One-attempt Maps are a massive middle finger, PLEASE change it

"
Echothesis#7320 a écrit :

Um, every Diablo game has difficulty modes? Simple damage multipliers do the job well enough.

As for "just play white low tier waystones" - sure, but you omit small detail: there is absolutely no loot there, poe is balanced around breaking it with specific few builds. Point of difficulty levels is that player can still visit and complete all content with less effort. Poe endgame content was always hard locked to T14+ maps.


jesus christ, read the freaking post.

And lol that you are using Diablo difficulty modes as a GOOD example. D1? Nope. D2? Nope D3? Yes but if you played at lesser difficulties.....YOU GOT A CRAP TON LESS LOOT. You functionally could not play D3 at anything less than a mid or upper tier inferno difficulty. And ancient items and higher gems were "gated" behind higher inferno difficulty (seems awfully familiar to your criticism of PoE no?) Plus, these didn't exist for the first year or two of the game. D4? Same as D3 except LESS Lol.

[Removed by Support]
Starting anew....with PoE 2
Dernière édition par cowmoo275#3095, le 8 févr. 2025 11:26:28
"
cowmoo275#3095 a écrit :

Disagree. It is not too punishing at all. You have unlimited waystones. Dying and losing a singular waystone is not a major punishment. You just run another.

You absolutely do not have "unlimited waystones" so I have no idea what point you are even trying to make. For the record, here is my specific argument regarding waystone loss. Do you disagree, and if so, why?
Spoiler
- Losing the entire map creates significant risk of a Negative Feedback Loop

Map sustain droughts happen. I've had times where I was juicing 300+% around T9 or 10 and would get next to no waystones, and they'd never be above 4 or 5. Knowing what my build can more or less handle, it also means certain map mods brick the waystone before I can even use it (I miss Scouring and Alteration orbs SO friggen much because of this, such a weird choice to remove them entirely rather than making them rare), further negatively impacting map sustain. If I then die once or twice--my fault or otherwise--I could risk going back many tiers worth of maps, which any further drought will only then make even worse. It feels horrible losing map sustain for the tier you're able to reliably clear. This reason alone should be all GGG should need to bring back 6-attempt maps, or at least return to the drawing board and find a sensible compromise (Hell, I'd be fine with 3 attempts as a compromise, so long as I can then town portal as much as I want (just prevent use of TP during boss encounters if that could pose a problem)).


"
You can STILL learn all the lessons you want to learn, even within this system. Not within the same map, but across many maps.

No, this is wrong. Losing to a boss and not understanding why could mean you don't see that same boss again for dozens if not hundreds of maps. One-attempt robs you of that learning opportunity. It also robs you of any learning opportunities with certain mob make ups that might not occur naturally in Campaign, or a specific rare with a mod combination you've not experienced. Dying in such situations with no chance to understand the why or how is not teaching you anything.

"
"Bigger customers" aren't being chased away. The whales of whales are absolutely loving it. Can't think of a single major streamer that has brought up the 1 death as a problem worthy of quitting the game, or even a problem at all. Ever ask why that is? Could it be because they....are more experienced and die less? Or understand that dying and losing a map's worth of items is pretty much nothing in the grand scheme of playing the game? Does it really take that special of a player to recognize that?

No company should rely on whales. If they rely on whales, their game is bad. A healthy game reliant on MTX to make money needs a large playerbase of reliably more or less consistent purchasers. Such players are also the most likely to move on if the grass is greener in another game or the one they play they feel doesn't respect their time, or otherwise just gets boring for them. Devs should endeavor to retain as many players as possible, and sometimes that involves changing things they may not want to change.

"
We aren't playing HC.....losing a map isn't anywhere NEAR losing an entire character. And yet folks who complain about this are constantly comparing this to "hardcore". That is answer enough how ridiculous these arguments are.

I am not aware of anyone genuinely comparing to hardcore, beyond acknowledging expectation of death penalty intensity. I'll spoiler quote some other of my original post's points for you for quick access:
Spoiler
- Softcore league has certain expectations.

