XP penalty and likely 1 portal is NOT going anywhere

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_rt_#4636 wrote:
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Imagine GGG remove xp penalty, and give us 6 portals, what would it mean?

1. Literally 0 reason investing into defense at all.
2. It doesn't matter if you die or not, you still have more portals anyway.
3. This encourage more and more people play exactly same fastest builds.
4. This encourage people play builds that clear screens with half of gear being rarity and 0 defenses.
5. It just delete build diversity.
6. It once again remove any reason investing into defense above bare minimum.


All this would make perfect sense.... if investing in defense was actually prioritized and viable right now.

It's not. It's LITERALLY the opposite BECAUSE of the 1-death-maps.

Because you get randomly 1-shot in this game no matter your defenses, the only viable alternative is: invest loads into having the biggest AoE and damage possibles. Clear mobs as far as you can as fast as you can. You can't die if things can't even attack you.

How I know this is true? That was my literal experience.

Upgrading my shitty campaign weapon to a mid/high DPS one and playing dedicated ranged made me go from "struggling in T5s" to "easy clearing juiced T14s/T15s".

By the way, I did try investing in HP and resistances. It made no difference when mobs were allowed to stay alive for more than 5 seconds.

But wait, don't trust only my experience: why are people not playing Armor? Why is hybrid EVA/ES monk so weak and people are moving to dedicated EVA+Acro or pure ES? Why are people playing 15k+ ES builds with all capped resists, MoM, and they still rely on minion/totem/ranged builds?

By the way, GGG already said themselves that what we have is what they intended: PoE 1 mapping. The only thing they changed in PoE 2 is that they removed piano-flasking, which ironically for your argument, was a layer of defense you'd invest in.


What logic is this about "why invest into defense if its 1 portal anyway".

Isn't that whole point that if its 1 portal, you want to invest into defense so you not die to mosquito sneeze?

I have Titan build with ~6k life, 70% block, capped res, enough armor (~8k + flat 8% phys damage reduction) to ignore phys hits from map mobs, against big phys hits i just stack more life because its more effective.

If i would be more careful, i'd have like 10 deaths instead of 30 in 3 days of in-game playtime, most of which was in campaign. So far this character is level 91, died like 4-5 times in maps, single death was unexpected, rest was my own fault.

I avoid 25% ele pen mod on waystone because effectively going from 75% to 50% res, which simply makes me half as tanky against ele damage, which does hit hard sometimes.

I don't expect to be immortal, i expect to die sometimes, that's normal you know?

I not complain that "why i die when i invested into defense", because it's expected that i would die. I don't get why people that invest nothing into defense complain that they get oneshotted.

I have 0 issues with map sustain, because i invest into defense and not play glasscannon, so i not die at the start of map.


On range builds having good aoe clear is also layer of defense since you not letting melee mobs come close. Don't you think that if range build can kill everything screenwide, there should be something that can hit you back from range? Or you want range builds to just have screen aoe clear and never die?

Defense types is different topic.

I know that armor is in bad place, and it should be changed.
And here's why its bad, which you might already undestand:

1.Armor is not relevant in maps because very and very few mobs (not bosses), hit hard enough that require you to invest a lot into armor. Mobs that hit hard are slow and easy to avoid. So armor is not really needed in maps.
2. As result of point 1, Evasion is a lot better because if you have 80% evasion, its 80% evasion that doesn't change if hit is bigger or smaller. Evasion currently is too good.
3. Some bosses have hard hitting phys damage skills (that are easy to avoid anyway), that no realistic amount of armor can mitigate efficiently, meaning that you can instead invest into more life with less armor and be more tanky than lower life character with higher armor.
4. As result of point 3, ES builds are more tanky because they can stack bigger ES pool, and its more effective to stack your "life" pool regardless if its life or es against big phys hits.
5. As result of all 4 points above, Evasion/ES builds are far superior than Life/Armor.

