What are your thoughts on the current amount of death penalties in game

It's absurd. It should be 5% at most. I shouldn't lose 2 days of grinding from a 0.5 second lapse of attention.

After 500 hours I am taking a break and may not return if it isn't changed.
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KuroSF#6521 написал:


It's a CHOCIE to play the game in a way that causes lots of risk and death, and GGG thinks playing this way devalues the game.

You may not agree with them on this point, but GGG is *NOT* trying to stop you from making progress. They are showing you how to make progress. Stop dying.

It's not GGG making the game unpalitable... it's insistance on refusing to adapt to the rules of the game that is making it unpalitable, and nothing GGG can do will ever fix this for you, because if they fix this issue there will be another choice they made you dont like and don't want to adapt to. Somehow people have learned they can't sit in clearfell killing level 5 mobs forever and still reach 100. At some point they will learn to stop dying to make progress.


Absolutely incorrect.
The EXP from mobs that low is too low / non-existent.
The "Stop Dying" argument is null and void when unseeable on-death effects, off-screen corpse explosions and unseeable on-ground effects are insta-killing 15K HP pools...

You obviously haven't played high enough tier maps, that's all this is saying.
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Mouser#2899 написал:
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Rabarbar_Lichy#7553 написал:
-billion to the idea you can't gatekeep level 100 from casuals

Sounds exactly like participation trophy game

If you can't scale a mountain, do you demand government builds stairs for everyone, IDK


The death penalty DOESN'T prevent people from reaching 100.
All it does is pushes them to completing easy content over and over.

If you really want to "gate keep" max level, then lock character progression behind challenging bosses. But somehow, I doubt a lot of the punishment defenders want that.

We want a CHALLENGING game, not a PUNISHING one.
A game can't be both.


I reffered to the sentiment in general. That mindset is what brought us Diablo 3 as it was and a decade+ of games dumbed down for a lowest common denominator.
should be at least 20% xp

and all items in the inventory should be lost upon death

idk why this game is so easy when they said it'll be more challenging than poe 1
"buff grenades"

- Buff Grenades (Buff-Grenades)
Последняя редакция: auspexa#1404. Время: 9 янв. 2025 г., 03:13:31
The penalties should be toned down. It has a major impact into progression to lose so much in end game maps. If the 6 portals is too much, make it 3 or 4. But please let us keep our league mechanics. Losing 10% of xp is bad enough in end game, this can be hours of gameplay.

I think that 3 portals would be sufficient, after those 3 we could lose the map and the mechanics but not after 1 portal.
You stand before the gates of the Lord's Labyrinth. Within these walls, the Lady of Justice doth preside.
It's just to create the image that POE2 players are hardcore and enjoyers of difficult games that present a challenge.

But we all know that in reality the content is the same. Death penalties like this do not make games harder. They just make you progress slower.

But many people enjoy this false sense of achievement so it's something often adopted by game developers.
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Snorkle_uk#0761 написал:

ive played poe1 for 20k hours and ive never got to lvl100.


Yes, that's what this entire thread is about.

If you were to die ONCE at level 99 you'd be set back 12 hours of grinding or so.

There literally is no excuse to gatekeep content or progression in a PVE game with exp penalties or horribly developed, lazy "ascendancy trials" that have nothing whatsoever to do with your class/ascendancy.
Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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kumogakure#7381 написал:
It's just to create the image that POE2 players are hardcore and enjoyers of difficult games that present a challenge.

But we all know that in reality the content is the same. Death penalties like this do not make games harder. They just make you progress slower.

But many people enjoy this false sense of achievement so it's something often adopted by game developers.


"often adopted by game developers"

Which PVE ARPG out there can you name besides POE 1 that has an exp penalty for dying?

Even DARK SOULS doesn't have that... you have the chance to go pick up your souls.

It's just a horrible mechanic they added to slow people done and gatekeep progression. Just like the really bad ascendancy trials that are a one-size-fits-all filler of content that have nothing whatsoever to do with your class or its ascendancy.
Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
Последняя редакция: Bacon_Overlord#1834. Время: 9 янв. 2025 г., 21:26:53
I can defend the 10% loss.
It's a kind of soft cap for players who aren't good enough to grow past a certain level.
Frustrating but I don't mind, as long as the game is fair otherwise.

...

Which leads to a lot of unfairness here.

Some mobs can shoot you from off-screen. Worse yet, some do so without projectile so there is neither a chance to dodge nor a hint at the source of the attack. Not exactly new, but pretty unfair when you stack this with the other points below.

Capping resistances is a standard since PoE1, but back then a lot of nodes in the passive tree helped. Now, it's nearly all reliant of gear with the same endgame penalty as before. This makes it quite a lot more difficult to gear, particularly in SSF. And you sacrifice a lot of affixes to get there.

Finally, there are all the other death penalties, the worst one in my opinion being the immediate loss of the whole map instance and events. This is overly sadistic. All the more so when you can be at the mercy of a surprise rare monster with tough affixes or a short lag in a tense boss fight. I can't get behind this penalty, so I'll skip endgame for now and continue experimenting with build-leveling.
Xp loss is fine but the 1 portal is a very bad change.
It doesnt make the game any harder its just wastes my time.

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