Death should be meaningful (lose something, like exp) but you shouldn't be losing too much. Softcore should NOT be losing loot, map mechs, AND waystone on top of the already significant experience loss. I'm not aware of a single game THIS punitive that isn't by design a rogue-like/lite with baked in hardcore mechanics. PoE's classic inspiration of D2 dropped your body and gold. Many like games since have had little to any death penalties beyond time spent. Last Epoch only costs you the bonus reward for a Monolith node, or time to build up another attempt for the Monolith or Shade boss. The extremely punitive death penalty in PoE2 goes against expectations of a softcore league. Nobody signed up for this.

- The stress of survival feels too close to Hardcore

As mentioned, Softcore has certain expectations. Dying is never desirable, even if all you ultimately lose is time to return and reattempt. Some people like the thrill of that threat, but I gave up on hardcore ages ago because I no longer want to risk the loss in time investment and got tired of too many one-shots in the likes of PoE1 or bullshit moments in any number of other like ARPGs. The stress of one bad move or one bullshit moment is too damn much. I want to play for fun, not for threat, and softcore is a threat. It makes it a chore and more frustrating than it should be thanks to the threat of losing my entire map (plus all loot, mechanics, and the waystone on top of the already significant exp loss for rate of gain at 90+).



"
it's just a small collection of people who continue to play much like the guy above, lowering his resistances and swapping gear regularly, and wondering why they die and raging at the GAME rather than fixing the problems themselves. And so few people even attempt to "plan" for rng within their builds and map rolling. It's always, ALWAYS the game's fault.

This is an overgeneralization and strawman. If you're going to hold a pro one-attempt stance, the least you could do is endeavor to be honest in your argumentation. Otherwise, you can be ignored for not engaging in good faith.
"
N3vangel#0037 a écrit :
PoE2 is a risk vs reward game. If you remove the risk, the game becomes trivialized. What is the point of even playing if there’s no risk for failure and all I have to do is invest time?

Because your so called "risk reward" is an illusion.
I understand the concept but here is the thing:
in reality either play glassnuke and delete the map with one skill or don't play the game.
Current mechanic is too punishing and doesn't promote experimenting which supposed to be the greatest point of POE1-&2.

You lost the map? Well... git gu-- I mean reroll stormweaver.

Maps are already limited to 6 entry, including shop visits.
The 10% xp loss is only grinding.

Losing a keystone? For casuals even that's punishing too.

But losing the special events?

And sometime you just see a boss the first time. You can even learn attack patterns, unless you expect people to "oh... you should have watch a youtube video before you even bought the game lulz"

I do get the point that endgame should be earned, but as I said, there's no learning curve here, you cant experiment.


Possible solutions if you want to keep the "imah god gamz0r, git gud scrub":
- introduce a currency, or trade option to revive or craft extra events.

- If you die at map, reduce keystone level.
Theres only 6 attempts, so you could downgrade a map from 10 to 4, in case of 15-16s you already lock yourself out from the exclusive stuff.

I have max resistances, 2k hp, ES, play a masoch-- I mean warbringer.
I either sleepwalk the maps or suddenly see the resurrection screen because I got a volatile crag + chaos vine and all 4-5 heat missile exploded at once in my face. Seems 2 is enough to delete a "full tank" apparently.

And the solution is to: go buy BiS items from market, refund all passives and play FoTM?
"
Sakanabi#6664 a écrit :
Your percents don't add up because I'm a player for which is PoE 2 difficult just enough. I don't want it harder or easier.

Also

1. I play about 20-40 hours per week and feel pretty good (I don't care about people who rush forward, why should I).
2. Yes, if you play on potato then you will suffer.
3. Classic lie used by PoE 2 haters. Try another build than your favorite streamer suggested. It's also fun. Just not as fast probably. I'm curious what "argument" will people like you use when those "3 builds" will be nerfed.


