One-attempt Maps are a massive middle finger, PLEASE change it
" That's some quite hilarious reasoning. I guess if GGG goes through with your idea and your needs and give you a Babycore league where you just can't die, you'd still find the game difficult, challenging, and punishing, because you'd still have to spend time playing the game and to avoid some attack or your screen would become darker (scary!). |
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" What did you get out of being a child? Their tedious = difficult design is outdated and unappreciated in this day and age. Surely for a new game they can do better than the same bad ideas from almost 1.5 decades ago... |
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simply if they allow revive in maps this solves all the problems and I'm happy with that.
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No. I want PoE 2 difficult + challenging + punishing. Removing one portal per map will be a massive middle finger to players who expect tension and high adrenaline level from the game. Please for the love of God do not remove one portal per map (and XP penalty on death ofc).
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" So you're saying that the people complaining they get no loot and need 6 portals will be happy with a version of the game where the 1-portal people actively get more loot via atlas tree buffs? Sounds like a recipe for a thousand "I hate being punished for choosing 6 portals" threads. |
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I mean why stop where we are now? Make is so that you spawn into a map and have a timer counting down to inevitable death, make it, let's say, 5 minutes but have some support gems that can extend this by 10 seconds. Make death more punishing, why just lose experience, make you actively level down upon death and unspec the last point you added to the tree (so that each time you have to ensure the last point you added to the tree is the one you're 'happy' to lose). Make it so that failing a citadel means you cannot enter another one in 20hrs... oh, we kind of already have this in place just with Atlas layout, joke's on me. I can keep going and come up with ways to make the game more punishing.
If the above sounds crazy and ridiculous, I don't think it's much more than what we have now. There's a point of tolerance, a sweet spot, and I don't think many would argue with me if I said we've not achieved it. The game takes away too much, don't mind some of the resources but TIME being the biggest one. GGG needs to learn how to make content challenging without wasting HOURS of players' life. I die and have to repeat the boss, I am ALREADY wasting time (and actually perhaps enjoying the challenge of tackling it again like in the campaign). Oh, I can repeat pinacles now, great, I can die 5 times and lose exp 5 times = days of playing above level 90, crazy crazy crazy. So I am waiting for my level up to 94 (I have 83%, not long now) before tackling bosses again so just been collecting all the keys to them. Again, crazy design that I feel I am pushed to doing otherwise I am doing it wrong. I ask: GGG, Where. Is. The. Fun? Zuletzt bearbeitet von Finalstan#5006 um 06.02.2025, 05:15:22
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" Sure bud. Same hyperbolic argument that all SC players just should play HC since they love punishment so much (like 10% exp is anything compared to an entire character/gear/etc). |
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" If there really is enough support for it, again, Veteran league, let deaths be that much more punishing and punitive and leave Standard as just exp loss and 6 attempts for maps. There is no good reason for GGG to give a middle finger to tens of thousands of prospective customers, especially given precedent of PoE1 and plenty other looter ARPGs. It's not like we're asking for the equivalent of removing the counter system from Sekiro here, or a life counter in a rogue-like and go entirely against the base design. Penalties for failure need to fit the game, with harsh penalties as optional like hardcore one-life. No better time than now in Early Access to experiment with all that stuff. Would LOVE to see them introduce a dedicated SSF, for example. It's bad enough they still have PoE1 brain in their approach to balance when PoE2 is from the ground up meant to be more mechanical than raw numbers, least they could do is the easy stuff to start. |
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" Pretty much. Leveling up or one too many deaths and I can just smash all the mod bricked waystones I've been collecting in hopes I get a decent drop until they likely kill me (because Armor/Life is so trash tier even landfills make fun of it). Plenty of room to argue the exp penalty, at least in its current form, is also too much. But, I and many others can at least tolerate the exp penalty. |
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" I mean, the reason SC players play SC is they expect a fair and appropriate death penalty and don't want to experience too much of their time being wasted. Not sure how hyperbole for sake of their point somehow means HC is the topic at hand. Why even bring up HC in this context anyway? I swear, starts to sound almost like a an argument from jealousy--a grass is always greener approach--and growing resentful over someone else's enjoyment. Not accusing you of that, but it is what the one-attempt supporters overall argument is starting to sound like to me, other than the handful outright admitting they just happen to like it this way. Well, we don't, and the compromise there would be a third "mediumcore" league. That way, everyone is happy (except those genuinely spiteful of other peoples' joy and such folks can go touch grass, get therapy, or just empty a can of Raid up their ass to kill that damn bug already because it is clearly laying eggs) |
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