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I played games for 40 years. I am an og PONG player (1977)
Played most of the important ARPGs across the years.
I agree with the 1 death mechanic. I agree with the 10% XP loss.
I wish the omen would be a little more common to save 75% XP loss.
I'm identical. I played on the 2600, the 52, went to Collicovision, then went up through all the consoles after the Crash of 84-85, had a PC and played Diablo 1, 2 and all the rest.
And I DISAGREE with XP loss. There's a reason 90% of other ARPG makers have removed it, most players drop the games that have it.
GGG needs people to stay, and maybe buy some Cosmetic or Supporter Packs to help cover their paychecks.
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Posted byNagisawa#4090on Jan 23, 2025, 3:40:29 PM
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If we will keep the 1 portal policy, why not show only 1 portal on the device?
You can go in and out many times you want, why limit the player do out the map 5 times?
I gave up some trades because i dont had any portals to go back and complete the map.
If this will stay, so remove the other limitation.
My best guess why they kept the 6 portals shown on the map device is that it probably was easier to import the current MTX portals designed for poe 1 without having to redo everything, but to be honest u never had unlimited portals for trading or stashing loot in poe 1 either. Im not against having multiple portals as long as they keep xp loss but im not too concerned if they keep the 1 portal policy, its not a make or break for me and ill just adjust my playstyle and build for whatever they decide
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Posted byMrPedez#4934on Jan 23, 2025, 4:11:26 PM
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Oh look the 21,425th post about 1 death per map. I bet you have a lot of valuable feedback that we haven't heard before. I'm sure the devs will hop right on this to cater to your every need.
In the meantime have you tried not dying? A lot of people are using this trick to get around the skill issue you are experiencing
Examples of what the player can do to prevent said deaths would be much more appreciated than.... don't die and git gud.....
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Posted byFangSkyWolf#5479on Jan 23, 2025, 4:33:27 PM
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I have no idea why they are scratching their heads, the solution is easy, not sure how hard it is to implement though since every instance in the game is programmed this way - but get rid of the "death = mobs respawn" mechanic. If I wanted the campaign map to be populated again, I'd enter it as a New Instance. After that, then keep the 6x portals where you can either die or leave/enter the map six times (with each player in the group having the same 6x enters).
Of course, when the player dies, any mobs that are damaged but not yet killed are then brought to full health, but mobs stay dead.
It already exists... log out at any time in a map. When you log back in and reenter a portal it is EXACTLY as you left it. So any potential "headscratching" is all for show. Some people just don't want it.
"It adds meaning" the quote of pure BS. It's just a punishment for the sake of punishment to artificially extend playtime thays it. Nothing more nothing less.
This is what I'm talking about. And this mechanic gets abused by a lot of people with pause game->relog to avoid a certain death.
Since this "workaround" already exists and devs are fine with it, it's just silly to keep the one-death for all the regular Joes who are still unaware.
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Posted bygalloper#2354on Jan 23, 2025, 4:58:35 PM
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I have no idea why they are scratching their heads, the solution is easy, not sure how hard it is to implement though since every instance in the game is programmed this way - but get rid of the "death = mobs respawn" mechanic. If I wanted the campaign map to be populated again, I'd enter it as a New Instance. After that, then keep the 6x portals where you can either die or leave/enter the map six times (with each player in the group having the same 6x enters).
Of course, when the player dies, any mobs that are damaged but not yet killed are then brought to full health, but mobs stay dead.
It already exists... log out at any time in a map. When you log back in and reenter a portal it is EXACTLY as you left it. So any potential "headscratching" is all for show. Some people just don't want it.
"It adds meaning" the quote of pure BS. It's just a punishment for the sake of punishment to artificially extend playtime thays it. Nothing more nothing less.
This is what I'm talking about. And this mechanic gets abused by a lot of people with pause game->relog to avoid a certain death.
Since this "workaround" already exists and devs are fine with it, it's just silly to keep the one-death for all the regular Joes who are still unaware.
i death exists because some fool had the great idea that areas could reset on death. because of that they had to cut 5 portals to prevent people from farming a map content 6 times. thats why everything resets, the map is gone, the content is gone, the loot is gone. wonderful idea wasnt it?
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Posted byPl4t1numX#4325on Jan 23, 2025, 5:01:44 PM
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I also dislike the current system. If we wanted the punishing gameplay of having just one portal, we could simply play Hardcore.
I don't think you understand what Hardcore is.
I know what it is and I know it's not exactly the same. I just mean, that the amount of time and investment needed to be able to juice your maps and not die is so high compared to if you are allowed to make a mistake or two per map.
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Posted byNeggad#2684on Jan 23, 2025, 5:38:55 PM
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Oh look the 21,425th post about 1 death per map. I bet you have a lot of valuable feedback that we haven't heard before. I'm sure the devs will hop right on this to cater to your every need.
In the meantime have you tried not dying? A lot of people are using this trick to get around the skill issue you are experiencing
Examples of what the player can do to prevent said deaths would be much more appreciated than.... don't die and git gud.....