That`s your problem right there, you report the game only on your preferences and not on everyone elses feedback.
"problem".....it`s not actually a problem, I`m happy that there are people who genuinely enjoy the game as it is, but overall it needs major improvements and GGG needs to raise their heads from the sand cause there has been waaaaay too much negative feedback on the game and I`m 100% sure that most of it comes straight out of anger and the message gets lost on the way. I`m pretty sure I am voicing the overall player`s actual concern quite well and I do understand the devs`s vision, but it needs reevaluation and better implementation.
1. Because the vast majority of players play arpg`s to upgrade their gear and their stats. That`s why I installed PoE1 back in the day. I saw that great big passive skill tree and I fell in love. I could play anything I want and it would still be fun, albeit not op. But playable. PoE2? One month ago you couldn`t get out of the campaign with some classes, meanwhile 4 classes absolutely dominated every aspect of the game. So why should anyone not play them too? To constantly die or complete a single map in one hour? Naaah, bro, that`s not good gameplay, that`s crawling through the dredges.
2. why?
3. reach the endgame man, and you`ll see what I`m talking about and then call me a liar. :)
And as I said, no one wants to complete a single map in one hour or be forced to copy-paste the same build.
"
theGattz#5205 a écrit :

That`s your problem right there, you report the game only on your preferences and not on everyone elses feedback.


Lol you write this.....and yet you are commenting on everyone else's feedback almost exclusively.

Feedback is SUPPOSED to be "only on your preferences", yet you are attempting the opposite.

"no one wants to complete a single map in one hour or be forced to copy-paste the same build." -a straight up lie about the game, combined with speaking for everyone else.

This sentence colors both your posts....and its just not based in reality.


And when you try to speak for other people, like you did in both posts....it only takes ONE person to say something different to completely invalidate your whole "feedback"
Starting anew....with PoE 2
Dernière édition par cowmoo275#3095, le 8 févr. 2025 14:06:06
"
CPTBRUMBL3Z#3146 a écrit :
This has got to be changed. Flat out, has GOT to be changed. I've never encountered a game that has screamed at me this loud to just stop playing because of how little it respects my time. The current state of balancing is bad enough (especially Warrior/Mace and how bad Armor/Life is as a defense that can't even handle being hit by physical attacks stronger than a wet noodle, the thing it's supposed to defend against). We already lose 10% exp which is a loooooooooot of experience once you creep past level 90 with how long it takes to gain. You're already fixing one-attempts for pinnacle, so fix it for everything else, too.

Remove the map reset on death (because campaign does the same thing, all mobs respawn and map resets as if you never entered), retain any incomplete mechanics, and give us back 6 portals already. One-attempt is a terrible mechanic for numerous reasons:
Spoiler

- Softcore league has certain expectations.

Death should be meaningful (lose something, like exp) but you shouldn't be losing too much. Softcore should NOT be losing loot, map mechs, AND waystone on top of the already significant experience loss. I'm not aware of a single game THIS punitive that isn't by design a rogue-like/lite with baked in hardcore mechanics. PoE's classic inspiration of D2 dropped your body and gold. Many like games since have had little to any death penalties beyond time spent. Last Epoch only costs you the bonus reward for a Monolith node, or time to build up another attempt for the Monolith or Shade boss. The extremely punitive death penalty in PoE2 goes against expectations of a softcore league. Nobody signed up for this.

- The stress of survival feels too close to Hardcore

As mentioned, Softcore has certain expectations. Dying is never desirable, even if all you ultimately lose is time to return and reattempt. Some people like the thrill of that threat, but I gave up on hardcore ages ago because I no longer want to risk the loss in time investment and got tired of too many one-shots in the likes of PoE1 or bullshit moments in any number of other like ARPGs. The stress of one bad move or one bullshit moment is too damn much. I want to play for fun, not for threat, and softcore is a threat. It makes it a chore and more frustrating than it should be thanks to the threat of losing my entire map (plus all loot, mechanics, and the waystone on top of the already significant exp loss for rate of gain at 90+).

