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

I like the idea, but the balance is probably a bit off right now.

One thing I never really enjoyed about PoE1 was that death felt too inconsequential, especially during campaign, and also somewhat during maps.

So I like the idea that dying is a bigger loss, makes the game feel more tense and exciting when playing at a high level. However, being one-shot out of nowhere and losing everything doesn't feel fun, even if it is because your build is bad, so it shouldn't be something you experience a lot. I wonder if there's some sort of middle ground here.
That's what I'm trying to figure out too. Not to bash on anyone, we all love PoE in our own ways, but we don't all play the game in the same way, or expect the same things.

Since PoE1 has all of these optional things, and togglable options (like Atlas Masters missions for example), why not make that available in PoE2 as well, and tune it in such a way that it does not impede any type of player. The game balance can remain the same, give incentive for harder options like one death per map giving a bonus, or seasonal cosmetics for an even harsher ruthless mode, a unique item for completing the campaign deathless in non-HC mode and anything else. I'm sure smarter people can come up with better options and more interesting ways to reward perfect play.

GGG can make the game that you can tailor to your own likes and dislikes. I didn't enjoy many of the existing league mechanics in PoE1, and I simply did not interact with them. Does that lessen the value of those mechanics? Does that prevent someone else from enjoying them? I didn't play SSF or HC, and I never wanted to no matter what, but if suddenly GGG removed Trade and Softcore from PoE1, I would just simply never play it, because that is not something I like. But since they are in the game, does that make SSF or HC less valuable to the people that like those game modes?

If we have the option to tailor the game to our own idea of what fun is, why not go for it, and if there a good time to test it all - that time is now in this EA which is more like an open beta.
You can still run white maps without any mechanics if they are too hard for you
nah, if you're dying in poe2 maps, you're doing something wrong

whereas you could be hit with anything in poe1 and instantly die
When GGG said this 1 death in maps in the preview video I thought that was ridiculous. And I still do. Thats freakin crazy.
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Johny_Snow#4778 schrieb:
You can still run white maps without any mechanics if they are too hard for you


I don't really understand you Johny. You play a tank build, and enjoy playing a tank build. You yourself said in one of your posts that your AoE clear is bad.
I don't play a tank build. I had 2.8k HP, around 400ES, 75/75/68 elem resists, 56% evasion on my monk at the time I stopped playing. I did great both single target and AoE, killing bosses from normal Act3 all the way to maps. At the most 2shotting packs, 3-4shotting rares. The game was not hard when I got some loot and lucked out on the crafts for my quarterstaff on my monk. I did not follow a build guide, I did not trade for items, I did some trading on the currency exchange. I cleared the maps I did very fast, rarely dropping bellow 50% hp.

And despite all that - I still hate the one-life-per-map mechanic. Why is it so hard for you to understand that even tho you really want the game to be superhard, some people do not like that, and if there is a world where both versions of the game can exist - it should exist, and either version will not ruin the others enjoyment?
+1 I'm all for the idea of increased difficulty compared to POE1, but this particular mechanic feels punishing just for the sake of being punishing. I don't necessarily want 6 portals back, but a compromise in the middle would be nice. As other's have said, completing 95% of the map only to rip on the way to the last rare is a mega feelsbad.
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I don't really understand you Johny.


The guy feels immortal cause he's playing tank, and he's coming in here shooting down everyone's experiences with, "maybe if it's too hard for you get good - skill issue". Playing tank is fine, making it mandatory gets old at some point. Feel like for ALL MAPPING CONTENT, it's a step too far.

Do what's fun for you, this game has a whole lot of archetypes, 1 archetype and play style shouldn't be forced on everyone for the broadest sense of all end game content. Straight up.
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I don't really understand you Johny.


The guy feels immortal cause he's playing tank, and he's coming in here shooting down everyone's experiences with, "maybe if it's too hard for you get good - skill issue". Playing tank is fine, making it mandatory gets old at some point. Feel like for ALL MAPPING CONTENT, it's a step too far.

Do what's fun for you, this game has a whole lot of archetypes, 1 archetype and play style shouldn't be forced on everyone for the broadest sense of all end game content. Straight up.


Yeah, exactly my point. All (within reason) playstyles should work. If you put at least some thought into your skills and passive tree, work on your defenses and play the game, not just watch a movie on your second monitor, it should be possible to play the game. Maybe not all content with every skill and gear level, but that is the point of the game: getting better at playing and getting rewarded with loot for it. If you force every player to play a single tank playstyle, you kinda ruin the game for everyone that does not enjoy playing that, in case that that is the only viable playstyle.

If the only way to go around the one-life-per-map thing is to play a super tanky, immortal, probably slow, probably low clear speed, slow bosskilling playstyle - than no thank you I say. Or even a hyper-glasscannon build, that's gonna oneshot bosses, but also gets oneshot by everything, than also: no thank you.

Everyone makes mistakes, everyone takes unnecessary damage sometimes, everyone can have unexpected things happen like lagspikes, FPS drops, random crashes, attention drops for any number of reasons...if that is going to force me to play an unkillable immortal brick of a character, I also say no thank you.
It's seeming like so many people who want to play tanky play styles want to also make sure that people who don't want to play tanky playstyles can't compete with them. Go figure. Why have any other archetypes in the game if they aren't allowed to run maps?

Clearly if you ever even reached maps, you proved that you can progress through difficult 1 life boss encounters, but applying that same constraint to all maps is absurd to me.

To be clear, I like the increased difficulty and hard, telegraphed boss fights that you have to do in one go, but also I don't click the hardcore button, so I don't want mandatory deathless to apply to ALL content - AKA maps.

Honestly why even have the hardcore button, and still require us to never die in softcore?

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