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What about just keeping XP loss and one try per map, but letting the players choose the level of difficulty of the content they engage with, like let's say, something like Tiers going from, I dont know, maybe from 1 to 15 or something.
And if the players want, they could also, somehow, change the map parameters with like an item, let's call it a waystone, they could alter with currencies for crafting, and choose or not to run it. Ho yeah, that would be nice.
And after a time, people could also add more modifiers to the map they run by like running a special map like a tower and putting at the top another currency modified item, like a tablet or so, to add more challenges to the surrounding maps.
Ho yeah, so like that any players could adjust the difficulty of the content they run accordingly to their abilties, gear, and build. And with more risks will come more rewards, and with less risks will be less deaths.
Sounds nice.
If there was a way to choose if we would lose xp or not, like a Prefix or a Suffix, you can be sure that would be the kind of affix that no one would play on, unless maybe on citadel, if the bonus to waystone is enough. Beside, if we actualy got Xp by doing no juiced map, people would do that. What do you want us to do. We can't do nothing aside from hoping for the best, and preparing to play a game where we'll always be bittersweet about because of the love/hate relationship we have with it (and everyone know love/hate relationship is toxic as hell).
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Posté parThaynime#8492le 8 févr. 2025 19:51:32
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It's so nonsensical how threatened people are about others disliking (this extreme penalty which spits on the time that players are spending & never getting back). Is it not enough to have leaderboards and hardcore mode to strive for to get that prestigious feeling?
It's as if they genuinely enjoy that others are losing the motivation to continue playing and supporting the game.
In a game where you can choose the difficulty of the content you play, why do you engage with leaderboard and hardcore : elite content if it's too hard for you ? Why ?
I had to abandon (the diverse attack loop that existed during the campaign) in order to start succeeding at endgame, but I do fine with the content until some random one hit kill that sets me back severely.
I understand the one hit kill is kind of needed for the most extreme, unkillable top end players. I don't understand why people want to gatekeep level 100 so hard. I would have kept working on other classes and ascendencies n but why would I if the only thing waiting for me on the other side is literal wasted time?
Have you considered not running the content where you get one hit because it may just well be too difficult for you/your character ? If you don't run this content, you won't die, and not lose XP.
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Posté pardwqrf#0717le 8 févr. 2025 19:55:59
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What about just keeping XP loss and one try per map, but letting the players choose the level of difficulty of the content they engage with, like let's say, something like Tiers going from, I dont know, maybe from 1 to 15 or something.
And if the players want, they could also, somehow, change the map parameters with like an item, let's call it a waystone, they could alter with currencies for crafting, and choose or not to run it. Ho yeah, that would be nice.
And after a time, people could also add more modifiers to the map they run by like running a special map like a tower and putting at the top another currency modified item, like a tablet or so, to add more challenges to the surrounding maps.
Ho yeah, so like that any players could adjust the difficulty of the content they run accordingly to their abilties, gear, and build. And with more risks will come more rewards, and with less risks will be less deaths.
Sounds nice.
If there was a way to choose if we would lose xp or not, like a Prefix or a Suffix, you can be sure that would be the kind of affix that no one would play on, unless maybe on citadel, if the bonus to waystone is enough. Beside, if we actualy got Xp by doing no juiced map, people would do that. What do you want us to do. We can't do nothing aside from hoping for the best, and preparing to play a game where we'll always be bittersweet about because of the love/hate relationship we have with it (and everyone know love/hate relationship is toxic as hell).
Can you tell me how juiced maps give that much more XP exactly ?
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Posté pardwqrf#0717le 8 févr. 2025 19:57:47
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Have you considered not running the content where you get one hit because it may just well be too difficult for you/your character ? If you don't run this content, you won't die, and not lose XP.
Yes, and that's why I started playing other games again & barely play this game anymore.
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Posté parSpankyKong#9805le 8 févr. 2025 20:02:07
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As a new player to the PoE franchise (and specifically only played PoE2), this is driving me nuts.
