1 Portal system is SHIT

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voodoochile78#9787 a écrit :
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Making a game for your non core audience is the worst thing you can ever do as a developer.


The core audience for POE2 are people who played POE1, a game with 6 portals. The only audience that GGG is picking up with 1-shots, 10% experience loss, 1 portals, terrible crafting, are forum trolls.

I personally refuse to believe that the core audience of POE1 was forum trolls, but you tell me...


Here we are, 4 months later, and you still say it's 10% when it's 2.5% with omen of amelioration. This obvious rage bait is getting sad.

GGG have already admitted the one portal is a problem, if it wasnt they would not have changed the boss fights to six. Why this wasnt implemented on normal maps seems foolish but tells you who the devs are catering to.

There are many ideas/complaints about portals and death penalties all are ignored but there really is an easy solution

Make an option like ruthless during character creation...standard setup with 6 portals no xp loss OR a "harder mode" and keep the game as it is now..1 portal per map and all the death penalties

It really is that easy and that would tell the devs exactly what the playerbase thinks and wants, just compare the mode player numbers retention etc..

I wonder how many would choose the "harder mode"..not many i suspect. Maybe the devs think that aswell and would never implement such a feature for fear that their "vision" is flawed

Dernière édition par tarloch#1873, le 18 mars 2025 04:04:02
The biggest problem with this game is the POE 1 fanatics who wants to incorporate ridiculous POE 1 mechanics to POE 2.

C'mon wakeup GGG, it's 2025 player based mentally today is different from POE 1 era.

99% of POE 2 player based are casual players and they are not zombies who can play your game 24 hrs. and 7 days a week.
One death per map is definitely the greatest problem rn with the endgame.

The Boss fix makes it even more insane, if this approach is needed for bosses, then it's really hard to explain why it isn't needed for the rest.

Maps are the base of the End Game and not "Challenges". We have enough "Challenges" in the game. Sure, make it so that dying in Sekhemas or Temple of chaos is permanent. Make it so dying during a breach makes the Breach go away. Same with Delirium. But what's the point of making the base so punishing?

It's also pretty bad for Co-op. Once you reach the endgame, there's no longer any place where you can use revive. That whole mechanic is gone from the game permanently. Makes you wonder what the point was in learning it during the campaign.

If this is about making things "too easy", which is apparently a concern nowadays. Then make it so I have to use a new Waystone in order to revive. And the Map's properties are re-rolled using that waystone. Killed Rare mobs and events don't respawn.

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