- Dying and losing your map is intensely demotivating and demoralizing.

This is made even worse by the game's current abhorrent state of balance, especially for Armor/Life as I only have a warrior in maps right now. When you can run dozens of maps at the more or less same level of juicing and suddenly get one shot by a rare, or a normal attack from a boss that ignores dodge (or hell, a bug, like the Forge boss's sword not blocking the inferno's damage once no matter where I stood), or any number of bullshit moments beyond your control in the hectic nature of this game's game play, it feels all that much worse losing so much.

- Losing the entire map creates significant risk of a Negative Feedback Loop

Map sustain droughts happen. I've had times where I was juicing 300+% around T9 or 10 and would get next to no waystones, and they'd never be above 4 or 5. Knowing what my build can more or less handle, it also means certain map mods brick the waystone before I can even use it (I miss Scouring and Alteration orbs SO friggen much because of this, such a weird choice to remove them entirely rather than making them rare), further negatively impacting map sustain. If I then die once or twice--my fault or otherwise--I could risk going back many tiers worth of maps, which any further drought will only then make even worse. It feels horrible losing map sustain for the tier you're able to reliably clear. This reason alone should be all GGG should need to bring back 6-attempt maps, or at least return to the drawing board and find a sensible compromise (Hell, I'd be fine with 3 attempts as a compromise, so long as I can then town portal as much as I want (just prevent use of TP during boss encounters if that could pose a problem)).


I've heard many counter arguments favoring one-attempt, but aside from my points laid out above, here are the reasons why these counter arguments fall flat:
Spoiler
- Players will be incentivized to glass cannon/skip defenses with multiple attempts

Glass cannon builds capable of nuking the screen are already the meta, both in PoE1 and in PoE2. In fact, it could just as easily be argued that glass cannon/screen nuke build players are incentivized to play such builds more as a result of one-attempt. Knowing there's only one chance, the "path of least resistance" mindset leads to just killing everything on screen before it can threaten you. Without knowing precise numbers, it's only anecdotal that there would be any more or any fewer players "skipping" defenses. Besides, as anyone would quickly discover, you still need a viable minimum, so this isn't a strong point to favor punitive one-attempt.

- Players will push harder content than they should and die constantly to clear maps by using most or all 6 portals.

Leveling up is still desirable. Those last 30ish passive points (as most players will be tickling the taint of level 70 if not leveled passed it by end of campaign) can still significantly benefit your build. The exp penalty is already enough of a disincentive to not smash your head against a brick wall hoping it crumbles. I fail to see how an almost certainly minority of players is going to negatively impact anyone else, nor the trade league economy that a properly played build juicing T15+ isn't already inflating.

- Death needs to be meaningful and is a teachable moment.

Exp loss is already meaningful, and there are plenty of other ways for GGG to make death meaningful. They could downgrade the map's level, costing you the chance of drops at the ilvl you need; You could lose mods on your map, thus weakening it; You could have a re-open cost through some currency charge, new or existing. And beyond that, there's nothing teachable about the game auto-targeting the wrong enemy, or being pushed into a corner that traversal/dodge can't push out of, or suddenly encountering a super juiced rare that is doing easily 10 times or more the damage of any other similar rare (even of the same mob type), or just some unlucky moment that you simply could not react to like a crit or bug or something lost in the visual clutter. Nothing is teachable when you're one shot or fighting the game more than the monsters. And with this game's mob damage balance just being "Line go up", there's nothing teachable about mobs that can zoom across the screen with damage you can't reliably recover from or avoid that offer no mechanical strategy in a game that puts so much more emphasis on player skill, tactics, and reaction. Nothing is teachable about being hit by the equivalent of a Golden Gun in content you're clearing that doesn't even raise your resting heart rate.

