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

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Vertassa#3541 a écrit :
Figuring out how to reduce the knowledge gap between newer/older players may be the best way to tackle this issue.


Play the game and ask for help. Don't take to the forums complaining that the game is broken.

That's how every "older" player has learned the game. There is no need to reduce the knowledge gap preemptively....its called "experience" and it comes naturally with time engaging with the game. You aren't ever in competition with anyone else making your experience unfair in any way.

No one should ever jump into a new game, especially a game KNOWN for being super complicated....and expect to know everything that a 10 year veteran knows. That is just insanity.

All of us were "new" to PoE 2 in December. It's not the "game's fault" that people have different experiences in terms of difficulty. The game laid out the difficulty curve, you either met it and advanced or you caved and didn't. If you didn't you had two choices: keep playing and trying and improving or quit and rage on the forums.
Starting anew....with PoE 2
Dernière édition par cowmoo275#3095, le 8 févr. 2025 21:33:20
Since it seems to lend credibility when dealing with negative attitudes, I’ll preface my comment with this. I’ve beaten all content. I don’t need more portals. Also, a suggestion is not a demand. GGG can handle suggestions without fanboy overreactions.

I came here curious to know what people thought forgetting what the dedicated community is like.
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Vertassa#3541 a écrit :
Since it seems to lend credibility when dealing with negative attitudes, I’ll preface my comment with this. I’ve beaten all content. I don’t need more portals. Also, a suggestion is not a demand. GGG can handle suggestions without fanboy overreactions.

I came here curious to know what people thought forgetting what the dedicated community is like.


Credibility is meaningless in the face of simple bad feedback. It makes it worse...you should know better. Why even come into this thread with that if you've tackled all content? Why are you trying to speak for other people?

To the idea specifically: that isn't a middle ground. That is removing the entire purpose of having 1 portal altogether. It's not about rewards at all. It's about BASELINE difficulty. GGG clearly wanted more difficulty in the form of 1 portal vs. the 6 from PoE 1. They consciously made this decision.

So how is it "middle ground" to go back to 6 portals? That's total abandonment
Starting anew....with PoE 2
Dernière édition par cowmoo275#3095, le 8 févr. 2025 21:46:07
I guess we can all agree on a middle ground then. Not 6 portals, not 1. Just 3. There, I solved everything
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tyranius#1919 a écrit :
I guess we can all agree on a middle ground then. Not 6 portals, not 1. Just 3. There, I solved everything


This isn't a middle ground either. And why this argument goes nowhere. Because people can't seem to comprehend WHY 1-portal exists in the first place.

Adding ANY portal removes the rationale for 1-portal entirely: there is no middle ground to be had when it comes to "# of portals".

Glad GGG realized this when they designed the game. They went all in with 1 portal because you can't do anything else and get the same result.

That said....I was and still am for having more portals against pinnacles, as long as they remain as difficult to get to as they are.


Think about that crazy telegraphed attack from a boss that is MEANT to be a 1hko if you don't dodge: Can you "middle ground" that? No you can't....it either IS a 1hko or it isn't, and if it isn't then it has a VERY different effect on the player and how they interact with it.
Starting anew....with PoE 2
Dernière édition par cowmoo275#3095, le 8 févr. 2025 22:00:20
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Sirius_Man#0785 a écrit :

They should at least add in "Revive Coins" like how the Chinese Client of the Game offers by Tencent.

Revive Coins – Allowing players to revive in place instead of having to restart maps, reducing frustration in tough encounters.

Revive coins: you may buy and spend these coins to revive in SC leagues to avoid XP loss up to level 95. The costs go up gradually, up to 4 coins per deaths at level 90+.

These coins are not very expensive and are often given as free gifts.


I am in full support of some reasonably uncommon new currency to help improve the current death penalty system to restore maps and experience. It would strike me as a decent compromise, so long as it is reasonably accessible. Might need to be somehow "bound" though, not sure how they'd balance it against trade and still be common enough for the occasional death to overcome penalties.

"
They might also want to think about adding in QoL Features from Chinese PoE That Should Be Added to the International Version such as:

1. (Auction House/Trade Market) – A more streamlined, in-game trade system that reduces reliance on third-party websites.

2. Revive Coins – Allowing players to revive in place instead of having to restart maps, reducing frustration in tough encounters.

3. More Stash Space by Default – The China version provides more stash tabs without needing as many microtransactions.

4. Pet Auto-Item Pickup – Pets can automatically collect currency and basic items, reducing the need for manual looting.

5. Auto-Sort Stash Button – A single-click stash organization feature to quickly sort and arrange items.

6. VIP System – A battle pass-like system that provides QoL benefits without disrupting game balance.

7. Better Currency Stack Sizes – Increased stacking for currency items like Chaos Orbs, Exalted Orbs, etc., to free up inventory space.

8. Death Log (Death Recap System) – Provides a detailed breakdown of how you died, showing the final hits received, debuffs, mitigation details, and a timeline of incoming damage before death.

9. Auto-Identify Feature – Automatically identifies items when picked up, saving scrolls and time.

10. Improved UI & Minimap Enhancements – A cleaner, more detailed UI with better quest tracking and improved minimap clarity.

11. Daily Login Rewards – Small bonuses for logging in each day, such as currency shards or crafting materials.

12. Auto-Flask System – Automatically uses flasks based on conditions like health or mana thresholds, streamlining flask management during combat.
[/b]


1. Shrug, I'd just prefer they at least move the current 3rd party trade systems in game, we don't need an AH, but I definitely cannot stand the current system. It is so cumbersome.

2. Already covered

3. I think it would be very fair to have 6 normal stash tabs by default given the shear amount of stuff to store thanks to all the league mechanic currencies and valuables.

