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

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EffKayZA#1861 написал:
Next to where the portal spawns, is a juiced Rare with like Mana Drain+Regen+Revives minions.

True, I think you have a point there 🤔

We Demand "Mana Drain + Regen + Revives Minions + Damage Removed From Minions before Life + Proximal Tangibility" to be baseline on ALL RARES!
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True, I think you have a point there 🤔

We Demand "Mana Drain + Regen + Revives Minions + Damage Removed From Minions before Life + Proximal Tangibility" to be baseline on ALL RARES!


GGG: This is a nerf to enemies, we've heard your concerns about the difficulty of random Rare modifiers. Now all Rare modifiers are unified across the board.
I don't play hardcore because I like to respect my time.

Don't like Hardcore, don't like ruthless... Don't like Sanctum.
If the hardcore crowd is gonna call us soft, can we at least get the benefits of playing a softer gamemode? It makes the whole thing really annoying to play.

Been doing a playthrough with my brothers and not being able to click [Revive at checkpoint] button because of map loss on death is really frustrating. We still want the boss to reset if it wipes us. is blowing up the entire Map the only way GGG has figured out how to reset the boss? That's weird. There's even a fog wall, which seems like it'd be the perfect way to prevent respawn cheesing.
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deserttfoxx#7457 написал:


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?


It did improve server capacity. "Last played Dec. 29." I would like to keep playing but not with these rules.
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frette#3669 написал:
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EffKayZA#1861 написал:
Next to where the portal spawns, is a juiced Rare with like Mana Drain+Regen+Revives minions.

True, I think you have a point there 🤔

We Demand "Mana Drain + Regen + Revives Minions + Damage Removed From Minions before Life + Proximal Tangibility" to be baseline on ALL RARES!


Yes +1

Also remove all mods on gear and all players must be level 1 only.
Also remove all classes but warrior and apply -100% action and movement speed.

Then the game will have the appropriate levels of challenge.
All those penalties are just classical game design concepts. You can see the same theme in how GGG insists on "friction" to combat trader bots, instead of using technology and prioritizing player experience.

It's really just a different take on gaming. It's not inherently bad or wrong, just a different perspective.
I was playing non meta build and with every increasing level it became less bearable to the point where at level 89 I've died couple times in very quick succession and uninstalled, because I no longer cared to re-grind the lost xp. In my view this restricts experimentation and self-paced-discover type of gameplay which I really enjoyed to that point.

So yeah, I'd say lose the xp penalty at the very least, there is already hardcore mode, let casual-like playerbase enjoy your game as well.
I don't see myself playing many leagues if every league ends with ragequit on death.

One of the reasons I gave this game a chance after a very disappointing poe1 experience, was because respec was made possible (well more possible compared to poe1 at least), so more changes in that direction please.
I still have hope that the general appeal to masses might outweigh the elitist poe1 player arguing how his game has to be super punishing so he can prove his worth.
I don't really understand GGG's thought process here.

At the end of the day, a player can only take so much. Sure some people have a higher tolerance than others but for these penalties need to be justified by the good. What is the trade off. You add something inherently negative but what is the up side?

You wouldn't randomly have a build drop dead witha message reading " your character suffered a heart attack ". Only bad, no good. What is the benefit of these penalties?

Right now I don't see why it has to be so bad. All you are doing is pushing people to the door.
Only change they should have done from PoE1 was to remove exp penalty and make bosses reset on death.

6 lives per map worked mostly fine in PoE1
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Impiousbe#0903 написал:
You wouldn't randomly have a build drop dead witha message reading " your character suffered a heart attack ".

That's actually the main feature being worked on for Path of Exile 3

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