Losing your citadel run immediately due to game lag is 100% f***ing unacceptable.
In fact, 1 try at citadels in general is unacceptable for the time it takes to get to one; for that time investment they should be finely tuned, hand crafted experiences that are extremely difficult but can be repeated.
However, this is a problem with conflicting design decisions. Half this game is competing with the other half the game. It's absurd. Everything about 1 death maps in the games current iteration is complete bullshit. Why would you willingly make your fantatistic game a mediocre one by making it so unfun and punishing to play? I'm not even dying to my mistakes, just absolute bullshit as if this was some indie roguelite game. There's so much I could say about this. I should also NEVER be dying in 1 hit to any elemental attack with max capped resistances, sorry - this game has shit balance and it's fundamentally frustrating and makes for a bad gaming experience, not a challenging one. I don't give a shit what modifier was placed on - there's no way the game should be able to easily OHKO you like this, because it lagged due to it's own shit optimization and performance and artificially robbed you of your extremely hard won attempt at a citadel. Either the enemies need to be nerfed, or one death maps needs to go. By the community feedback at this point I would assume that both these things are true. Several enemies (River Hags are actually stupid and need a redesign to just slow and provide a dot-based attack with their water-bubbles for instance, or a removal and replacement with a completely different game entity entirely and it was stupid to put them in the game in their current iteration) fit the profile of being either horrible overtuned or just horribly designed. In a game where one death maps exist, balance should have been a major point of focus for even a "hastily thrown together endgame". Feedback has been aplenty and these changes that people are asking for would invalidate nobodies build; so gaslighting the community and saying nothing can be done is a wash and should not even be attempted. I've tried to find any communication from GGG on these matters and all I've found are stubborn retorts in interviews and the absence of real information overall. What is going on with the game? Because as it stands right now, there's absolutely nothing to do. Dungeon crawler isometric ARPG's are literally known and have been known for 30 years to be built around the idea of, drumroll please... dungeon crawling isometrically; crazy, right? GGG has 10 years of experience with PoE1 and has to have known that 95% of the game IS the endgame for players of this genre, so how they released a halfbaked, frustrating shitfest of an endgame like we currently have with such little thought placed into it and the complete and utter lack of any semblance of even a faux attempt at listening to player feedback; when told what sucks and why they arrogantly cross their arms and insist that no, it's fine, we're doing it wrong. I tell you what - this is a horrible foundation for the game moving forwards. I have severe doubts that 'one death maps' will ever be able to be implemented properly, and I think that it will be make or break for 80%+ of players in the long run. I would break up with any girl who put this much straight up BULLSHIT into my life, regardless of how good the sex can be. I will stop playing any game that puts this much straight up BULLSHIT into my life, regardless of how good the gameplay can be. Solution: 1. One Death Maps gets removed. 2. Once the game is balanced, ALL corrupted map waystones have +50% rarity drop chance innately but have One Death Maps. This is OBVIOUSLY how the game needs to work and I'm sick of pretending otherwise. Last bumped on Jan 29, 2025, 12:00:38 AM
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