You still can make life/armor build tanky enough to just not die. But if you chose not to, not blame game for it.
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<long post>


You wrote all this to prove to me that:

1) Having invested all this in defenses and you still have to avoid some maps because your chances of dying, despite all your investments, are not low in them

2) You just showed me how bad investing in defenses really is

You've probably spent considerable time searching for good gear, having to juggle mods around to max out all your resistances and having invested considerable resources into your character. And you still can't run all the content without worrying of dying. All of this running a tankier character class.

Me? I bought a mid level weapon for 5 exalts and I can run maps faster and more easily than you. I probably clear faster, I have lower chances of dying and I have no mod restrictions on my waystones. I was playing braindead zoom zoom zoom PoE 1 style, by the way, so the game was nowhere near something I'd consider challenging.

Your mistake is thinking my stance on this is because I think PoE is hard, but I don't.
My stance comes from the fact that I am fully aware of how this game feels for casual people that just want to have a good time wanting to play a videogame.
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_rt_#4636 wrote:


1) Having invested all this in defenses and you still have to avoid some maps because your chances of dying, despite all your investments, are not low in them

2) You just showed me how bad investing in defenses really is



At first I was so concerned with the defences that the game looked harder than really is. After I said "F it" and went full blow DPS and MF the game became much more fluidy and easy.

Investing in defences I struggled to clear T10-11 waystones

Going pure DPS + MF forsaken resistances I'm zooming T16-17 (Irradiated + Corrupted)

The place of defences in PoE 2 is laughable. GGG needs to made serious rebalances on Mob damage, because right now the best defence is a overhelming offence.
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dwqrf#0717 wrote:

So... hu... Game designs are objectively subjectives ?

"Objectively subjective" is a sophism, i alredy told you to stop relying on that because "Anything objective sticks to the facts, but anything subjective has feelings. Objective and subjective are opposites. Objective: It is raining. Subjective: I love the rain!".
https://www.vocabulary.com/articles/commonly-confused-words/objective-subjective/

Also:
Good: Being positive or desirable in nature; not bad or poor.
Right: Conforming with or conformable to justice, law, or morality.

There's no law against making a game as grindy as possible, but making it too grindy is not desirable in human nature. No one wants to feel their time is being wasted, example being the "minority", or so you people claim, of people that don't want to waste too much time into grinding, simply because they don't want or don't have the time to.

You can objectively measure the time it takes to achieve something, clear the campaign for example, but even that is exclusively subjective to the skill of the player and their experiences in the genre or with the game (subsequent play throughs). It's literally why speedruns can exist. Objectively, you can optmize an speedrun, but that's beside the point.

There's not really an objective way to measure if a game design is right or wrong because it's entire feedback relies on moral subjectivity. It's entirely upon the devs feeling if they want to make the game more grindy or not and it's entirely upon the players feeling if they want to endure it or not, and that is the fact we are discussing. Is the game design good or bad in nature.

It's my opinion that it's bad game design because it needlessly prolongs the grind by removing resources in a Hardcore like manner. It's your opinion that it's good game design because it implies that players need to learn from it. So let's drop the sophisms and agree to disagree.
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Fhrek#4437 wrote:
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_rt_#4636 wrote:


1) Having invested all this in defenses and you still have to avoid some maps because your chances of dying, despite all your investments, are not low in them

2) You just showed me how bad investing in defenses really is



At first I was so concerned with the defences that the game looked harder than really is. After I said "F it" and went full blow DPS and MF the game became much more fluidy and easy.

Investing in defences I struggled to clear T10-11 waystones

Going pure DPS + MF forsaken resistances I'm zooming T16-17 (Irradiated + Corrupted)

The place of defences in PoE 2 is laughable. GGG needs to made serious rebalances on Mob damage, because right now the best defence is a overhelming offence.


Or just add more enemies like Eternal Knights...
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Sakanabi#6664 wrote:


Or just add more enemies like Eternal Knights...


