1-portal grew on me, now i really want it to stay!
" No, if they design something bad and refuse to remove it, and you get punished due to bad design, that's what we call bullshit. If it's me who dies, that's fine. But that's not what i'm bitching about specifically, which makes losing a whole map really fucking suck. I think you need to reevaluate your assumptions. |
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" Yea I dont know why you play this game if you think this way. Seems like you are extremely unhappy to the point that you should just disengage. Mash the clean
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" league of legends has a full game replay ? since when btw, start of the game ? warcraft 3 dota also had some full replay capabilities. maybe in 10 years we get at least a list of the debuff affecting us |
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" Precisely the point I am disagreeing with. You think and try to say that "punishment" is isolated from difficulty. I see them as synonymous and intertwined. Without punishment, there exists no challenge. No matter what. If there exist NO CONSEQUENCE to failure....then there is nothing to overcome. Punishment takes many forms, but it is always inextricably tied to difficulty and "colors' the difficulty in certain ways. And the more severe the punishment, the more "difficult" the game becomes. Always, 100% of the time. Just like how you decided to describe HC: restricts your choices in overcoming obstacles. THAT is the essence of difficulty. Nuzlocke challenge in pokemon, same thing. Beating someone in chess using fewer pieces. Beating a game in under x time. These are all punishments on the player which are intertwined with the difficulty of the game being played. Think about something like a sidescroller. The gameplay itself might be absurdly easy "press a single button at the right time". But coupled with a punishment like "no lives" or "restart from the beginning on death", and it becomes an incredibly difficult game to win. HC is NOT the same difficulty as SC. The punishment for death makes it like playing with 1 hand tied behind your back, as you said "restricted choices". That alone makes it more challenging. Why do you even think its a celebratory achievement to reach level 90 or above in HC? In SC, that is NOTHING. Yet in HC, it is a CHALLENGE that players overcome. Starting anew....with PoE 2 Dernière édition par cowmoo275#3095, le 11 févr. 2025 16:35:37
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" I somewhat have to side with the other person. And while your argument can be summed up that some deaths will be outside of your control or 'unfair' it still doesn't mean we should be given more chances. Given the fact they solved the network problem to the point that i never die due to lag on my crap connection is a testament that the unfair amount of rips are magnitudes lower here than in poe1. hell de-sync never stopped me from playing HC before, its just more exciting and 1-portal has its at a perfect balance without going full HC Edit- while i'm all for options, the more portals should be offered in separate mode of the game completely, like 'Normal mode' and use current sate of the game fro 'Ruthless' and reduce the loot to the levels of day 1 :P Dernière édition par AintCare#6513, le 11 févr. 2025 17:15:42
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The debate surrounding this topic can continue indefinitely, but certain points stand clear to me:
1 portal = game is dead. No crafting = game is dead. Towers and one-run maps = game is dead. I'm not raging; I'm just stating the facts. Currently, there's a significant overlap between Path of Exile 1 (PoE1) and Path of Exile 2 (PoE2), which poses a substantial risk of killing both games. Players who dislike PoE2's mechanics won't return to PoE1. I'm in that camp. Why would I go back? Those who are invested in PoE1 will never move to PoE2. PoE2 fails to attract new players or bring back old ones because it falls under the "Time Waster" category. Deliberate gating and time-wasting tactics are rampant in the game. Those who enjoyed PoE2 for what it was are gone. They didn't play PoE1, read the hype, checked it out, got what they wanted, and left. Many are frustrated and have simply quit. If GGG want's to create this game, then they will. The founders can all retire, there isn't that much stake in the game. I don't see it being a long term successful game. I have hundreds of hours, i do leave it running so ... but still enough. It isn't fun, period. I can keep going because of personality, I had a goal, I can take consolation in the fact im way off meta builds and feel like im toughing something out. Then I ask... why? Why spend hours setting up a farm location with towers, then juice maps ... Know what happens .... exploding corpse... map gone .... shit!! Ok One try again .. Oh look Hag death ball spawned right behind me in a narrow hall. I cant move ... there goes that map .. so what are we at there Mapping to the towers. Getting the maps drops. Getting the tablets for the towers. Orbs , transmutation, Augmentation , Regal POOF Gone. Corpse Explosion, Hag , fun! Im rarely wrong about these things. PoE2 if it keeps its "Vision" its dead as a door nail. Dernière édition par Jitter912#4278, le 11 févr. 2025 17:54:05
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" If you state facts you need to base them on something factual. So where are your facts? " That's, in fact, is wrong. What you say doesn't become true only because of "trust me bro". Regarding your entire comment: Where is your proof of anything you've said? |
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" Now I see where you come from. You actually believe in this skewed up definition of "difficulty" and it shows here: " Have you ever played Dark Souls? Or Elden Ring? These games' idea is to teach people to not give up and to overcome challenges. There are even videos about how playing these games changed a person's perspective on life's struggles. You know how much punishment these games give you on death? None. You're just sent to your previous bonfire/grace and drop a few souls you can easily re-farm in less than 10 minutes if you aren't able to retrieve them. That's it. Elden Ring even gives you a checkpoint at the doorstep of the boss' arena, so you're not even pushed back anymore. THE games known for being challenging to players and teaching them how to persevere and keep trying to overcome obstacles DON'T punish them when they die.