I'm at level 87 doing T15 maps, and in about 1 in 3 I die. Most times it's because I'm just stun locked (even though I have the charm), energy shield and ignoring chaos damage.
The stun lock is way too long, and majority of time you have no idea what happened and you just sit there and wait to die.
Throw in the fact that endgame is boring as all hell, just running maps after maps, and I'm pretty much done at the 88 hour mark. I feel no desire to keep playing, especially with such a large XP hit from dying, when how you die is most of the time due from cheesy, frustrating garbage.
I'm only throwing my comment in here too so that hopefully GGG see the more people complain about it, they might change it.
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There has to be some difficulty during mapping. On death effects can be avoided.
Dernière édition par TheFARMBOT2000#7917, le 8 févr. 2025 20:40:50
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There has to be some difficulty during mapping. On death effects can be avoided.
How does removing XP penalty = no difficulty? There are still 4 more layers of punishment in place if you remove it, and nobody is even trying to explain why those are inadequate by themselves.
Dernière édition par SpankyKong#9805, le 8 févr. 2025 20:46:20
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Posté parSpankyKong#9805le 8 févr. 2025 20:45:36
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What about just keeping XP loss and one try per map, but letting the players choose the level of difficulty of the content they engage with, like let's say, something like Tiers going from, I dont know, maybe from 1 to 15 or something.
And if the players want, they could also, somehow, change the map parameters with like an item, let's call it a waystone, they could alter with currencies for crafting, and choose or not to run it. Ho yeah, that would be nice.
And after a time, people could also add more modifiers to the map they run by like running a special map like a tower and putting at the top another currency modified item, like a tablet or so, to add more challenges to the surrounding maps.
Ho yeah, so like that any players could adjust the difficulty of the content they run accordingly to their abilties, gear, and build. And with more risks will come more rewards, and with less risks will be less deaths.
Sounds nice.
If there was a way to choose if we would lose xp or not, like a Prefix or a Suffix, you can be sure that would be the kind of affix that no one would play on, unless maybe on citadel, if the bonus to waystone is enough. Beside, if we actualy got Xp by doing no juiced map, people would do that. What do you want us to do. We can't do nothing aside from hoping for the best, and preparing to play a game where we'll always be bittersweet about because of the love/hate relationship we have with it (and everyone know love/hate relationship is toxic as hell).
Can you tell me how juiced maps give that much more XP exactly ?
Xp prefix + pack size prefix + rare monster prefix + Breach in a cluster of tower with bonus to xp/pack/rare etc. You know, juiced map...
You're telling me you were leveling on white maps without any league mechanic?
Dernière édition par Thaynime#8492, le 8 févr. 2025 21:03:30
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Posté parThaynime#8492le 8 févr. 2025 21:02:42
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I believe the experience outrage stems largely from the high levels of dysfunction present in other aspects of the game. If players were having a genuinely good time, this issue wouldn't be such a big deal. Yes, it would still be frustrating, but something people could moan about and then move on, continuing to enjoy the game.
Getting stuck is an inherent part of the challenge; the true test is finding ways to move past those moments. However, I find the game draining in many other areas—from the UI, to the trials of the Sekemas, to the map device and the interactions it requires. It's infuriating when UI elements blind you, causing you to blow up because loot from a mob hides the bomb it left behind. These moments can turn a good experience into absolute rage.
Introducing fun and engaging post-campaign content would help alleviate the frustration associated with the death penalty in the game.
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Posté parJitter912#4278le 8 févr. 2025 21:05:19
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Can you tell me how juiced maps give that much more XP exactly ?
Xp prefix + pack size prefix + rare monster prefix + Breach in a cluster of tower with bonus to xp/pack/rare etc. You know, juiced map...
You're telling me you were leveling on white maps without any league mechanic?
You are telling me that dying in a juiced map give more XP than not dying in a white map ? Tell me more.
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Posté pardwqrf#0717le 8 févr. 2025 21:16:28
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