- The death is your fault and you should learn how to play/git gud/you're just bad

All the more reason for multiple portals. How am I expected to learn from deaths legitimately my fault if I can't re-attempt the encounter that killed me? What is teachable about dying to something you didn't even register? What is teachable about misjudging a boss attack and not being able to go back to try again? And so what if someone is not a good player, do they not deserve a more casual experience that allows them to get better? No one deserves for their time to feel like it was wasted, especially a video game we play for fun. No matter a player's skill or fault for a death, we signed up for Softcore for a reason.


+1 to this post!! totally agree. Many players are passing lvl 90+ and are starting to see exactly these problems.
Dernière édition par dantemaximov#5390, le 8 févr. 2025 14:15:23
You gentleman know what you are talking about, I second you in every word you express here.
Totally Agree!!! Remover EXP Penalty.....
"
dantemaximov#5390 a écrit :
"
CPTBRUMBL3Z#3146 a écrit :
This has got to be changed. Flat out, has GOT to be changed. I've never encountered a game that has screamed at me this loud to just stop playing because of how little it respects my time. The current state of balancing is bad enough (especially Warrior/Mace and how bad Armor/Life is as a defense that can't even handle being hit by physical attacks stronger than a wet noodle, the thing it's supposed to defend against). We already lose 10% exp which is a loooooooooot of experience once you creep past level 90 with how long it takes to gain. You're already fixing one-attempts for pinnacle, so fix it for everything else, too.

Remove the map reset on death (because campaign does the same thing, all mobs respawn and map resets as if you never entered), retain any incomplete mechanics, and give us back 6 portals already. One-attempt is a terrible mechanic for numerous reasons:
Spoiler

- Softcore league has certain expectations.

Death should be meaningful (lose something, like exp) but you shouldn't be losing too much. Softcore should NOT be losing loot, map mechs, AND waystone on top of the already significant experience loss. I'm not aware of a single game THIS punitive that isn't by design a rogue-like/lite with baked in hardcore mechanics. PoE's classic inspiration of D2 dropped your body and gold. Many like games since have had little to any death penalties beyond time spent. Last Epoch only costs you the bonus reward for a Monolith node, or time to build up another attempt for the Monolith or Shade boss. The extremely punitive death penalty in PoE2 goes against expectations of a softcore league. Nobody signed up for this.

- The stress of survival feels too close to Hardcore

As mentioned, Softcore has certain expectations. Dying is never desirable, even if all you ultimately lose is time to return and reattempt. Some people like the thrill of that threat, but I gave up on hardcore ages ago because I no longer want to risk the loss in time investment and got tired of too many one-shots in the likes of PoE1 or bullshit moments in any number of other like ARPGs. The stress of one bad move or one bullshit moment is too damn much. I want to play for fun, not for threat, and softcore is a threat. It makes it a chore and more frustrating than it should be thanks to the threat of losing my entire map (plus all loot, mechanics, and the waystone on top of the already significant exp loss for rate of gain at 90+).

- Dying and losing your map is intensely demotivating and demoralizing.

This is made even worse by the game's current abhorrent state of balance, especially for Armor/Life as I only have a warrior in maps right now. When you can run dozens of maps at the more or less same level of juicing and suddenly get one shot by a rare, or a normal attack from a boss that ignores dodge (or hell, a bug, like the Forge boss's sword not blocking the inferno's damage once no matter where I stood), or any number of bullshit moments beyond your control in the hectic nature of this game's game play, it feels all that much worse losing so much.

- Losing the entire map creates significant risk of a Negative Feedback Loop

Map sustain droughts happen. I've had times where I was juicing 300+% around T9 or 10 and would get next to no waystones, and they'd never be above 4 or 5. Knowing what my build can more or less handle, it also means certain map mods brick the waystone before I can even use it (I miss Scouring and Alteration orbs SO friggen much because of this, such a weird choice to remove them entirely rather than making them rare), further negatively impacting map sustain. If I then die once or twice--my fault or otherwise--I could risk going back many tiers worth of maps, which any further drought will only then make even worse. It feels horrible losing map sustain for the tier you're able to reliably clear. This reason alone should be all GGG should need to bring back 6-attempt maps, or at least return to the drawing board and find a sensible compromise (Hell, I'd be fine with 3 attempts as a compromise, so long as I can then town portal as much as I want (just prevent use of TP during boss encounters if that could pose a problem)).


