One Death Maps is a monumental failure.

Sounds like your build is a monumental failure.
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GnMQDMLmWZ#3336 a écrit :
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Azula#1157 a écrit :
My only Frustration with one portal maps are all of the poorly telegraphed, buggy, or otherwise hidden by player effects (looking at you poison clouds) one-shot mechanics. Abruptly losing a map to something that's not visible and you had little-to-no agency over is just not OK.

If PoE2 can actually deliver on good readability, quality telegraphs, etc. then 1-portal maps aren't a problem to me. When it feels like the game's fault that you're being punished, they become a problem.

Unfortunately for the folks that are very frustrated with this mechanic today, it seems necessary to get the right feedback to GGG so they can address all of the issues to make it feel good.


+1
Why can't anyone else seem to understand this?
The One Death Maps isn't the problem.
One Death Maps and a bunch of really buggy, unfair bullshit is.
Throw in the normal challenge of PoE (that in a vacuum is perfect for me) it becomes, for certain people, based on things like RNG and luck, totally a chore and not at all a "game" to play anymore.

They need to strike a very delicate balance here.


they were unable to solve this problem in poe1 which has +13 years of development!
I think it's unlikely that this will be resolved in poe2, there are many variants within a map to balance.

Most players will play with meta builds to avoid these deaths, which is why today poe2 is dominated by 2/3 classes.

Imagine when there are 6/7 different mechanics on the maps?
The more mechanics, the more mobs and the more chance of dying. For those who play poe1 and just imagine doing tier 17 with a single portal!

"Ah, but what about EA", that's why... this is the time for people to "complain about the things they don't like about the game"!
How about it gives you the map back (leaves it in the map device) but does something to it to make it weaker, e.g. reduces quality by:

1st death = -5% quantity and rarity, and pack size.
2nd death = -10% quantity and rarity, and pack size.
3rd death = -20% quantity and rarity, and pack size.
4th death =
5th death =
6th death =

This is like the map becoming weaker each time you die so that it could become easier to run it, but the penality is the reduced bonuses.


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Knuk#4425 a écrit :
Sounds like your build is a monumental failure.
Dunno who you reply to but my build actually plays ez as f... All i said was as long as the game isnt properly balanced u get the best result by using the mechanics that has the best scaling. Right now life and armour is in a pretty bad state even with the 15% buff to armour in the latest patch. There are basically no options for scaling life in the skill tree while ES nodes are plenty and pretty strong too. Basically what this comes down to is i get more phys damage reduction by using a cloak of flame over any big armour chest on the market and i can get much higher effective health pool by using a simple ghostwrithe and picking es nodes in the skill tree than i can get by scaling hp.
My current build is pretty much a zero button build with an ocasional weapon swap if the chain is broken cause of no nearby monsters and it can clear any tier map ez and comfortable barely getting hit at all so no xp is lost and its probably not what u would consider one of the meta builds, but still it makes farming poe 2 feel easier than poe 1. I know its considered unethical to make a 1 button or zero button build but as the game is now im just using the mechanics that work and skip the ones that lacks proper balancing. I have like 15k hours of poe 1 and absolutely no problems making my own builds in poe 2 since most of the mechanics are just simplified/dumbed down versions of poe 1. Going with CI was just what i found to be the best solution vs the issue with narrow corridors and on death/ground effects since a huge number of these are chaos damage and ooh my god the game is sooo much easier it almost feels like cheating
Dernière édition par MrPedez#4934, le 22 janv. 2025 14:59:45
So you're completely ignoring the parts of the game that are broken and cheesing the game like I assumed, makes sense why you would have a contrarian opinion.

Typical forum L.
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killgameplay#7851 a écrit :
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GnMQDMLmWZ#3336 a écrit :
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Azula#1157 a écrit :
My only Frustration with one portal maps are all of the poorly telegraphed, buggy, or otherwise hidden by player effects (looking at you poison clouds) one-shot mechanics. Abruptly losing a map to something that's not visible and you had little-to-no agency over is just not OK.

