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

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McHuberts#7978 a écrit :
My point is that the game is not rewarding. No matter on what level you play and what risks you take. Somehow you refuse to see that. Hundreds of hours grinding for one Divine and no jeweller's orb is no fun. Getting a few exalts on the way that only roll "get 4 life on enemy kill" or some other worthless modifier is no fun. Having to rely on trade for upgrades is no fun. Somehow you don't get that. I wonder if you have played POE2 or are just trolling the forums.


Fuck's sake this game needs to drop low level mods so badly on higher ilvl gear. I swear, GGG are all masochists that like grinding 20 hours for a 1% increase in power. They badly need to introduce a dedicated SSF, especially if they borrow from Last Epoch's party trade system and allow people to party up otherwise for those that enjoy coop. I really wish Last Epoch went the WASD and weighty combat route, PoE2 is so much more engaging. I'd almost go back to Lost Ark just for its combat system if not for the rest of it being a glorified mobile game card swipe mess, so PoE2 scratches that itch wonderfully as a genuine looter ARPG with similarly weighty, skillbased combat. Last Epoch's systems are so damn good when it comes to upgrades and progression even at late game, but the current end game loop is just too monotonous otherwise for me, waiting on more updates after my 500+ hours. And if I never have to fight the slog that is Lagon ever again, I'll die a happier person.
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saashaa#5518 a écrit :
it's core mechanic of end-game. it needs to stay. Don't expect poe 2 to be real clone of poe 1... game need to be slower, harder and not casualized. It's not suppossed to be easier but harder as they promised and how game was promoted.

For now it's to much poe 1


It IS slower (during campaign, anyway) and harder (at least mechanically), and I love it for that. Does that mean it has to be that much more punitive, too? Punishment =/= Challenge, Challenge =/= Difficulty, Difficulty =/= Punishment. My first run I must have died to Melania 120 or more times in Elden Ring, but the respawn was right in front of her door. I doubt I'm being hyperbolic when I suggest <10% of Elden Ring players would have beaten the game if every time they died to Melania they had to start over from the branches of the Haligtree, and similarly started from some zone's beginning for every boss (or even regular) death no matter their progress.

Also, why must it be a "core" mechanic? Cuz maps reset on death in campaign, too, so it isn't core to end game exclusively, and that should be nixed for much the same reasons I laid out. It's not like we're asking for dodge roll to be removed, here, or be able to slot the same support gem multiple times. Nothing is "core" about the severity of a death penalty other than the one-life league. They already are pulling back for sake of Pinnacle, why not go all the way? Not as if we're playing a rogue-like.
Dernière édition par CPTBRUMBL3Z#3146, le 5 févr. 2025 12:09:17
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McHuberts#7978 a écrit :
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dwqrf#0717 a écrit :
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McHuberts#7978 a écrit :


Aaah, there is you again. Defending the game in every possible way. Not accepting any criticism and always attacking the people saying anything negative about the game. Why don't you spend your time playing your wonderful game instead of posting here?

To answer your question I am not taking risks anymore. I quit waiting for better times if they will ever come for this game.


Not defending the game, just asking you a fair question.

For some people, the highest tier of difficulty already doesn't offer much risks but a baseline of rewards. It's not risky for them as they have a better build, better gear, or better skill. If it's too risky for you, then you know you can improve, and meanwhile, you can play in difficulty tiers which don't offer that much risks for a baseline of rewards which is good enough for you to improve.
If you play riskier content, by choice, then it's on you.


My point is that the game is not rewarding. No matter on what level you play and what risks you take. Somehow you refuse to see that. Hundreds of hours grinding for one Divine and no jeweller's orb is no fun. Getting a few exalts on the way that only roll "get 4 life on enemy kill" or some other worthless modifier is no fun. Having to rely on trade for upgrades is no fun. Somehow you don't get that. I wonder if you have played POE2 or are just trolling the forums.


So you reached the end of the Endgame without any rewards ? My man, that's impressive ! Tell your secrets to OP he needs it.
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dwqrf#0717 a écrit :

So you reached the end of the Endgame without any rewards ? My man, that's impressive ! Tell your secrets to OP he needs it.


