PoE2: One death in map and its bricked.
You have to "git gud". And part of getting good is understanding WHY you died. And you yourself admitted: you don't know why you died and learn nothing.
So start analysing your deaths. Stop on the violin screen and reflect. Did I stand in bad? Did I pull too much? Did I disrespect a rare monster's mod? Are my defenses appropriate for the content I'm trying to tackle? Did I miss a dodge roll? Did I not apply CC? Did I mess up damage rotation? Did I not pay attention to a telegraph? Did I not pay attention and can't tell why? I'm in T5 maps now on my second character and have died 30 times (most of it in campaign). Maybe 2-3 of those deaths I could honestly say, without lying to myself, "yeah, game, that was unfair", and it's usually a case of an offscreen oneshot that would've been avoided if I had a bigger monitor or the range of these was limited. I would love a death report or replay too. And THAT'S the solution to the problem of learning, not giving people more portals. |
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One death per map makes no sense in a multiplayer game and ruins the cooperative experience. When one person in your group dies, what should the other player do? Does the other player continue the map, while the dead player gets up and makes coffee? Does the dead player go do another map? Does the dead player jack off and wait for their friend to finish the map or die?
My husband and I love POE2 over POE1; however, this new map mechanic allowing only one death per player per map is ludicrous. It ruins the co-op experience and sadly makes us want to put the game down. I cannot see how either of us would want to continue playing when a single death in a map stops us from being able to play together. This is an especially cruel mechanic to add when we often experience server spikes of 300ms and greater. Allowing one death per map means that when we get a server spike and die, we should just quit and try again? There needs to be something else implemented. This is not fun, which is incredible, as both my husband and I have found POE2 to be a lot more fun than POE1. Please consider improving and changing the map experience when a character dies. It feels really strange that I can't just go over to my party member and revive them. If my friend sneezes or has an itch that they just have to scratch and dies as a result of the distraction, they should just quit? You cannot expect people to enjoy this mechanic in a cooperative, multiplayer title. Last edited by Fraw#4192 on Dec 27, 2024, 2:08:02 AM
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Need to address the spell effect layers and especially the delirium fog. The majority of my deaths on maps and at t15 are due to ground spell effects I can't see due to the grey gradient passed over everything and these spells being layered UNDER the fog layer, while my spells are on top of all of this.
Being aware of what's on your screen and casting isn't enough as you readily and almost always have things attacking you from off screen, even using a 4k monitor. The map lost on death isn't so much the issue, but the b.s. you have to combat and low priority of mob effects being shown graphically as happening. ---------- The on and off lag spikes for 5-10mins per hour are also frustrating, just better to pause and touch grass then risk dying while you zoom into a corner/wall etc. |
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i like the idea of having SINGLE tries.
i dont like the idea of FORCED single tries. players will just tend to overgear and over level out of fear. [Removed by Support]
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In PoE 1, I dropped the game after playing for over 2,000 hours when I killed a boss on a tier 16 map. I needed to kill four bosses, and on the last one, it simply bugged after dying, exploded, and killed my character. I took several screenshots and sent them to the admins, but their response was, "we can't do anything." I loved that wizard, but I felt disregarded in a situation that was clearly a bug, and even with screenshots and everything else, the 3G admins simply chose to ignore it. This, combined with the punitive death penalties in maps, drove me away from the game.
Time passed, and with a massive campaign, they released PoE 2. In conversations with friends, they assured me that the punitive XP system in maps had been removed and wasn’t brought back. I decided to give it another chance and, beyond returning to the game, I wanted to support the developers. I bought the game early and paid to play with some friends. Now, with almost 200 hours of gameplay, noticing that my XP bar was "stuck" and struggling to fill up, I was shocked when, after finishing a map, a random mob killed me, and I lost 15% of XP — roughly 2 hours of farming. Seriously, the game is incredible, but such a punishment in a standard league is unreasonable. Please reconsider this. Well, I can’t refund the game after 200 hours, and you probably don’t care if we quit anyway, but I feel like the situation from almost 10 years ago is repeating itself all over again. |
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When playing solo I really like the one-life per map, as it makes me feel differently about what i run, and makes me reevaluate when I die... but I have to agree, in Co-op it feels wrong and weird.
I begrudgingly think map-death would be better with a carrot than a stick. Make every map have a "completion bonus" chest, that slams down and explodes when you finish the map objective. (that'll be fun) If someone dies in the map, the map objective is 'broken' and when it slams down at the end, it's juts a broken down chest that drops a couple white items or something. If it's necesary. despawn the map mods as soon as someone dies. This will cause a loss of some rewards, but it won't create this unsatisfying co-op lockout problem. Last edited by KuroSF#6521 on Dec 29, 2024, 5:26:22 AM
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идиотская механика с 1 жизнью.. Знал бы - не покупал бы пое2.
Дропнул игру из за этого фуфла... |
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Remove this shit game design, or you will lose a lot of players.
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Won't play 1 portal game if i wanna just chill and farm.
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It's amazing to me that they try so hard to be a dark souls like arpg but have these mechanics even dark souls dosnt have them at least allow us to try the map again and if we kill0 the mob that we died to give us our loot and xp back I'm so tired of farming t15 waystones to get killed by a on death effect and have to go spend 30 minutes grinding more t14 stones just to repeat I don't understand what this gameplay loop was designed to be the 1 portal on death effect insta kills and hard cc stun locks kill the enjoyment cause theirs hardly anything you can do to prevent them it feels like total rng
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