One Try Per Map is Antithetical to The Fun Established in POE1's SC Experience.

I love it. Finally playing a tank pays off.
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Valsacar#0268 schrieb:
This isn't POE1.


True, but dying to a rare mob exploding on death while not being able to see that explosion due to loot drops doesn't feel like it should be in any game. I don't mind the difficulty, I don't mind the slower pace or loot being scarce, but losing a map, time and XP just doesn't seem like it should be a thing at all. I don't mind the running a campaign map from a checkpoint, that is kinda the point - killing stuff in a game, but losing the waystone that you crafted on on top of the -15% XP and losing any loot that was on the ground in the map is just straight up unfair.

I played 118h of Elden Ring, and 90h of Dark Souls3 even tho that's not my usual game genre, and not even once I felt either game was unfair to me. 60h into PoE2 and I felt it being unfair multiple times, and it's not even a "soulslike", its an ARPG! Again, I don't mind something like that existing in PoE, just don't make it mandatory. If I don't want to be on edge and want to casually play the game like I did in PoE1 for 800h, let me do that, and make a separate mode for those that want mega-ruthless-HC-CharSSF-1hp-naked-NODODGE...
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Johny_Snow#4778 schrieb:
I love it. Finally playing a tank pays off.


This. More specifically, it forces players to think about their defenses. I like the 1 life per map because it lets us hold GGG accountable for bullshit deaths. They can't be in the game if we are only allowed 1 try per map, right?
I dont know why they made this decision and I hate it.
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Valsacar#0268 schrieb:
This isn't POE1.

Correct, this is the FEEDBACK section for poe2, which he provided.
Zuletzt bearbeitet von plaguefear#7132 um 12.12.2024, 17:00:57
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Nicksiren#6476 schrieb:
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Johny_Snow#4778 schrieb:
I love it. Finally playing a tank pays off.


This. More specifically, it forces players to think about their defenses. I like the 1 life per map because it lets us hold GGG accountable for bullshit deaths. They can't be in the game if we are only allowed 1 try per map, right?


Sure, but let them have that in a separate game mode, for those who think like that. I do mind my defenses, play carefully and try to avoid risky plays, but it still happens. I might be slow to react, distracted, maybe something was hard to see, FPS drop, latency jump any number of reasons. That is why I don't play HC, but I do appreciate HC existing for people that like HC. I don't play SSF, because I'm too dumb to learn how to craft further than the basics, so I just farm currency and buy the items I need, but I appreciate SSF existing for those that enjoy that...it should also go the other way around no?
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plaguefear#7132 schrieb:
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Valsacar#0268 schrieb:
This isn't POE1.

Correct, this is the FEEDBACKL section for poe2, which he provided.


And what he said was make it like it is in poe1.

It's a new game with new rules, go back to poe1 if you want to play glass cannon 6 portal builds.
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One Try Per Map is Antithetical to The Fun Established in POE1's SC Experience.

POE2 in general is antithetical to the fun established in POE1's experience.

fixed it for you
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
Zuletzt bearbeitet von 666lol666#3140 um 12.12.2024, 16:51:45
I think it should either be:

1. You get 3 revives, after which it kicks you out of the level and you have to redo it but don't lose the waystone.

2. You get infinite revives like normal, but each death removes a bonus effect from the waystone.
My early access feedback: https://www.pathofexile.com/forum/view-thread/3639607

My Witch early access feedback: https://www.pathofexile.com/forum/view-thread/3632153
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Inxx89#1166 schrieb:
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Nicksiren#6476 schrieb:
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Johny_Snow#4778 schrieb:
I love it. Finally playing a tank pays off.


This. More specifically, it forces players to think about their defenses. I like the 1 life per map because it lets us hold GGG accountable for bullshit deaths. They can't be in the game if we are only allowed 1 try per map, right?


Sure, but let them have that in a separate game mode, for those who think like that. I do mind my defenses, play carefully and try to avoid risky plays, but it still happens. I might be slow to react, distracted, maybe something was hard to see, FPS drop, latency jump any number of reasons. That is why I don't play HC, but I do appreciate HC existing for people that like HC. I don't play SSF, because I'm too dumb to learn how to craft further than the basics, so I just farm currency and buy the items I need, but I appreciate SSF existing for those that enjoy that...it should also go the other way around no?


No. If they just fully embraced SSF and actually balanced around it, the game would actually be more fun. Since you're sitting in trade, death needs to be as punishing as it is, to give more value to items that are hard to get. If death mattered less, you could potentially get these items yourself while dying in maps continuously, thus devaluing them.

Easier stuff = everything has less value. Think back to diablo 3. Nothing in that game mattered because of how easy it was to respec, how easy it was to change to whatever meta build with its stat-stick DPS calculations. Someone with a giant axe could cast rain of frogs better than me just by flipping some buttons around in their skill menu, even though I played rain of frogs the whole game and was specialized for it.

You guys think you want everything easy and free, but you don't, because easy things don't have any value.

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