One shots (and on death effects)

Anything that kills a good build instantly is just.... lame. We all want to die from pressure over a few seconds with opportunity to play around, or at least see what's happening. Instantly going from 100% to 0 for no apparent reason is stupid. I'm all in for one death only but that needs to be accompanied by fair and engaging combat, which is the whole selling point of poe2 vs poe1.

On death effects and really anything that can one shoot you needs to be very visible. Very visible. Or better yet just not exist at all anywhere.

I actually want the game to be harder (allow me to juice more, making monsters stronger, not just rarity, quantity and rare monsters), not easier. But on death and random crap one shots should not be part of poe2's difficulty. Unless you go back to 6 portals for everything which I believe is much worse.

Previously for poe1 you stated it was necessary because 6 portals. We no longer have 6 portals, remove on death effects!

What do you think of larger health pools and better defenses made more accessible, along with less efficient recovery so that when we die it happens from a sequence of events that cumulatively brings health to 0? And this should include bosses too. IMO one shots from any source is not part of an engaging combat vision for poe2. They are part of other arpgs that go for zoom zoom and free/cheap retries.
Zuletzt angestoßen am 13.02.2025, 10:15:23
plus 1 to all u say dude
%100

This has been an issue that a large part of the player base has complained about in PoE for years. It eventually got so bad that it became the reason I stopped playing PoE 3 years ago... I genuinely hope these lazy "difficulty increasing" mechanics go away for good.
I just uninstalled the game after 92 hours because of this. I'm so done with this game.
Critical Kill is annoying as hell. it looks like some random rare mobs has this affix. Really annoying feature and this should be capped or scaled properly.
i totally agree with u and i think 1 shot mechanics feel just horrible...anyway, let's check some scenario:

2 characters, one with (let's say) 2.5k HP and another with 15k ES.

I'm not even including additional defences here (let's keep it simple), just flat hp/es pool

Let's say 2.5k HP is the max a ranger can achieve (i know it's more, but let's assume that's the highest value possible) - in order to prevent all the one shots, no hit should be over 2.5k (and this is already fucked up coz we take 10x hits in half a second sometimes, but let's stick to the single hit for now).
This means that when i take that same hit with my 15k ES char, i don't event notice it

Now let's say we just want to apply this to some 1 shot bosses mechanics rather than maps mobs (coz it would be impossible to balance with all the variables) - this doesn't work either coz 1 class is weaker than the other, so what could be done here to make it feel balanced?

well, the only thing that i can think of, is making the 1 shot hits to be based on % HP/ES (include whatever defensive layer u'r using), let's say 90% - this way the thing becomes balanced for both; but i would only limit this to the 1 shot bosses hits, and keep the rest the way it is
100% agree
Very broken part of this game just ruins my game experience
+1

They follow the POE1 line, which is shit in that regard. There are no difficulties in this game, it's all about builds to kill everything in one shot or die in one shot.
It's lazy work, the game has no soul, it looks like a hastily made mobile game.

All the lives and notes promising a new and challenging game, all lies.
+1

If they are sticking to 1 attempt maps they need to get rid of on-death effects and mods like volatile plants. Currently, there are just as many bullshit ways to die as there is in poe 1 but dying is multiple times more punishing.

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