Best advice right now is avoid playing life/armour based builds they are in a pretty bad state atm and life has no real options for scaling in the skill tree + the armour equation is way worse than poe 1 on top of having none of the same tools for scaling and converting to other types of damage, even a simple cheap cloak of flame will give u way more phys mitigation than any huge armour based chest on the market (if u max ur fire res ofc). As the game is now in its current state ES is by far the best option for getting a huge effective hit pool and a cheap ghostwrithe can turn any life stacking build into a huge ES pool with just a few ES nodes in the tree and using grim feast, combine this with other defensive layers like evasion and/or max block etc. and u will have a much higher chance of surviving than any life/armour build is able to even come close to atm. Best layers of defence is not one specific defence type but multiple layers of defences on top of each other, unfortunately we dont have nearly the same tools and options as we had in poe 1, things like determination and grace doesnt exist and we dont have all the different sources of "damage taken as x element" which could be used to shift damage types and make armour way more effective but untill they balance stuff properly we just have to stick to the things that do work. Ohh and by the way unlike armour phys reduction which have diminishing returns based on the damage of the hit u take, things like % phys reduction on shields and gear is always the same percentage regardless of the size of the incoming hit
Last edited by MrPedez#4934 on Jan 23, 2025, 7:08:52 PM
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Posted byMrPedez#4934on Jan 23, 2025, 5:50:41 PM
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Examples of what the player can do to prevent said deaths would be much more appreciated than.... don't die and git gud.....
Example of death detailling gear, tree, stats, map tier, modifiers, and attention span would also greatly help to pin point the issues.
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I don't think you understand what Hardcore is.
I know what it is and I know it's not exactly the same. I just mean, that the amount of time and investment needed to be able to juice your maps and not die is so high compared to if you are allowed to make a mistake or two per map.
Oh but you can do mistakes. You have a whole health pool of mistakes and flasks to use when doing to many of them.
Planning smartly is also encouraged ; omega juicing maps and dying in the highest tier of difficulty the game has to offer isn't an unexpected event.
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Posted bydwqrf#0717on Jan 23, 2025, 7:21:18 PM
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+1
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Posted byPugLoverNY#0623on Jan 23, 2025, 7:44:11 PM
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it is horrible design because it turns the map into a VANILLA map with no boss and no content.
What a stupid way to punish players. ''here is a boring map with all the good stuff stripped away.''
The #1 reason i will quit would be this because i want to face engaging boss battles and the bosses are NOT BALANCED in the end game. They have low HP, short encounters, and if i die on my way there i don't even get to face them.
Mediocre experience that needs to be reworked.
EVERY MAP should have an optional BOSS. And they should remain on the map if you die.
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I'm sorry but it just is.
It might fight the "vision" of whatever some dev of yours has, but it sucks.
90% of the playerbase has it, and no excuse about "death needs to feel weighty" will wash with me, sorry.
I've played games for 30 years. There are literally, 1 million things you could do other than this grossly and obnoxiously overly punishing mechanic - one that is only compounding on top of the brutal and archaic, completely brutal XP loss.
The XP loss is fine. The map being lost is not. Nothing about this is good.
Not to mention: this is early access - you're supposed to be taking our feedback in. The feedback is here. One death maps suck. And for what? This is a "Temporary, thrown together solution" for an endgame because you didn't have enough time to get something robust together to facilitate the endgame experience. Again, that's fine.
But guess what; the hastily thrown together endgame experience, with mobs that are extremely overtuned and way faster than they have any right to be, where white mobs 1 hit you (this should never happen unless you're rocking the worst, most intentionally bad niche build) and things like the volatile orbs (remove these immediately, or slow down the time it takes *plants* to *grow* and release their *damaging fruit* (seriously, plants don't grow this fast, they should not grow this fast, all the purple chaos plant-type things should not have instant cast and fast animations if they also have monumentally meteoric damage. It's one or the other. Sorry, that's literally basic game design 101 for anything outside of a super-hardcore mode.
For reference, I just tried to play a map with my friend. He puts a Tier XV waystone in. Goes to get a glass of water. I enter the map. I take 1 step (literally) and get immediately swarmed by mobs and stunlocked to death. Great. Used to it by now (this balance is honestly atrocious, it is what it is. Fix it please.) Okay great I don't get to play a map with my buddy, but guess what? NEITHER DOES HE. Because all 5 other portals closed, despite us being in a party, and he can't even use any of "his" other 5 portals. Tough luck buddy. Enjoying your One Death Maps yet? You tired of winning, pal?
This sucks. If this is our "Hastily thrown together Early Access endgame" - AND this is Early Access, listen to our Early Access feedback please.
Right now, it feels from the majority of the players that I've talked to, like we're being forced to pay to beta test a game and our feedback might as well not be given, since it's not going to be listened to.
GET RID OF THE ONE DEATH MAPS IN THE NEXT PATCH. That's not hard to do. A couple of lines of code.
They. Just. Do. Not. Work. In. The. Games. Current. Ecosystem. Of. Design.
Period.
If you want One Death Maps to be a design decision that has weight and merit and doesn't frustrate your playerbase into permanently quitting before they even get a chance to play the first league - just bring the One Death Maps back later when you've got the rest of the game designed in a way that facilitates it and makes it feel not as overtly punishing and obnoxiously time wasting.
Seriously. We will forgive you for this. It's once again, Early Access, and needs to be changed.
If you can't change it, throw us a bone. Because this SUCKS.
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Posted byIcyMistV#5121on Jan 23, 2025, 8:27:23 PM
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