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Dying in itself and losing XP is punishment enough. Making a single mistake or having some bullshit mechanic pop up and ruin your only chance at the map is not fun, at all. I never have a single chance to rectify a mistake. Last map I hopped into a crowded boss room with 2 abysses that spawn on top of the boss. The abysses had the invulnerability cloud, meteors, runes, erupting fire and the boss all at once, and that's just one example of many. Expecting a player to be able to handle all those mechanics at once and not be able to make a mistake is just too much. I'm totally fine with dying and losing XP, but to die, lose XP, lose my map, and my tablet juice all in one shot and then have to run the map again with no juice is just frustrating and exhausting. Please consider giving players an opportunity to make mistakes in your game. You really did have it right in POE 1 and not everything needs to be different. In POE 1 if I die to some crazy combination of mechanics I understand I need to re-think my approach or retune my character for the encounter, in POE 2 I'm just screwed.
Dernier bump le 22 déc. 2025 à 21:24:40
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Posté parca0991#6389le 21 déc. 2025 à 22:41:09
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Dying in itself and losing XP is punishment enough. Making a single mistake or having some bullshit mechanic pop up and ruin your only chance at the map is not fun, at all. I never have a single chance to rectify a mistake. Last map I hopped into a crowded boss room with 2 abysses that spawn on top of the boss. The abysses had the invulnerability cloud, meteors, runes, erupting fire and the boss all at once, and that's just one example of many. Expecting a player to be able to handle all those mechanics at once and not be able to make a mistake is just too much. I'm totally fine with dying and losing XP, but to die, lose XP, lose my map, and my tablet juice all in one shot and then have to run the map again with no juice is just frustrating and exhausting. Please consider giving players an opportunity to make mistakes in your game. You really did have it right in POE 1 and not everything needs to be different. In POE 1 if I die to some crazy combination of mechanics I understand I need to re-think my approach or retune my character for the encounter, in POE 2 I'm just screwed.
How else the player gonna feel "meaningful"?
1. "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793
2. Mechanical Skill (Dodgeroll) and Intellectual Skill: https://www.pathofexile.com/forum/view-thread/3883605
3. Some PoE2 Numbers and Charts: https://www.pathofexile.com/forum/view-thread/3896886
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Dying in itself and losing XP is punishment enough. Making a single mistake or having some bullshit mechanic pop up and ruin your only chance at the map is not fun, at all. I never have a single chance to rectify a mistake. Last map I hopped into a crowded boss room with 2 abysses that spawn on top of the boss. The abysses had the invulnerability cloud, meteors, runes, erupting fire and the boss all at once, and that's just one example of many. Expecting a player to be able to handle all those mechanics at once and not be able to make a mistake is just too much. I'm totally fine with dying and losing XP, but to die, lose XP, lose my map, and my tablet juice all in one shot and then have to run the map again with no juice is just frustrating and exhausting. Please consider giving players an opportunity to make mistakes in your game. You really did have it right in POE 1 and not everything needs to be different. In POE 1 if I die to some crazy combination of mechanics I understand I need to re-think my approach or retune my character for the encounter, in POE 2 I'm just screwed.
Risk vs reward.
If you can't run a fully juiced map. Downscale.
https://www.twitch.tv/satsuinotanden for streams.
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Risk vs reward.
If you can't run a fully juiced map. Downscale.
yea this sounds great... but the "risk" ends up dropping a aug and a shard.... tf outta here with this nonsense. if hard mobs actually had better drops i wouldnt complain. they dont however.
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Posté parSineseeker#0738le 21 déc. 2025 à 23:00:11
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Risk vs reward.
If you can't run a fully juiced map. Downscale.
That's the thing, I can run fully juiced maps. It's inevitable that you are going to come across ridiculous combinations of modifiers (just like in POE 1) that can and will kill you and brick your map. Sometimes multiple times in a play session. Bricking a map due to these inevitabilities and having no recourse is frustrating and tiresome. This is a problem that will only compound on itself as more mechanics and modifiers are added to the game over time.
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Posté parca0991#6389le 21 déc. 2025 à 23:14:08
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Risk vs reward.
If you can't run a fully juiced map. Downscale.
Agreed. 100% this
Mash the clean
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Posté parMashgesture#2912le 22 déc. 2025 à 00:07:21
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Yes please give us more portals GGG <3
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Posté parTyg4m1ng#6623le 22 déc. 2025 à 00:10:24
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Risk vs reward.
If you can't run a fully juiced map. Downscale.
That's the thing, I can run fully juiced maps. It's inevitable that you are going to come across ridiculous combinations of modifiers (just like in POE 1) that can and will kill you and brick your map. Sometimes multiple times in a play session. Bricking a map due to these inevitabilities and having no recourse is frustrating and tiresome. This is a problem that will only compound on itself as more mechanics and modifiers are added to the game over time.
Thats where the risk vs reward factor kicks in.
The harder you make your map, the more loot drops but your more likely to potentially die and lose your map. And saying that its inevitable and that you have no recourse is false. Every death is avoidable, and you can avoid it by either 1) Doing an easier map, 2) Playing better so you dont die.
Thats how its supposed to work. If they just gave you unlimited tries then it just becomes pointless. You would just run the hardest map everytime and dying wouldnt matter.
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Posté parNyon#6673le 22 déc. 2025 à 00:17:16
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Every death is avoidable, and you can avoid it by either 1) Doing an easier map, 2) Playing better so you dont die.
So the answer is never juicing your maps? That sounds like fun.
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Posté parca0991#6389le 22 déc. 2025 à 00:27:07
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Risk vs reward.
If you can't run a fully juiced map. Downscale.
That's the thing, I can run fully juiced maps. It's inevitable that you are going to come across ridiculous combinations of modifiers (just like in POE 1) that can and will kill you and brick your map. Sometimes multiple times in a play session. Bricking a map due to these inevitabilities and having no recourse is frustrating and tiresome. This is a problem that will only compound on itself as more mechanics and modifiers are added to the game over time.
Well then stop juicing so much and run content you can handle.
1 portal maps are nice cause it adds an element of stress to the game. One mistake and you're dead.
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Posté parHyperspacing#5593le 22 déc. 2025 à 00:27:16
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