More examples of challenging/difficult games with little to no punishment
Super Meat Boy or Celeste. You die, you're sent back to the beginning of your current level. Simple as that. Seconds/minutes later you're back at where you died. Guild Wars 2 raids and then their CM versions, specially Dhuum. Takes several hours of practicing per raid so that you can even get a scuffed/lucky raid clear. Takes literally dozens of hours until you're actually good at it and reliably kill the raid boss. You know how much punishment you receive for wiping? Zero. You can be attempting the raid again literal seconds after your party wipes. The game even has a revive mechanic built into the game DURING THE RAID, so if you somehow are able to have someone step out of doing mechanics and go there revive the dead player, they can do it and keep the run going as if no one died. Competitive online games. They have no actual ceiling to how hard/challenging they can be, since you're playing against another human that can practice, improve and make the game harder for you. How much punishment for losing a match? None. Only losing MMR, which means your next match should be easier, not harder, so I guess the opposite of punishment? Harsh punishment is just a low-effort way game devs use to make their games feel difficult. Except when you step back and think more deeply about them, these games require little to no in-game skill. Also, looking at your examples and how you perceive HC, my guess is that you have that warped definition of "difficulty" because you've never played a game that's actually difficult in itself and requires in-game skill that you acquire by playing the game. You've only played games like PoE: easy in themselves, harsh punishment so that whenever you achieve something you believe you got "good at the game". The closest you had to have an actual argument on the matter was when you mentioned Nuzlocke and similar challenges. Except none of these are punishment. All of these are something called "restrictions", and yes, they add difficulty the same way SSF adds a restriction that makes PoE more difficult. They add difficulty because they narrow down what players can and cannot do (restriction), or they reduce their available resources, in the case of games like chess. By the way, HC doesn't restrict you in any way. It just reduces the viability of some playstyles/builds. Less risk taken = slower progression. That's why it's just as difficult as softcore, just with harsher punishment. And you know why I'm right? Because you can play softcore EXACTLY like HC and do everything without dying ONCE. That's why both characters are literally the same in terms of difficulty. Go play softcore, die once and you delete your character. There you go, now you're playing HC. The only thing you can stretch to say HC is harder than softcore is that HC characters can't trade with softcore characters, and because there are way less HC players all playing slower, you have less available trading options. And you want to learn how to spot actual difficulty and progression versus the low-effort, cheap artificial version? Overcome the challenges in the game and then go back to their "starting areas". Dark Souls? Second playthroughs are absurdly easier for anyone. Even going for another souls game you have never played before. Super Meat Boy and Celeste? The levels that took you dozens of deaths you can now speed through without dying Guild Wars 2 raids? Once you can do them reliably, you can adapt to almost any non-wiping mistake your party makes Competitive online games? Smurf accounts are the testament to the abyss between a highly skilled and an unskilled player PoE? Little difference between playing Act 1 maps and T16+ juiced maps. | |
" No No fair enough Keep the post in your history . When I am wrong come back and throw it in my face. But I won't be . If GGG keeps 1 portal and GGG keeps no crafting. and GGG keeps ascending as it is . 1 Year from now every season PoE2 will spike to 100,000 players. then will decline to 20,000 quickly. 2 years from now it will be entirely irrelevant. These mechanics are game killers. All i need to do is look at Ruthless.... Go check those numbers out. Dernière édition par Jitter912#4278, le 11 févr. 2025 18:36:11
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" It's a weird way to say "I cannot present any facts". My problem is not that you assume things or present your subjective view, but when you say stuff like this: " you should be able to base it on factual things or not state it as a fact. Feels like the entire build conversation again. Where you say "It is good" because you feel like it, but it wasn't factually good. |
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