XP penalty and likely 1 portal is NOT going anywhere
" And there it is again, 8)"Well its just not FUN", predictable result when "Games should not punish me"-people run out of arguments. Thanks for proving me that you have no valid arguments. Also I was not the one who used Elden Ring as an argument for making PoE 2 easier, you were. You Got Gud in Elden Ring, stopped whining and learned to play that game so that you don't lose all your runes on death. But for some reason you refuse to do the same in PoE 2. Best case scenario GGG does what Fromsoft did and does not care about your feelings on the issue and will just ignore your pleas to casualize the game at the expense of its quality. |
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How many people quit playing after death, for a couple of hours, for the night or longer? I've done it myself and seen it happen many times. Death should have negative consequences but 10% at high levels is just too much. Make it 5% or take it out completely. The game is hard enough as it is especially with the low chance of getting end game gear dropping for your character and the economy spiraling out of control.
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" Nice to see someone so clueless about Elden Ring and Fromsoftware... after launch the game had some balancing to overall difficulty. Radahn was nerfed. Shield Counter hit box was extended. Godskin Duo IA was softned. DLC was overall nerfed. Damage scaling and damage reduction was buffed per Skadutree fragments. Consort Radahn fight nerfed as well. Fromsoft listen to everyone and makes the game more and more casual. Zuletzt bearbeitet von Fhrek#4437 um 27.01.2025, 14:09:42
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" Have you read recent PoE2 Patch note ?? |
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" Quite fair, so hoping for the best here. " Your first point strikes me as misrepresenting the reason for most complaints. I sincerely doubt most players watch many if any streamers, so some "memer" saying T17 super juice is the "real" endgame strikes me as impacting a minority. Myself, I purposefully run blue maps (in part because Warrior/Life&Armor is in a super shitty place survivability wise) because any +damage mods are waaaaaay too damn risky given my armor instantly turns into tissue paper and it isn't like 78% ele resist is helping much, either, with how high damage starts to spike. I imagine most players are trying to play the map tiers and juice them in ways they feel like they can clear reliably. If you make it to end game, you're likely going to know enough about the game itself to know your character and build's limitations. Punitive one-attempt is a serious detriment to map sustain health. The significant risk of a negative feedback loop is probably the number one reason to be less punitive because anyone can run into a sustain drought at any moment. When you get bad luck and die from a couple bullshit moments and now you've lost your sustain, that makes it feel even worse to lose not just the map but also its mechs and any loot on the ground. I've had plenty of times where a dozen proper tier maps will not drop a single sustainable map, all crap I did 20 levels and 10 gear upgrades ago. Nothing is fun or challenging about that. Another problem this can cause is players then may feel compelled to take risks they cannot take because better maps = better drops, further exacerbating the negative feedback loop. I know I've done the same. Sometimes, I made it through. Sometimes, it was worth it, because I regained sustain or found a nice drop. Others, it just made everything worse. I can accept it was still my choice, but the game is now punishing me for its bad balance and RNG. " Ok, I have to be blunt here, this is a grossly dishonest take on my argument specifically as well as on the position of most anti-one-attempters as far as I have seen. It is pure strawman. I don't think ANYONE is asking for unlimited attempts, just bringing back 6. I sincerely doubt any sincere interlocutor on death punishment mechanics just wants to steamroll without thinking or considering their build while expecting to clear some 800% magic find super juice map if they can get three tapped by most white mobs. There is plenty of reason for players to cry foul at death mechanics, anyway, given how out of whack this and PoE1's balance is. I still remember my last PoE1 league where a ruby flask plus something like 86% fire resist and nearly 6k life and some fire/physical defense conversion was still able to one shot me and it was a no-tell nothing of an attack with zero hope to avoid it. Same shit happens in PoE2 and it's even harder to push resists and life in this game. There is nothing teachable about moments like that where the game's damage scaling takes a toilet clogging shit when you are otherwise clearing the content without significant trouble. The balance state of the game only exacerbates complaints about the current state of death mechanics. I doubt GGG will ever really get the balance figured out in a less spikey and exponential way, so the least they can do is make death less punitive. " Screen nukers only further prove the point that one-attempt with exp loss is far too punitive. Balance problems aside, clearly intended to-be-viable builds are struggling unnecessarily because of many issues, that only are made worse by the punitive death mechanic. Not everyone wants to play screen nuker and are fine not having as much clear speed. Others just won't like the playstyle. Literally NOTHING about screen nukers are the problem here, either, just a symptom when they grow even more popular due to being less effort & risk for better rewards. I doubt anyone outside of a noisy minority is asking they be nerfed just to make less powerful or higher effort builds/classes feel better because it does nothing to improve their shortcomings. Furthermore, meta builds still have to deal with the exact same punitive death mechanics, and just because they are screen nukers doesn't mean they magically never die. I've never followed a single build guide and have had plenty fail and plenty others succeed. My Rolling Slam feels amazing overall and has great TTK on bosses in T15. But, that is beside the point of the thread and the complaints about punitive death mechanics. "Worse" builds, even if generally viable in their appropriate map tier for their gear power, do not somehow deserve to die more, and not being a safe, screen-nuking meta build does not somehow mean they deserve the punitive death mechanics more, either. Please do make an effort to not put words into my mouth or anyone else's. I have never, whatsoever, asked for meta builds to be "less" effective. For the record, I'm a "buff first, nerf maybe" kinda philosophy, so short of extreme situations I'd far sooner see less performing builds/classes get buffs than meta builds get nerfs. But, again, none of that is the topic at hand. " I fail to see how I am arguing against my own point, especially when not a single person I am aware of has EVER argued for INFINITE map attempts. Experience and levels are still desirable, regardless. Just because some might smash their head bloody against overjuiced walls because they think that's efficient does nothing to change the fact you still need defenses and base build viability. Again, you put words in my mouth and the mouths of others by strawmanning the anti-one-attempt position. The problem isn't with punishment, but how punitive the punishment is. Would you feel the same if a death meant a piece of gear could break? Could you imagine finding or buying a top 1% weapon, die to some bullshit or overconfidence, and suddenly the weapon is just poof gone? I imagine no one would, especially with this game's RNG, so why should I be giving it my all and be happy for a middle finger slapping across my face because I dared not have top tier Life mods on every piece of gear to survive that 0.1% of rares or bullshit situations? Seriously, your "You first" preamble is advice I strongly suggest you take yourself because I am not interested in arguing dishonest strawmanning. " And again, this actually is a point in our favor as the path of least resistance is a very attractive road. Excessively punitive death mechanics only make that road even more desirable and harms build diversity. Only a tiny minority are calling for all death penalties to be removed (and even then I bet they'd all be fine with 6 attempts a map with no exp penalty). The vast majority want at least for things to return to the 6 attempts of PoE1, because the time and exp penalty already feels like plenty. Stop putting words in my mouth or acting like you know my mindset or my build, because that makes you a dishonest interlocutor. Address the points, not the person. |
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" Personally, I'd keep the exp penalty. No exp penalty but 1 attempt mapping has some serious risk of map sustain problems. The droughts are real, whether you die or not. |
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" Did I talk about overall balancing? PoE 2 has had patches buffing drop rates and nerfing and fixing bugged out monsters as well. Fromsoft has never taken death penalty mechanics away because people whined about it. |
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Hi Exiles,
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" But it's not how the game is designed. |
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" Yeah, the 6 portals was a staple in PoE1 and never heard of people abusing. But, GGG tried to reinventing the wheel as a square. |
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