Game is turning into a glass cannon only builds

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mefistozxz wrote:

This game offers you plenty of information when you die.

it offers two bits of information: respawn in town or hideout.
Last edited by GruntOfAction on Sep 15, 2024, 1:01:41 PM
Does everyone just play this game with a blindfold on? Or do people just only play Zork text adventure games?

You don't need to be told that the sky is blue...you need only look up and see for yourself.

Short of the most uber juiced content with a million monsters on-screen, or uber bosses with their diahrrea ground effects, you can always tell what is going on while you are playing, before you die, directly leading up to your death, and even AFTER your death (yes, when those two options are on screen).

You can actually LOOK and make judgments without literal words flashing on the screen telling you what you need. Just like what I said about those gearing or stat choices....when did gamers become so incapable of the most basic skill of observation?
Last edited by mefistozxz on Sep 15, 2024, 1:10:22 PM
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mefistozxz wrote:



I sincerely wish we as a playerbase could STOP telling newer players that there exists this false dichotomy within PoE....that there are only two options to every situation and you either HAVE to look it up / follow a build / watch youtube / spend 1000 hours / nolife the game, or else quit. This simply isn't the reality, and it never was.


Just making sure they know what they are getting into. Surely we wouldn't want to confuse people that training for Mount Everest expedition is taking a walk in the park.
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awesome999 wrote:
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mefistozxz wrote:



Just making sure they know what they are getting into. Surely we wouldn't want to confuse people that training for Mount Everest expedition is taking a walk in the park.


And again.......there is a heck of a lot between those two options right there. Its straight up disinformation.

A better comparison, if you want PoE to remain Mt Everest: its like telling regular mountain climbers that PoE is like training for Mt. Everest. Because 99% of people that stop by PoE for a playthrough have played countless other arpgs. It's harder than other arpgs, but they already have the background knowledge and experience to get started that exists independently from PoE, and yet is incredibly useful throughout PoE. No one should expect to master PoE without ANY experience playing it...
Last edited by mefistozxz on Sep 15, 2024, 1:18:00 PM
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mefistozxz wrote:
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awesome999 wrote:
"
mefistozxz wrote:



Just making sure they know what they are getting into. Surely we wouldn't want to confuse people that training for Mount Everest expedition is taking a walk in the park.


And again.......there is a heck of a lot between those two options right there. Its straight up disinformation.

A better comparison, if you want PoE to remain Mt Everest: its like telling regular mountain climbers that PoE is like training for Mt. Everest. Because 99% of people that stop by PoE for a playthrough have played countless other arpgs. It's harder than other arpgs, but they already have the background knowledge and experience to get started that exists independently from PoE, and yet is incredibly useful throughout PoE. No one should expect to master PoE without ANY experience playing it...


Contradictory to it, a lot of players suck at it or don't finish the climb. Antithetical to this is to believe players need to "git good", when a majority are not.
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mefistozxz wrote:
Short of the most uber juiced content with a million monsters on-screen, or uber bosses with their diahrrea ground effects, you can always tell what is going on while you are playing, before you die, directly leading up to your death, and even AFTER your death (yes, when those two options are on screen).


That is just not true, at all. Nvidia's ShadowPlay makes a huge difference for me personally, but it still doesn't always paint a clear picture, even if you analyze the recording frame by frame.

If it were so clear cut as to what kills us, we wouldn't constantly be getting new threads linking clips from Ziz and the like, having everyone guess what the fuck actually just happened. Then you got dozens upon dozens of people analyzing each clip down to every frame to arrive at a common consensus, and sometimes no one actually knows what happened. Often, it's just a guessing game.