Dude beat everything the game has to offer in 2 months with, what? The starting gear you wake up with on the beach?

Ben_ might have some real competition!

2 months to fully gear up and beat the endgame.....and claiming there's no rewards. While ALSO commenting on a thread about how PUNISHING the 1-death is with regards to loot and progress and difficulty. Uh.....what?
Starting anew....with PoE 2
Dernière édition par cowmoo275#3095, le 5 févr. 2025 16:07:37
One of many bad design choices
Why are we still arguing this and proposing hack solutions like split leagues?

WE ALREADY HAVE THE SOLUTION. IT IS CALLED THE ATLAS PASSIVE TREE.

You know, the mechanic where the player is supposed to be able to CUSTOMIZE their endgame experience to fit THEIR PREFERRED PLAYSTYLE.

Just make 6 portals standard, give us 2-3 Atlas passive notables which reduce number of portals for some benefit.

Problem solved, everyone happy.

It is literally that easy.

smh my head.
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fouquet#0993 a écrit :
Why are we still arguing this and proposing hack solutions like split leagues?

WE ALREADY HAVE THE SOLUTION. IT IS CALLED THE ATLAS PASSIVE TREE.

You know, the mechanic where the player is supposed to be able to CUSTOMIZE their endgame experience to fit THEIR PREFERRED PLAYSTYLE.

Just make 6 portals standard, give us 2-3 Atlas passive notables which reduce number of portals for some benefit.

Problem solved, everyone happy.

It is literally that easy.

smh my head.


I like that idea. Hopefully with an "Atlas Tree" comparable to PoE1, but the "Keystone Node" with "Portals are limited to 1 but every Waystone contains a Boss" or something.
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fouquet#0993 a écrit :


Just make 6 portals standard, give us 2-3 Atlas passive notables which reduce number of portals for some benefit.

Problem solved, everyone happy.

It is literally that easy.

smh my head.


And the devs have literally shown you, even slapped you in the face with the fact that, they DON'T WANT THAT.

It was a conscious decision to remove the 6 portals. It was a conscious decision to not do the "easy" thing you describe to appease everyone.

Their goal isn't and hasn't ever been to make everyone happy. They wanted a more punishing game and that's what we got. It is core to the rationale for PoE 2's existence.

Shake your head all you want....but there are very easy concepts you simply refuse to understand: this game is not designed with EVERYONE in mind.
Starting anew....with PoE 2
Dernière édition par cowmoo275#3095, le 5 févr. 2025 17:31:45
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fouquet#0993 a écrit :
Why are we still arguing this and proposing hack solutions like split leagues?

WE ALREADY HAVE THE SOLUTION. IT IS CALLED THE ATLAS PASSIVE TREE.

You know, the mechanic where the player is supposed to be able to CUSTOMIZE their endgame experience to fit THEIR PREFERRED PLAYSTYLE.

Just make 6 portals standard, give us 2-3 Atlas passive notables which reduce number of portals for some benefit.

Problem solved, everyone happy.

It is literally that easy.

smh my head.


Certainly an option, but at the same time I'd rather the game not create even bigger disparities in the economy. Even map juicing currencies you could add to the Influence inventory that just force one-attempt feels like a huge risk. I genuinely think they'd be best off just giving us 6 portals. I think part of the reason they have it in the first place is the unnecessary new feature that nobody asked for (and in the interview they cited as a reason to keep one-attempt) in the form of map resets on death. Happens in campaign, it's unnecessary there, it's unnecessary in maps. No one would just die on purpose and keep running a desirable juiced map over and over if the map didn't reset. Put it like PoE1 and we're golden.

I think it'd be fair to say, though, that next to no one if anyone would actually quit if 6 portals were brought back, but plenty of people have cited one-portal as a reason they've stopped playing. This is a bottom line business decision as much as one made on player feedback. If it truly gets that much of a request, they can give us a Veteran league.
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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?


Enjoyment?

Maybe not punishing the player across every conceivable metric of gameplay?
Gambling addiction means that I win more than you do.

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