endgame progression / drops / punishment on death feedback
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there is too big of an imbalance between how punishing you want to make juiced content, vs the kind of drops you get for taking on big risks, vs how easy it is to just get oneshot for no clear reason even with a decent, thought out and well invested build.
when you die: - exp loss - lose an omen for lowering exp loss (but still lose some exp) - if you die again, lose full exp cause the omen is one time per map only and when you die with a juiced map with no respawns you add to that: - lose 1/10 use of 3 tablets - lose waystone - lose map content - lose drops left - often forced to do the walk of shame, redoing the map but with no bonuses from tablets or map - can't redo the only maps that would be worth redoing: unique maps and corrupted nodes - all mentioned punishments scale exponentially in lost time/value at higher levels punishment for dying when running any map should not be this bad. even when you can respawn, the exp loss at high levels is too much. exp loss should either be completely scrapped or limited to few instances of extremely punishing and rewarding content. some things will just oneshot you unpredictably, and it impacts melee much more than ranged builds. all builds and particularly melee should be able to spec into protection from bursts of damage, for example % damage taken converted into damage over time. drop rates for running full juiced are not satisfying enough for the large risk you're taking. the difference in the perceived quality of my drops between T8 and T16 400% rarity/200% rares is unremarkable (and when i'm not particularly lucky it's not even noticeable). i get way too many items, contributing to the low perceived quality of drops. too many times i get items that look good on paper (T5, high item level, etc.) but have no value whatsoever. and there's too many to easily tell in most cases which ones are gems and which ones are duds. getting most of my drops allocation as items i don't want to deal with doesn't make the drops feel good. it would be much better if the kind of drops you get could be varied drastically by speccing into atlas points. Dernier bump le 23 oct. 2025 à 01:45:54
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+1
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+1
At LVL 96 I have to run 2 to 3 juiced maps to gain 1% XP. Just to lose it dying to a boss one shot or overdone ground effects and explosions. 1 death = hours worth of progress wiped out, even with omens XP sustain is a pain. I stopped caring about leveling now, its just not possible with the current state of the endgame. |
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That's why I'm fighting for -10% to be removed from the game, but no one wants to listen to me, it's fine for them as it is.
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There should be a sticked thread for this idea called, "I regularly juice maps beyond my capability and I'm here to complain about it".
You've almost solved your own issue when you state that the benefits from running your super juiced, high tier content aren't worth the risks for you. That realization is the game trying to tell you something. |
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What's that? 🙈🙈🙈 You are trying to give sensible answers? How dare you!
Spoiler
/sarcasm
Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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" + 1 billion SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.
https://poe.ninja/poe2/pob/ba84 |
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I never go for level 100 as I find it pointless and get bored and make another class, with the gear I have on most chars the content isn't punishing at all really, the only thing I do not like are the unexplained deaths, getting hit by a boss one shot due to not moving or being a fool that's fine, but when you have 5 to 6 items valued at over a mirror each and you die to a white mob for an unknown reason that is what bugs me the most.
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