Feel free to tell me what information the game could have provided me with when I died on this build: link

The only information you get when you die is that "X has been slain." or "X has committed suicide." - there is no inbetween, no nuance, no simple "You got killed by X." - even D3 had that, iirc.
Win 11, RTX 4080, i7-13700K, 32GB DDR5-6000, 7000 MB/s SSD, 4k Ultra
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If PoE 2 has no CWDT builds, I will quit for good.
Last edited by BaumisMagicalWorld on Sep 15, 2024, 3:04:46 PM
If it gave me a breakdown or a "TL:DR you were killed by majority fire damage" or something that'd be nice, gives me an idea what to build towards. but when your resistances are all capped and your phys damage reduction is 70% and you get 1 shot by TacticalTimmothy the Abhorrent, who is a grey mob with no damaging mods it leaves a lot to be desired.
I won't pretend that the game doesn't have those odd one-off oneshots you get out of nowhere that make absolutely no sense, and no amount of visuals make them more clear. They exist. We all know it.

But they are incredibly rare. You judge the entire game over a situation that might happen once in a day of playing? Less than that? You get ZERO visual and practical information from dying in the game because of that one time you got spiked?

No.

If you are dying frequently, it is because there is a fundamental problem with your build that you need to figure out and solve. Perhaps its as simple as "Too many monsters surrounded you". As simple as having 50 life too little for the incoming damage. Maybe its something more complicated like the monster happened to get a lucky crit on you. But all of that is predictable and the tools are given to us to protect ourselves. Death log is unnecessary.

There are thousands, perhaps tens of thousands of players out there that basically never die. Because they actually observe what's going on on-screen, and paid attention when they built their defences to account for most situations they might be heading into.


Hardcore also exists....and there are plenty of players that can defeat all content of the game regularly without dying. I don't like that as an example because those builds are restricted and the playstyle is different, but it does teach us that you absolutely CAN know what's going on if you are paying attention and avoid death without any kind of log or tools.


You people write off huge swaths of game based on extremely rare situations. This whole thread is built on that premise.
Last edited by mefistozxz on Sep 15, 2024, 6:00:47 PM
Look here "You People"

Yeah sure Hardcore can.
you know how, by playing the most boring play style possible.
blue maps 5 levels lower than you. Never take any risk and never juice anything.
Exp grind to 100.

The game is full of Intentional BS to one shot your character.
I full on believe it is not random ...

The Soul eater , resist to fire , mana syphon , fast moving, extra hit points ,
150% hit points as mana shield mob that was dropped in the map .... just to kill you ... not provide challenge, fun , or reward .... just to kill your player by removing or nullifying your stats until you are ...... ONE SHOT.


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mefistozxz wrote:
I won't pretend that the game doesn't have those odd one-off oneshots you get out of nowhere that make absolutely no sense, and no amount of visuals make them more clear. They exist. We all know it.

But they are incredibly rare. You judge the entire game over a situation that might happen once in a day of playing? Less than that? You get ZERO visual and practical information from dying in the game because of that one time you got spiked?

No.

If you are dying frequently, it is because there is a fundamental problem with your build that you need to figure out and solve. Perhaps its as simple as "Too many monsters surrounded you". As simple as having 50 life too little for the incoming damage. Maybe its something more complicated like the monster happened to get a lucky crit on you. But all of that is predictable and the tools are given to us to protect ourselves. Death log is unnecessary.

There are thousands, perhaps tens of thousands of players out there that basically never die. Because they actually observe what's going on on-screen, and paid attention when they built their defences to account for most situations they might be heading into.


Hardcore also exists....and there are plenty of players that can defeat all content of the game regularly without dying. I don't like that as an example because those builds are restricted and the playstyle is different, but it does teach us that you absolutely CAN know what's going on if you are paying attention and avoid death without any kind of log or tools.


You people write off huge swaths of game based on extremely rare situations. This whole thread is built on that premise.
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Jitter912 wrote:
Look here "You People"

Yeah sure Hardcore can.
you know how, by playing the most boring play style possible.
blue maps 5 levels lower than you. Never take any risk and never juice anything.
Exp grind to 100.
Tell me you haven't played HC in PoE without telling me you haven't played HC in PoE.

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