1-portal grew on me, now i really want it to stay!
At first i was indifferent about this issue, and actually would of liked more attempts at ubers, even tho i don't uber (i guess just in case i do?) but they already gave more attempts for ubers to us.
regarding mapping- after playing more I realized the 1-portal makes this game very exciting for me. And even tho there are some 'really? i died this way today' moments due to some very questionable deaths, i can laugh these off since they are not that frequent. A lot of this stuff can be mitigated in one way or another. The part that surprised me the most is the enjoyment of potentially losing loot that already dropped. Sometime I see something valuable drop and I know its not mine till i actually pick it up. I can't just run to it as soon as i see it. instead I often find myself eyeing it while I still fight the other mobs or wait for any potential on-death effects to go off. Its not very long but the very brief moment of anticipation is enjoyable to me. Bottom line is, 1-portal adds a lot of excitement here, even if the stakes are very low like losing a single map. I want it to stay. Dernière édition par AintCare#6513, le 10 févr. 2025 18:20:18 Dernier bump le 12 févr. 2025 03:59:22
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Same. I get that some ppl don't like it, but for me, it makes the game more fun.
Sure, some say "but with only 1 death per map you lose everything in the map and on the node", but that's for me the deal - in a positive way. I mean, you DIED. Why would you get access again to something you already failed? It's like "Well, I didn't get first place in this race I trained for, but I want to get another try for the same race to get my first place". Nah... you failed so you get your next shot with the next "race". The high-risk/high-reward mechanic is really enjoyable for me. You have the choice to juice something to the moon and if you clear it without dying - you get good rewards, but if you fail... you don't. I totally get that "newer" ppl get mad about it, so I came up with a solution. On the PoE1 Atlas Passive Tree we have Keystone Nodes that alter the game too, so... I would like to see two nodes: 1. You have 6 portals to use on death by default, but every mechanic (thing) added to the node reduces the portals by 1, but can not be lower than 2. So ppl who need more portals can die a few times depending on how hard they juiced and get at least one more try no matter how hard/juiced the map is. For example, a map with only Ritual and Breach on it would have 4 portals to use on death. A map with Ritual, Breach, Expedition, Delirium and a Boss would still have 2 portals to use on death. 2. You only have 1 portal per map and if you die your node "fails" (gets red and blocked, so you need to find another path, like it was intended before Early Access), but your maps always contain a Boss and the boss has +1 to his level. Something like that. Dernière édition par JakkerONAIR#4902, le 10 févr. 2025 18:24:43
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" the #1 would have to be optional, to me rn even having 2 portals would remove the excitement since I will know i have a 2nd chance at the map. Also draw back will have to be very severe to add portals, it might be too tempting to just spec into it and call it a day. also its not exactly logical to me how adding a mechanic removes a portal, that's kind of double dipping on the difficulty that would only upset those who don't enjoy having limited portals, no? |
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" 1 and 2 would be optional, just nodes you could select on the atlas passive tree, the default without one of the nodes would be the "1 death per map" how it is right now. |
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The problem with 1 portal is that it's contrary of what POE 2 was supposed to be: A game that rewards you for not doing 1 hit clear screen builds. 1 portal means that you NEED to play DPS builds in order to succeed. The same can be said with honour points.
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I can't say, in the games current state, that I like it or not yet. I have to wait to see if GGG reduces or gives us a slider for visual spam from other players skills while in a group. In solo play, it doesn't bother me, but in group, it's terrible because of the visual spam covering up what would normally be an easy to see, and avoidable, telegraphed one shot.
Dernière édition par mikeab79#3627, le 10 févr. 2025 18:41:48
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" That's a weird argument. Firstly, you don't need screen-wide super DPS builds to fully clear the entire game AND secondly, if your build cannot succeed it cannot succeed, period. With or without 6 portals it doesn't really matter. The only thing that would be enabled then is "corpse running". |
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I have only died once so far in endgame maps (granted I haven't got that far yet, only level 72), but I did not mind in the least losing the rest of the portals. I tend to pick up interesting loot as I go, so didn't leave the map empty-handed :)
😹😹😹😹😹
I do not and will not use TFT. Gaming Granny :D 🐢🐢🐢🪲🪲🪲 |
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" I don't play meta and i don't feel it that way. Sure breach and ritual is like this and i really wish it wasn't, and there are times that i need to take some threat out before i see it, but these at least can be adjusted. I think any game can get trivialized with player power so this argument being used against 1-portal is rather weak. you def don't 'need' dps to succeed in all of end game. but again i wish there were major changes to ritual and breach |
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" Ok, so explain to me how a Thorn build is viable with ANY of the mechanics the game have right now, |
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