XP penalty and likely 1 portal is NOT going anywhere
Mostly reading here that dying is your fault.
Yes it is. But I really feel this aint the point. That one portal thingy does not give you the chance to get better. It prevents you from doing so coz it prevents you from playing. Say you gotta a job, a life outside of the game : I do not play 16 hours a day. I farm a week say 2 or 3 hours/day to get a try on the King in the mist. I watch a vid, prepare etc.. Go through P1, through the maze, and through P2. Kill the thing and die at the same time. Cant get the loot (utility belt lying there...) Sure that s my fault, I messed up the fight, even though once again, bosses are design to punish melee builds. Also never understand the obsession with after death effects. I can deal with that one time frustration if I get other tries. Except I won't because the game is designed to give access to regular content only to the few chosen. I enjoyed very much dying on Maven (god knows how many times) and learning from each try, and the satisfaction of the first time doing her deathless, and managing the Uber version - mastering the memory game. All of this because you can reasonaby have access to 100 of tries for little farming, or few currencies. Every Uber versions are at reach. I do not see what makes it bad to have tries. after all you are moslty competing against yourself in POE. Anyway the 1 portal thing is a deal breaker for "moderate" players. It's the way of the game to tell you : the end of the line for you is doing T15. So like after 200 of them you kind of know what they re like, and you want to move to something else. Gonna wait for POE1 next league :D |
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" " The root of your problems is that you die, and you don't like it. There is nothing more to it. You want to play a game where you can't die and/or if you do, there is no punishments involved ? Those exist. They are made specifically for people like you. PoE1/2 are well known for being difficult, challenging, and punitive, and where death happens often if you aren't a focused and good player and engaging in hard content. Deal with it. You can deal with it in many ways. You can accept the design and play around it. You can get better gear and better build. You can become a better player. You can suck it up. You can even accept this game is too difficult and too punitive for you and move on to something else that suits you better. But no, you guys decided the only way to deal with it was indeed to not deal with it and have it changed or even removed from the game. As in, make it another game than what it is. You want to make feedback ? Then you have to explain what killed you, how it killed you, why you character died from it, why it is unfair/unbalanced, why you can't overcome this challenge, and that with many tries and many evidences to support your claim. That's actual factual feedback the devs can work on ; to make every challenge balanced and every death deserved. Saying "I dont like the feeling of death" isn't feedback. Because nobody does. That's the whole point. Now, most of the players deal with it. |
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" Trust me, no one likes exp loss, but many are willing to accept it as punishment. If you dislike exp loss so much, propose an alternative that is fair. There have been plenty of ideas, like limiting experience gain for a while or having a debt to pay off that caps, but you never risk losing so much as to be at 0 experience towards next level. Meanwhile, one-attempt maps are not very teachable when you die, cost you loot on the ground, cost you a waystone that you needed for sustain, cost you the map's mechanics, and now you need a second waystone to even try and complete that node again, on top of the exp loss. In poE1, lots of mechs wiped when you died because they were timed or somehow contained and limited. No one would complain about that being the punishment for failing a breach, for example, but then if there was an Expedition still there, or a Ritual, or a strongbox you missed, or a boss to kill, or an untouched Harvest or Blight or unfinished Metamorph or any other league mech, you didn't also lose those just for failing the breach or vice versa lost the breach for failing them. THAT is the biggest reason why, for a softcore league, one-attempt is so damn punitive. It is frustrating, it is demoralizing, it is demotivating, it is stressful. Players play hardcore because they like the stress the risk provides. Players play softcore so that they don't experience that stress. One-attempt is creating that stress. |
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" In PoE 2, there isn’t an easy way to pinpoint exactly what killed you, especially in complex encounters or with certain mechanics. Without that feedback, it can be hard to learn from a death, leading to players feeling like they’re stuck in a cycle of repeated mistakes without a clear understanding of what went wrong. I’m all for the game being tough, but constructive difficulty means the player is given the tools to learn and improve, and right now, lacking in-depth death feedback feels like a major roadblock for that. You mentioned providing feedback about how deaths happen, but in cases where the death isn't clearly tied to an obvious mechanic (or when the game doesn’t show us what happened), it’s tough to explain that in detail, let alone provide meaningful feedback to the developers. If I can’t identify the root cause, how can I give the devs specific feedback? That’s where the game design could improve—providing clearer indicators or ways to track what led to the death would help a lot. I don’t think anyone’s asking for the difficulty to be dialed back or for a non-punitive experience. The goal here is to have a game where players can accept and learn from their failures, but to do so in a way that’s both fair and informative. It’s about helping players see where they went wrong in a way that’s actionable, so they can improve and adapt. That’s the balance that can make PoE2 even more engaging. Let’s continue focusing on how game design can evolve to enhance this kind of feedback loop, so it’s not just about dying, but about better understanding how to survive and thrive in the game. |
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" Strawman, ad hominem "Strawman, ad hominem " Yes, and the rare deaths feel excessively punitive for a softcore league, hence feedback that one-attempt needs to be removed. " Red herring, hasty generalization, willfully ignores the countless times the anti-one-attempt side has admitted to mistakes and sometimes biting more than we could chew. " False dichotomy, hasty generalization, non sequitor, strawman " Many of us have, you promptly insulted us or ignored our examples or acted as if they were still our fault no matter the case, making you a contrarian and not an honest interlocutor. " Strawman, red herring. |
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" Fallacies, false dichotomy, hasty generalization, non sequitor, strawman, red herring. Proof you can't argue in good faith. |
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" So, you don't deny it. Good to know :) |
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" I just did. If only you could read what people are saying to you and accept their opinions. But you can't, because you can't even accept being at fault when dying in a solo video game. And you can't accept that the game you chose to play has designed punishment for failing. So you are here... doing what exatly ? Ah yes, trying to prove to yourself and to the world that the game is flawed and it's not your fault if you can't progress in it. Again, it's not the game's fault. Some people can progress in it. They have to accept the rules and limitations and bend their gameplay around it. |
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" You know, i just come here once in a while and play a game where i open 2-3 random posts to see if i see same pople there. And you are in all of them, every time :D Terminally online, so invested. |
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You guys, the "oldschools" the "veterans" or as i say - stockholms can talk all you want. No matter what devs said a month ago. No matter what game was or is now. It will change for the people, and you will deal with it.
Yes, they might not change it in a way players say they want it, but it will become different and less punishing. It already did a little, and will more. |
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