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

PoE1's were fine, they should have just kept them.

If they want to keep bosses from being whittled down, just heal them to full like they do in the campaign.
PoE2 is a great tutorial for PoE1.
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LadyValkyrie1#3750 написал:
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Akedomo#3573 написал:
You guys are still playing?



I love death, I hope they put more explosions on enemies and also explosions on when you pick up a divine orb.


Honestly, why even have the rest of the game at this point?

They could just randomize your level, gear, and build and then provide you with a death screen in some random zone saying "GAME OVER". Right over top of your dead body. Surrounded by 10 million on death effects.

It would satisfy quite a lot of players.
Bwa hahahaha! GGG, Hire this man!
It's a lot. And it's not something that has to do with learning. There's no lessons here. 95% of the time it's lack of visual clarity and ground nukes. It's not like, "ahhh, I need to watch out for Xandro next time because he's a fucking lunatic and ground slams the shit out of everything". It's just loss, and the feeling of bitterness and eventually resentment towards the game. I'm not sure what the solution is. I believe GGG is locked in on 1 portal. I feel like they can curve this with less on death bs and better visual clarity, but that still leaves 1 portal and 1 attempt at absolute juicers/pinnicle bosses. These are things that take time to get to and set up.

On a side note I got frustrated with the end game grind. I have a 94 deadeye and an 88 blood witch. I switched to ssfhc and I'm enjoying the game more than I have outside the initial launch and 1st hands on. There's some major flaws but this is early, early access and GGG will resolve most of the issues before full launch. Just not sure 1 portal will be one of them. XP loss needs to stay. I hate losing XP but there needs to be a penalty otherwise it waters down the end game and will make it feel hollow.
Последняя редакция: KraniumKrusher#3304. Время: 8 янв. 2025 г., 00:10:11
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KraniumKrusher#3304 написал:
And it's not something that has to do with learning. There's no lessons here.

Yes there are!

1. Always wait 5 minutes before looting.

2. GGG are f*ing nuts...
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deserttfoxx#7457 написал:
If i recall correctly, the death penalties in POE 1 were as follows:
10% Exp loss
loss of map after 6 DEATHS used
loss of fragments after 6 portals

The current death penalties in POE 2 are as follows:
10% EXP Loss
Loss of map after 1 death
Loss of mechanic (ritual, expedition) after 1 death
Loss of basic map boss
loss of fragments
loss of loot

Am i missing anything? The death penalties have increased, and what was given in exchange? Im not understanding why death needs to be so exponentially punishing in POE 2. The only thing this much punishment could possibly encourage is static playstyles. Its why hardcore has log out macros and a lack of build diversity. IN what way has adding all of these punishments for death improved the end game?
In POE 1, if you over juiced a map, you could go in there and nip at it and at least leave with some loot to recoup your losses, here, you look away from your screen for a second a die and poof thats it. Cat jumped on your keyboard? Whelp there goes all your investment. Why must the end game mapping process be so sweaty?


I wouldn't have even played Path of Exile if it had this (losing maps on death) mechanic. I'm only playing Path of Exile 2 because I understand the game from number 1, but damn is it infuriating.

GGG missed the ball completely. The story was good, but the procedural right angled generated maps were a complete miss. Scrolling around trying to find a new place to lose another map at, then enjoy a map with no benefits? It's like a double shame for 1 death.

Like, who really tested this, hardcore players? Someone who allowed this to happen needs to spend more time in a social environment, like really. Someone dies while in a group in the story, just fine, maps = screwed (go surf the web while someone tries to finish). The person who died just waited around, thinking how they went, "pop". dumb.

Game needs to go back to Path of Exile 1 portal behavior immediately! Ground clutter needs a size adjustment. I want to see where I'm going at all times, and I want the ability to play again on that same map if I die, for whatever reason.
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deserttfoxx#7457 написал:
If i recall correctly, the death penalties in POE 1 were as follows:
10% Exp loss
loss of map after 6 DEATHS used
loss of fragments after 6 portals

The current death penalties in POE 2 are as follows:
10% EXP Loss
Loss of map after 1 death
Loss of mechanic (ritual, expedition) after 1 death
Loss of basic map boss
loss of fragments
loss of loot

Am i missing anything? The death penalties have increased, and what was given in exchange? Im not understanding why death needs to be so exponentially punishing in POE 2. The only thing this much punishment could possibly encourage is static playstyles. Its why hardcore has log out macros and a lack of build diversity. IN what way has adding all of these punishments for death improved the end game?
In POE 1, if you over juiced a map, you could go in there and nip at it and at least leave with some loot to recoup your losses, here, you look away from your screen for a second a die and poof that's it. Cat jumped on your keyboard? Whelp there goes all your investment. Why must the end game mapping process be so sweaty?


It's generally pretty simple

1) The hardcore like it
2) No one else does
3) GGG, despite people saying they're trying to be more accessible, will probably never remove it. Even though they literally have a whole mode called hardcore, and people have been tiering difficulty for decades, GGG refuses to budge on this point.

They also claim it's because otherwise people won't learn, which is total bs. If you've made it that far, you're probably invested. Who in their right mind is playing at that point and just mindlessly rushing into mobs dying over and over again, and not learning anything. They also refuse to acknowledge that players die for a bunch of other reasons totally out of the players' control.

It simply makes no sense to not give players the option, unless you're actively trying to prevent people from playing your game.

So yeah, even though it could just be optional, they won't remove it. It will never happen.
Последняя редакция: SkyPrince30#4110. Время: 8 янв. 2025 г., 00:25:17
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frette#3669 написал:
It's not enough!

As soon as you portal into a map, there should be AT LEAST a 30% chance for a Volatile immediately exploding for 100k damage into your face and killing you and randomly up to 5 of your other characters!

You jest but I get almost that 1 in every 10 maps.

Next to where the portal spawns, is a juiced Rare with like Mana Drain+Regen+Revives minions.

Like... what da F...
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EffKayZA#1861 написал:
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frette#3669 написал:
It's not enough!

As soon as you portal into a map, there should be AT LEAST a 30% chance for a Volatile immediately exploding for 100k damage into your face and killing you and randomly up to 5 of your other characters!

You jest but I get almost that 1 in every 10 maps.

Next to where the portal spawns, is a juiced Rare with like Mana Drain+Regen+Revives minions.

Like... what da F...


I heard you liked having another 5 hours on your grind. So here's another 5 hours while you do your last 5 hours.
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LadyValkyrie1#3750 написал:
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Akedomo#3573 написал:
You guys are still playing?



I love death, I hope they put more explosions on enemies and also explosions on when you pick up a divine orb.


Why not Explosions on ALL Loot.
White items. Small explosion.
Blue Items. Bigger Explosion.
Currency items. Entire Map explodes with 1Million DPS explosion that also destroys the loot before you can pick it up.

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