To everybody complaining about difficulty/one shots

Dear OP,

I wholeheartedly agree with your observation, but I think posting it on the GGG PoE forum is addressing the wrong audience. People who would benefit of your commentary will most likely never see it.
Can't say I agree, I've run t15 maps for days with no problems, then three maps in the trot some map bosses just straight up stomps me in one hit, no warning or animation to dodge. Just bang dead. Similar map setups, it certainly didn't have a 'Bosses one shot you' prefix.
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Rilman69#7673 wrote:
Can't say I agree, I've run t15 maps for days with no problems, then three maps in the trot some map bosses just straight up stomps me in one hit, no warning or animation to dodge. Just bang dead. Similar map setups, it certainly didn't have a 'Bosses one shot you' prefix.


Bosses in general hit much harder then the average enemy on the map. Have you already gotten some Boss Atlas Passive Tree points and spent them? Every small node increases the boss difficulty. At some point they even get new abilities.

This can make map bosses exceptionally dangerous.

When I first farmed my atlas passive points and boss passives, I hat to go back to t13 for the boss maps, because the bosses were too dangerous for my character back then.
I run maps with 350-500% waystone drop rates and 50% higher tier drop chance, I still get waystones that are tier 4 instead of 12+. I even got a tier 1 recently so now I just do the waystones they drop since nothing else does. Perpetually at tier 4 to 8, maybe lower because this system makes no sense. Immediately I am told to go fight bosses and to juice them while simultaneously telling me to not to run waystones with bad affixes. So what waystone do i use when none fall but when I boost them its a bad affix. So I go back to tier 6 I guess. Punished over and over trying to grind out a key so that I can play the game. The waystones are one of the biggest problems right now. If we could boost a map with currency direct and scrap waystones, this would be more functional.

You would be restricted to doing maps that are in your attached chain of completed ones and then let us set the tier up to the highest we have unlocked so far through the objectives in endgame.

The system right now can punish you for doing well, beating a boss, disconnecting, server crashes and one shot bugs that are failing to telegraph. It makes no sense to get the same punishment for success and failure. That is the entire issue right now. Losing a map is no big deal, but forced to go backwards for killing a boss is the dumbest possible mechanic you can have. Its really no different than penalizing someone for killing a boss in dark souls or elden ring or super mario bros. You are setting them back multiple stages for success. The waystone system relies on a loot goblin to control whether you can play the game at the appropriate stage. People are bored because they are stuck running useless grinds just to reach specific maps to sustain being able to play the end game. That means it is more exciting to get a waystone than an item.

If you die for whatever reason, you are also resetting them multiple stages. Not to the start of that level to try again but rather you push them backwards. Its an absurd penalty system that will never make sense especially at higher levels. In a game about risk and reward, you can run a tier 1 map and die to one shots yet the reward for running it is zero. Absolutely nothing. If you are a high level than its even worse. Meaning there is no risk to reward system, just risk.

The devs seem to think its okay because you get currency but most people dont want to use the trade system so currency doesnt do anything unless crafting has some deterministic factor. Its making a divide in the community at the moment. People want to loot items and craft, not buy items on websites.

This issue is more complex than simply dying to a one shot
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Crob#2629 wrote:

The devs seem to think its okay because you get currency but most people dont want to use the trade system so currency doesnt do anything unless crafting has some deterministic factor. Its making a divide in the community at the moment. People want to loot items and craft, not buy items on websites.

This issue is more complex than simply dying to a one shot


Some actual crafting potential for the player to aspire to/be excited about would add a lot to this game.
I've only used trade literally two times (one buy, one sell) and I'm preferring my own progression and finding for challenge but seriously, using all kinds of currency to craft just isn't fun when there's almost zero direction to what you can stat add and advanced essences don't help at all either and omens are still too rare + The items in shrines are 99.9% ridiculously pathetic.
Last edited by TrunktenUK#3407 on Jan 23, 2025, 3:33:00 PM

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