots aren't random. It's damage that is meant to be survivable by a character will good defenses.

The game even offers you the option to play two completely different specs thanks to weapon swaps. So make a tanky one.


Yeah if 1 shots are a problem, just switch to the many options for defense totally available to all classes.

For example:

?????

????

ES


Oh right - I guess you just have to reroll to ES.
"
Cocofang#3395 wrote:
Nobody needs to be a god-gamer to handle the 1-portal system. For mapping this is completely fine. Just non-map bosses are unfeasible with it.

If you notice you are dying too often to "random one shots" then spec some more out of damage and into defenses. Simple as.

Most of these one shots aren't random. It's damage that is meant to be survivable by a character will good defenses.

The game even offers you the option to play two completely different specs thanks to weapon swaps. So make a tanky one.


Nope, I'd rather quit than waste my time playing a game that so blatantly disrespects your time and punishes you for the smallest mistakes. And many others will do the same. Sooner or later, whenever people get to maps they'll realize just how bad this system is lol

Because people play a game to have fun, in their own way. Not everyone is addicted to this weird "self-improvement" "git gud" attitude towards games. Not everyone will go "ah so I have perished and lost 10% of my experience at lvl95+my juiced t16 map with 4 league mechs and all of the loot in the map, let me contemplate what I could do to mitigate the overtuned damage in this game". That's just not what will happen in reality. The only "defense" in this game is stacking 20k ES because no life on tree,no suppress and max res seems hard af to find too. Also no phys taken as ele conversion because we don't have betrayal or eldritch ichors. What defenses are you talking about?


Dying and losing hours of progress simply isn't fun. This is why many people avoid Hardcore. This is why SC Trade is the most popular mode in PoE with the most players. That's not me talking, those are simple numbers and statistics about the game's playerbase.


And you know what, if they keep the 1-portal system it's gonna be hilarious to see how many people will drop the game when its f2p and anyone can download it on steam, then it's gonna be real bad.
"
Cocofang#3395 wrote:
Death penalties don't work in PoE1.

XP loss is meaningless because players are either content with their level or simply bought 100.

Losing a portal doesn't matter either because you have 6 of them. It has reached the extent where people deal with boss mechanics simply by dying and spending a portal.

This means there is a lack of any meaningful failure state, which lead to glass cannons and the neglect of well rounded defenses. The game also drastically speeds up if you don't heavily incentivize defensive investment and people instead dump most of their power budget into offense.

There needs to be a counterweight to reckless play and glass cannons. The response to PoE2 highlights very well why. People got so conditioned into the face-into-content approach by PoE1 and utterly lopsided character builds as well as reckless gameplay that the pushback by PoE2 caught them completely off guard and they now stubbornly refuse to adapt.

This was especially noticeable while everyone was still in the campaign. The vast majority of complaints were about issues that can be fixed by actually utilizing the defensive tools the game offers or playing more mindfully.

Some people are still stuck in the "The best defense is a good offense"-mindset, which relies on killing everything before you get hit. Well, judging by the complaints evidently they do get hit. And they die because of it.

PoE2 wants you to build a well rounded character.

This means players have to dedicated a noteworthy portion of their passives and gear towards defense. You need hit points, damage prevention, mitigation and recovery. If you can't have one of these you have to instead invest more into the others.

Dying constantly to the point where losing maps is becoming an issue is the game saying that this wasn't done.

There are some bullshit damage spikes in the endgame that GGG needs to address but they are not that frequent. Defensive holes in character builds can be fixed. People just have to take the hint and try to solve it.

What GGG also needs to do is add more defensive variety. The defensive mechanics currently in the game are serviceable but if you want to cover all your bases you barely have different options. There are not enough angles to approach each defensive area.

The exact penalty for dying in a map has to be tuned some but, aside from pinnacle boss fights where the boss should simply be reset to the start on death, the fundamental foundation should remain a one-portal policy for mapping at its core. With the idea being that you are expected to build defenses and if you die, the game is telling you to do that.


Systems like 1 life Maps leads to game breaking builds,where people shoot 60000 projectiles a second or demolish 5 screens of enemies in one hit .

Something GGG STATED in their hype videos (you know videos where they hyped game just to make us purchase EA) THEY ARE MOVING AWAY FROM.

Why would anyone in their sane mind play builds other than Cold/Lightning Monk , Oneshot Warrior or Melting Ranger builds , when those builds are guarantee you wont waste map.

If you pay attention to PoE2 twitch,you will realize pretty much everyone plays same builds.
"
Werdx_1#3669 wrote:

Systems like 1 life Maps leads to game breaking builds,where people shoot 60000 projectiles a second or demolish 5 screens of enemies in one hit .

Something GGG STATED in their hype videos (you know videos where they hyped game just to make us purchase EA) THEY ARE MOVING AWAY FROM.

Why would anyone in their sane mind play builds other than Cold/Lightning Monk , Oneshot Warrior or Melting Ranger builds , when those builds are guarantee you wont waste map.

If you pay attention to PoE2 twitch,you will realize pretty much everyone plays same builds.


I agree.

I realized that in this other game (let call it Ultimate Era) the same 1 life system with loosing map bonuses is implemented, but it didn't feel like big deal. Most builds(if not all) in this other game are fast paced run and gun. So few deaths in-between many completed map feels like fair tradeoff.

So what is different here? It is not constant dying. The issue is lost time if you play slow build - you have been penalized for more time (which again in future will take even more time to catch up) than fast clear glass cannons. If you finish map with glass cannon in 8 mins, but with slow build in 20 mins, and both die, glass cannon has time to do 2 more maps, while slow build probably died at the boss in 20th minute and has not done a single map. With fast clear builds you loose less time and can recover easier, than with slow builds.

I hear echoing - "getgood", but "getting good" currently easier on some classes than others, and logical choice is to play fast clear build which is easier to gear, in order to minimize the penalty. People abandon builds they initially wished to play to play something more fitting current game rules. I believe this is exactly opposite of what GGG wants.

"
sephrinx#7591 wrote:
Yeah, it just needs to be refined to where if you die, you still have the 5 remaining portals.


Lmao
The 1 portal mechanic is most painful in group play imo.

It basically kills playing in groups/with friends in endgame. My entire crew bounced out of the game as soon as we all saw how it worked.

Nothing feels worse than sitting dead on the floor for 20 mins while 1 person struggles to kill overscaled enemies so you don’t lose the waystone.

If you’re 100% deadset on keeping the one portal mechanic I honestly think the entire map should be failed and waystone lost when 1 player dies.

Ironically that’s actually worse for the group/harder than it is today, but I think it would feel much much better, don’t think my crew would have stopped playing if that was how it worked.

Report Forum Post

Report Account:

Report Type

Additional Info