I've heard many counter arguments favoring one-attempt, but aside from my points laid out above, here are the reasons why these counter arguments fall flat:
Spoiler
- Players will be incentivized to glass cannon/skip defenses with multiple attempts

Glass cannon builds capable of nuking the screen are already the meta, both in PoE1 and in PoE2. In fact, it could just as easily be argued that glass cannon/screen nuke build players are incentivized to play such builds more as a result of one-attempt. Knowing there's only one chance, the "path of least resistance" mindset leads to just killing everything on screen before it can threaten you. Without knowing precise numbers, it's only anecdotal that there would be any more or any fewer players "skipping" defenses. Besides, as anyone would quickly discover, you still need a viable minimum, so this isn't a strong point to favor punitive one-attempt.

- Players will push harder content than they should and die constantly to clear maps by using most or all 6 portals.

Leveling up is still desirable. Those last 30ish passive points (as most players will be tickling the taint of level 70 if not leveled passed it by end of campaign) can still significantly benefit your build. The exp penalty is already enough of a disincentive to not smash your head against a brick wall hoping it crumbles. I fail to see how an almost certainly minority of players is going to negatively impact anyone else, nor the trade league economy that a properly played build juicing T15+ isn't already inflating.

- Death needs to be meaningful and is a teachable moment.

Exp loss is already meaningful, and there are plenty of other ways for GGG to make death meaningful. They could downgrade the map's level, costing you the chance of drops at the ilvl you need; You could lose mods on your map, thus weakening it; You could have a re-open cost through some currency charge, new or existing. And beyond that, there's nothing teachable about the game auto-targeting the wrong enemy, or being pushed into a corner that traversal/dodge can't push out of, or suddenly encountering a super juiced rare that is doing easily 10 times or more the damage of any other similar rare (even of the same mob type), or just some unlucky moment that you simply could not react to like a crit or bug or something lost in the visual clutter. Nothing is teachable when you're one shot or fighting the game more than the monsters. And with this game's mob damage balance just being "Line go up", there's nothing teachable about mobs that can zoom across the screen with damage you can't reliably recover from or avoid that offer no mechanical strategy in a game that puts so much more emphasis on player skill, tactics, and reaction. Nothing is teachable about being hit by the equivalent of a Golden Gun in content you're clearing that doesn't even raise your resting heart rate.

- The death is your fault and you should learn how to play/git gud/you're just bad

All the more reason for multiple portals. How am I expected to learn from deaths legitimately my fault if I can't re-attempt the encounter that killed me? What is teachable about dying to something you didn't even register? What is teachable about misjudging a boss attack and not being able to go back to try again? And so what if someone is not a good player, do they not deserve a more casual experience that allows them to get better? No one deserves for their time to feel like it was wasted, especially a video game we play for fun. No matter a player's skill or fault for a death, we signed up for Softcore for a reason.


+1 to this post!! totally agree. Many players are passing lvl 90+ and are starting to see exactly these problems.



+2 Agree
"
cowmoo275#3095 a écrit :

Lol you write this.....and yet you are commenting on everyone else's feedback almost exclusively.

Feedback is SUPPOSED to be "only on your preferences", yet you are attempting the opposite.

"no one wants to complete a single map in one hour or be forced to copy-paste the same build." -a straight up lie about the game, combined with speaking for everyone else.

This sentence colors both your posts....and its just not based in reality.


And when you try to speak for other people, like you did in both posts....it only takes ONE person to say something different to completely invalidate your whole "feedback"

Ha-Haaa! You got me!
You saw right through my deceptions and unraveled them like a true detective.
I should be ashamed of myself! I think I`ll slowly back away from this, less I will suffer more shame.

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