4. NEVER. PETS. PERIOD. But auto pickup currency option would be quite nice QOL.

5. Maybe? Not sure how best this would work.

6. Unnecessary, as the league achievements system already covers this.

7. Doubling stack sizes for most currencies and crafters like Essences would not be a bad idea.

8. Absolutely need SOMEthing.

9. Shrug. Minor, but, whatever.

10. UI and QOL is needed across the board

11. NO, NEVER EVER EVER, FUCK MOBILE GAME FOMO BULLSHIT. With all due respect, lol sorry but for real.

12. Welp, we have charms now, soooooo yep.
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Vertassa#3541 a écrit :
Fair point. I was thinking about this all day, and realized no matter what GGG does, someone will have a complaint. Figuring out how to reduce the knowledge gap between newer/older players may be the best way to tackle this issue.


While I am no veteran to Ubers and such, I am definitely a veteran of PoE1. Knowledge gap is real I am quite sure for new players, but even vets of PoE1 have had death streaks dozens long just from Geonor. This is a new combat style and takes getting used to.

Really, aside from some serious balance issues and understandable limited EA content, the single biggest problem I have with PoE2 right now is its death penalty. It is enough to drive me and plenty of others from playing anymore, and I'm quite close to my wits end, as well (coupled with the complete lack of decent upgrades, too). It just has no place in this sort of game as this game is still gear heavy, and with no reliable way to gauge the "difficulty" of any given map tier if your gear is keeping up with it, the capacity for this game to one shot otherwise decent gear and builds just should not result in this severity of punishment. I'm not aware of a single game that is this punishing on "normal" or softcore modes. It's nigh on sadistic.
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CPTBRUMBL3Z#3146 a écrit :
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Vertassa#3541 a écrit :
Fair point. I was thinking about this all day, and realized no matter what GGG does, someone will have a complaint. Figuring out how to reduce the knowledge gap between newer/older players may be the best way to tackle this issue.


While I am no veteran to Ubers and such, I am definitely a veteran of PoE1. Knowledge gap is real I am quite sure for new players, but even vets of PoE1 have had death streaks dozens long just from Geonor. This is a new combat style and takes getting used to.

Really, aside from some serious balance issues and understandable limited EA content, the single biggest problem I have with PoE2 right now is its death penalty. It is enough to drive me and plenty of others from playing anymore, and I'm quite close to my wits end, as well (coupled with the complete lack of decent upgrades, too). It just has no place in this sort of game as this game is still gear heavy, and with no reliable way to gauge the "difficulty" of any given map tier if your gear is keeping up with it, the capacity for this game to one shot otherwise decent gear and builds just should not result in this severity of punishment. I'm not aware of a single game that is this punishing on "normal" or softcore modes. It's nigh on sadistic.


Completely fair points as well. I’ve been telling my friends its just the EA experience and that by full release the game will be more polished with less deaths that feel unfair. This will hopefully mitigate the xp penalty as you won’t be dying as much. But I can see that it feels brutal to many players who are just trying to enjoy EA. Would you be okay if this xp penalty was just removed just for EA?

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cowmoo275#3095 a écrit :
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tyranius#1919 a écrit :
I guess we can all agree on a middle ground then. Not 6 portals, not 1. Just 3. There, I solved everything


This isn't a middle ground either. And why this argument goes nowhere. Because people can't seem to comprehend WHY 1-portal exists in the first place.


Plenty of people comprehend their reasoning, just not the execution. There are ways to make death meaningful yet still feel fair and still achieve their intended goals of eliminating heads smashing into brick walls to see what loot falls out. There is nothing wrong with making it 6 portals until they come back from the drawing board.

They could use any of number of the following ideas (though most would require the "Reset" mechanic of mob respawn and floor wipe removed):

- Waystone de-levels a tier (Map level -1 in practice), but can be reactivated to reattempt without a reset that would wipe loot or incomplete mechanics; Using a new waystone resets the map and only retains any incomplete or map-wide mechanics (meaning killing a boss, activating Expedition detonator, entering Delirium mirror, or activating at least one breach removes those mechanics).
- Waystone loses one mod per death and becomes "bricked" (cannot add more mods) but can still be reactivated without a reset; Using a new waystone completely resets the map, retaining any incomplete mechanics.
- Currency to reactivate waystone, requiring more of said currency for each lost incomplete mechanic (required to restore Corrupted and Irradiated, but like the previous if you e.g. killed a boss you can't then restore the boss mech).
- Currency to reopen another portal of the same map without a map reset.
- Exp loss is only applied to exp gained in the map.
- Exp loss builds up a "debt" to a cap, perhaps 10%, perhaps more (maybe 25% of total level), but at a certain level of gain you can never zero out completely, only down to the Debt cap.

Took me less than 5 minutes to come up with these, and all would be great alternatives to 6-portal while maintaining their intention behind 1-portal, as well as ease the exp loss pain point.
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Vertassa#3541 a écrit :
Completely fair points as well. I’ve been telling my friends its just the EA experience and that by full release the game will be more polished with less deaths that feel unfair. This will hopefully mitigate the xp penalty as you won’t be dying as much. But I can see that it feels brutal to many players who are just trying to enjoy EA. Would you be okay if this xp penalty was just removed just for EA?



I don't dislike the exp penalty, but I wouldn't mind it being more lenient. A flat 10% every time feels like a lot when it can take 3-5 maps just to gain a single notch at 90+. That said, IMO the bigger issue is the bricked map, it is far too much penalty on top of the exp loss. IDK if I would feel more tolerant of one-attempt portals if they wiped exp loss completely, but I truly hate the potential of a negative feedback loop due to waystone droughts and thus am far more hostile to the current one-attempt system.
Dernière édition par CPTBRUMBL3Z#3146, le 8 févr. 2025 22:53:02

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