Right, punishing the players by the audacity of thrash their content because it is unbalanced, like they did with the pinnacle bosses "We want the players to watch the mechanics, bad player OHKOing our beloved ultra unforgiving cool Boss. You can't One shot Boss, no no no [read it with a snort and rage crying Dev voice]".

Eternal Knights block counter/reflect is one the easiest to avoid, just get close and personal with them and evaporate them while they try to swing at you.
Last edited by Fhrek#4437 on Jan 22, 2025, 9:48:41 AM
XP Loss on Char Death is a go to mechanic from incompetant devs.

Remove XP Loss, and the End Game becomes extremely boring. Its just maps that drop maps to farm maps, with a boss here and there.

Thats why they cant remove it.


This is not Lost Ark where there are so many things to do they dont give a fck about your XP or Level.

In PoE the only End Game gameplay is killing monsters. Thats it. They have to cover that somehow and they chose the most lame way.
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XP Loss on Char Death is a go to mechanic from incompetant devs.

Remove XP Loss, and the End Game becomes extremely boring. Its just maps that drop maps to farm maps, with a boss here and there.

Thats why they cant remove it.


This is not Lost Ark where there are so many things to do they dont give a fck about your XP or Level.

In PoE the only End Game gameplay is killing monsters. Thats it. They have to cover that somehow and they chose the most lame way.


You copypasted this reply exactly 12 times. Nice.
"
Imagine GGG remove xp penalty, and give us 6 portals, what would it mean?

1. Literally 0 reason investing into defense at all or above bare minimum.
2. It doesn't matter if you die or not, you still have more portals anyway.
3. This encourage more and more people play exactly same fastest range builds.
4. This encourage people play builds that clear screens with half of gear being rarity and 0 defenses.
5. It just deletes build diversity, when most of players play same build.


Except for point 2 this is just a list of all the problems the game currently has. Less or even no punishments are not going to change anything, because clearly that's not the problem.

If they want to keep the current system, GGG should start properly cleaning up visuals, pinpoint "unfair" deaths, rebalance damage and defences to be actually worth building around, increase build diversity by looking at the least played skills and actually designing around those skills to increase their viability. But they can't be bothered doing any of that so they'll just throw 6 portals back in, and people will blame the feedback section instead of GGGs incompetence.
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Fhrek#4437 wrote:
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_rt_#4636 wrote:


1) Having invested all this in defenses and you still have to avoid some maps because your chances of dying, despite all your investments, are not low in them

2) You just showed me how bad investing in defenses really is



At first I was so concerned with the defences that the game looked harder than really is. After I said "F it" and went full blow DPS and MF the game became much more fluidy and easy.

Investing in defences I struggled to clear T10-11 waystones

Going pure DPS + MF forsaken resistances I'm zooming T16-17 (Irradiated + Corrupted)

The place of defences in PoE 2 is laughable. GGG needs to made serious rebalances on Mob damage, because right now the best defence is a overhelming offence.


I was running rare T13 and T14's irradiated + breaches + bosses/corrupted on a 5ex weapon and a handful of 3-5ex gear. I still had to upgrade 2 or 3 slots though.

3k HP + ES, only 65% evasion (with Acro), not even all capped resistances (around 65-ish on most and 10% chaos).

I won't lie, I didn't run many T15 maps. I ran maybe 3-5 semi-juiced irradiated ones.
Killed a couple bosses on them and realized this game is basically PoE 1 all over again, which I had dropped 2 years ago because it didn't challenge me in any meaningful way anymore.

I considered trying to make a chaos monk character, since I didn't see anyone doing it and it could be an actual challenge. Then I remembered it would take another 20-ish hours of campaign and the horrible ascendancy trials, so I ditched the idea completely.

After around 80-90 hours on my character I dropped the game. Watching the latest Q&A made me lose most of all the hope I had for PoE 2. The only things keeping me from fully uninstalling are a sliver of hope and the fact I don't need storage yet

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