Difficulty Gap Is Widening - It's Making the Game Less Fun (HC)
The OP speaks the truth. A base part of the problem is that a death in HC means that equipment on the character is no longer available in HC for any future characters. Which means close to starting over from scratch for subsequent characters.
One option might be to treat the characters as HC but to play in SC. When the character dies strip the character and then delete it. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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delete
Dernière édition par EchoesinEternity#7724, le 1 juin 2024 à 01:07:32
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" Iirc there are at least two instances of patch notes saying of an increase in monster damage and several of adding deadlier skills and monsters to the game. Btw, guess how my hc char died this league...
Hint
Spell projectile shotgunning - removed in 2.0
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
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Whatever the change, small or large, it changed both SC and HC the same way, so I think in this regard, the original OP idea stands. That difficulty gap between the two (~relative) is widening, while it may be up to debate, that at some point, HC was harder overall (~absolutelly).
My gut feeling is that a big contributor to this might be several waves of possible BIS item "upgrades" (more tiers, shaper/elder crafting, essence crafting etc.). While those items stay in SC economy, they steadily leave HC economy. So maybe the average SC "power level" of an item you can buy for 1c grew disproportionally to HC. But I stopped playing HC quite a long time ago (due to very large percentage of technical problem related deaths), so feel free to tear me apart :) |
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Thanks again to everyone sharing their thoughts. Some good input here, and I appreciate the fact people think/feel the same as I do.
The main issue is: The game loses part of what makes it fun to play - intensity - when it's either just about grinding at ease or one-shot dying. It leaves nothing inbetween for fun to take place. When you put this into perspective with the games huge team-play lacking incentive, it leaves only a few ways to play the game. They are more than welcome to continue developing how they want to, but I would call upon the devs to do something to invite people to play together more and moreover, help reduce the difficulty gap eroding HC away. |
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" Exactly! Playing a game from Dark Souls series, for example, you always "feel the pressure" from your enemies. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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