If PoE2 can actually deliver on good readability, quality telegraphs, etc. then 1-portal maps aren't a problem to me. When it feels like the game's fault that you're being punished, they become a problem.

Unfortunately for the folks that are very frustrated with this mechanic today, it seems necessary to get the right feedback to GGG so they can address all of the issues to make it feel good.


+1
Why can't anyone else seem to understand this?
The One Death Maps isn't the problem.
One Death Maps and a bunch of really buggy, unfair bullshit is.
Throw in the normal challenge of PoE (that in a vacuum is perfect for me) it becomes, for certain people, based on things like RNG and luck, totally a chore and not at all a "game" to play anymore.

They need to strike a very delicate balance here.


they were unable to solve this problem in poe1 which has +13 years of development!
I think it's unlikely that this will be resolved in poe2, there are many variants within a map to balance.

Most players will play with meta builds to avoid these deaths, which is why today poe2 is dominated by 2/3 classes.

Imagine when there are 6/7 different mechanics on the maps?
The more mechanics, the more mobs and the more chance of dying. For those who play poe1 and just imagine doing tier 17 with a single portal!

"Ah, but what about EA", that's why... this is the time for people to "complain about the things they don't like about the game"!


T17 giga juiced with div scarabs and essences scarab + atlas.. now that's an adrenaline rush.
It isn't just that some things get hidden in the noise, it's that the inherent RNG of this game--like with mobs able to crit--adds an impossible variable to balance. There is absolutely no at-a-glance reliable way to know if a minion set or a rare have bonus damage mods, for example, before engaging and fighting a mob that regularly you shrug off without a care suddenly is doing 2/3rds of your health in a single attack, made even worse if they apply a bleed or poison. One-attempt maps are so frustratingly punitive that they demotivate me from wanting to play. They add a layer of anxiety and tension that is NOT enjoyable because of how punitive they are. This is terrible design, especially in light of the risk of negative feedback loops where you start losing map sustain, on top of the insult of now having a bunch of bricked waystones you have to traverse to actually get to another desired mechanic attempt.

They just flat out need to go away. If I wanted this sort of tension and risk, I'd play hardcore. IDK what they were thinking with resetting mobs when you die, but it needs to fuck off if that's what is limiting their ability to balance deaths in maps. The way to prevent respawn abuse of a high MF map is to not let mobs respawn. Just refill their health, give us 6 attempts, and be done with it.
i just my loot from the mobs i killed, so i would love to get my 6 portals

so here is my solution to getting my loot and still letting GGG bent me over

when all party members are dead all monster in map disappears and you can go down and collect from what you killed.
you failed the map, and you can no longer get more loot from it because all living mobs are gone,
BUT what you have earned is still yours till all 6 portals have been spent


keep the exp and map loss, but let us at least keep the loot
If you die in a map then grind easier maps until you get gear upgrades. Or wait until the game has more content (4-6 months). There is only so much to do with the limited amount of items, classes, and skill that are available anyways. I ran out of steam after about 100 hours. Played the game, died a few dozen times, lost xp, lost items, lost maps, and stopped playing until more stuff comes out. It really is that simple. play something else and come back later.
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GnMQDMLmWZ#3336 a écrit :
So you're completely ignoring the parts of the game that are broken and cheesing the game like I assumed, makes sense why you would have a contrarian opinion.

Typical forum L.
Im not ignoring viable feedback but i do ignore things like whining over xp loss on death and wanting to remove death penalties and having unlimited tries, thats not feedback its just whine. I do acknowledge the fact that the game isnt properly balanced atm which was expected since its still EA and will probably get addressed in future patches but this has nothing to do with xp loss or the 1 portal policy.
Thats why i stick to the things that do work atm and avoid the things that dont. What u call "cheesing the game" is in reality just me using the tools and mechanics available to make a good build which might get nerfed in the future but as of now works as intended. FYI GGG is very well know for not doing mid league balance changes unless some unintended mechanic is causing server issues or isnt working properly. Any balance changes wont happen untill they reset the server and start a new league and fresh economy just like it has always been which is the best way to make sure people dont have their 300 divine build bricked 2 days after they invested all their currency.

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