1-portal grew on me, now i really want it to stay!
"Difficulty is a measure of how much preparation/practice something requires to be pulled off or overcome."
The point is.....this definition ignores huge aspects of difficulty. And this lack of understanding of OTHER types of difficulty is why you cannot comprehend any of my posts. Difficulty is not unilaterally what comes BEFORE a challenge, as per your definition. Difficulty is also measured on the back-end: what happens should you NOT overcome the challenge. You completely and utterly ignore everything that contributes to difficulty on the back-end. Again....you ONLY focus on mechanical difficulty. That isn't to say what you are saying is WRONG, its just a very incomplete picture. You claimed already that HC is exactly as difficult as SC: this is your entire argument about "difficulty". A player who can master all aspects of SC, might fail HC repeatedly even before the end of Act 1. This is because the PUNISHMENT of permanent death increases the difficulty of the HC mode. It requires a different skill set, a much more involved and knowledgeable skill set. All simply to overcome the punishment. Ruthless is DIFFICULT (primarily) because you lack items (restriction). The mechanical difficulty remains the same for both, but how can you so obviously ignore everything else that makes these modes "hard"? One-Portal forces a different skill set on the playerbase: a different layer of difficulty on mapping. It was the primary driver of nearly every streamer and early build guides focusing almost entirely on defenses and defensive passive trees. That is nearly unheard of in general build guides for PoE 1...because with 6 portals it is EASIER to brute force the game. Less difficulty. Your incredibly narrow view of difficulty is what I was afraid of, and precisely why I asked for a definition. Too often, people adopt definitions of terms that don't actually describe the entirety of what the term means. Starting anew....with PoE 2 Dernière édition par cowmoo275#3095, le 11 févr. 2025 23:28:49
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The people who are against this are likely done commenting about it and have moved to other games permanently. I check the forums every now and then to see whatever train wreck of a patch they end up putting out.
We have so many better games coming out for the next foreseeable future making PoE2 move further from peoples minds in a bad way. The devs have been back stepping this one portal idea every patch. Gods can bleed, and they're wrong. To entertain any further of an idea, you're late to the party the discussions already happened. :^) Dernière édition par BIGMP#3106, le 11 févr. 2025 23:58:46
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1 portal is a non-existing issue for hardcore players or people following meta builds. It is basically only punishing newer people or people trying out weaker builds. For that reason early mapping should not be limited by 1 portal. Introduce less portals the higher tier/difficulty content you seek. Let newer players learn the basics of mapping before chasing them away. Best of both worlds.
Dernière édition par arknath#4740, le 12 févr. 2025 00:08:14
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" I think most people are actually fine with XP loss, especially since this mechanic is found in a ton of games and not just ARPGs in general. That said, I'd go with a compounding XP loss per map type of mechanic, where let's say you have 6 tries to complete the map and the first death is 5%, but the 6th death would be 50% XP loss (0.05, 0.07, 0.10, 0.15, 0.25, 0.50). The idea behind this is that one or two deaths are "mistakes" whereas 6 deaths is "you are not ready for this map tier". With that though, the drop rate for waypoints/maps would need to be adjusted so that the drop rate for them is: 1. Map Level - 1 (can drop from common mobs +) 2. Map Level (drops from rare and unique mobs) 3. Map Level + 1 (rarely drops from unique mobs, guaranteed drop from bosses) edit: Can someone please tell me who thought it would be "okay" to have T3 or T4 maps drop from a T15? The Waypoint nodes on the Atlas tree would need to be rebalanced though to between both drop rate and item rarity types. Regardless, if the one-death per map remains for good or ill upon release, c'est la vie, I'll play something else instead of wasting my time. Edit: I also wanted to add that, for any of this to work, GGG would need to redo the entire "death and instance reset" philosophy. Basically, inside of both the campaign maps and in the end-game maps, the instance would not be reset and the dropped loot would remain, however any mobs that are still alive would have their health reset (obviously). Dernière édition par saviornt#2187, le 12 févr. 2025 02:04:55
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I posted right after watching GGG Live EA announcement a thread that took off like mad, about 1 death and map bricked.
Since then GGG changed the system to one death no perks (like ritual, breach, boss etc) but map can be replayed until cleared. This imo was a good change. The one portal (and imo the same with ssf,hardcore etc) should be a choice made at character creation with a clear downside AND (which none currently have) a clear upside (like 10% increased rarity just for example). That I would click on all day long, but as it stands being the default with no upside I dislike intensely still. (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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" Bold of you to assume GGG made the change because they thought bricking nodes was bad. I have never seen them make this kind of fundamental change to mechanics for the right reason... They made the change because they realized that bricking the node in a randomly generated Atlas would obviously lead players to completely bricking the Atlas and not being able to run any more maps. Now that they added a "reset atlas" command, they might even bring it back... Anyway, wiping the node, with the current loot balancing, is basically the same as bricking it. Not worth spending a decent waystone in it. @cowmoo275#3095 Already told you, pointless to keep discussing this with you. The fact you think that definition of difficulty is narrow is hilarious, since it's basically a blanket statement. The other hilarious thing was this this prediction about your reaction: " Dernière édition par _rt_#4636, le 12 févr. 2025 05:01:23
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