One death per map needs to go
Not a few weeks/months/patches from now, not after tuning a few mobs down, not after adjusting some chaos dmg sliders. Right. Now. It is an anti-fun mechanic that adds nothing of value to the game. No one wants it, not a single person enjoys taking that rare map drop tossing it into traverse and dying to <instadeath mech> and losing it completely. In some cases permanently scarring your end game map.
It is horrible game design. We have punishing boss encounters. We have hardcore mode. No one needs or wants this show stopper. Tier 1, 6, 11 and 16 mappers all equally despise it. I have no idea what hold out over there is stopping you from taking it out, but as more and more people reach this endgame you worked so hard on it is going to make more and more people lose interest and quit so it needs to go NOW. It's a turd on top of the beautiful cake that is this game. Don't make it a slightly smaller turd or see if changing its shape will fix it, remove it completely. The sooner the better. Last bumped on Jan 1, 2025, 6:24:24 PM
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The problem is that if they remove the 1 portal mechanic, they'd have to double down on the "bullshit" stuff like one shot instant on death effects to keep the game somewhat challenging and engaging past a certain point. You can clearly see that this is the route they went at some point with PoE1 which is balanced around having 6 portals.
However I do agree that with such a system, all deaths should be deserved, which they currently are clearly not always. But the fact that they got rid of volatile crystals while they rework them makes me hopeful that they are aware of the issues and will move towards making the game fair, but still punishing when you mess up. |
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I don't agree that the one portal mechanic is necessary to prevent them adding bullshit mechanics to force deaths. Deaths can be avoidable and still happen due to distraction, long sessions, and most importantly learning mechanics, which you need more than one try to do. There should be a minimum of two portals per map. I'd love the full six, but if GGG insists on making death in maps a big deal, maybe deaths take away an extra portal in addition to the one you use to return, or some compromise like that. Still better to have a way to practice.
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I agree—this mechanic completely undermines the core gameplay of PoE2. Mapping should be about exploration, momentum, and engaging with mechanics like Breach, Expedition, or Ritual, not skipping over them because failure is too costly.
Instead of permanently punishing players, introduce temporary map scars as a consequence. For example, dying could apply a “Chaos Corruption” debuff that reduces map rewards but still allows you to finish it. This way, failure has meaningful consequences without destroying progress or forcing players to avoid content. Punishment should add tension, not frustration. Let us engage with the game’s content, take risks, and still feel rewarded. This would keep the flow intact while preserving stakes in a way that feels fair and fun. |
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I would prefer 1 death per map and a toned down game over 6 portals and rip through overtuned content. It prevends glass canon meta which is important.
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" --------------------------------------------- Just switch system to something different.. I think that it could closer to Last Epoch. Where there objective of every generated map, if you die, you lose reward for that objective. They could make something similar. For example for death you lose something but could run that same node or have as you suggest "more portals" once again. - For PoE it could be either some -drop quality/quantity |
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Agreed. Not a single person I know who plays the game likes this at all.
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If I had to choose between this or changing the mechanics behind ascension, this is definitely it. If you didn't have to farm so long to get to a pinnacle boss and then lose all of the progress for 1 death it wouldn't be as bad. Even then however I'm still a much bigger fan of keeping a severe roguelike punishment of 1 portal limited to something like a hardcore league instead.
If they make any large design choice changes I very much hope it's this. Last edited by Saf3tyhazard#3440 on Dec 18, 2024, 2:10:57 PM
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" Anything would be better than how it stands now. PoE2 has all the ingredients to be a generational game, but the steep cost of dying in maps completely kills momentum and makes you want to disengage from the game entirely. It sting less (no pun intended) to die from the scorpion in the trials this morning than it does when I take a one-shot in map from the guy they just brought out of retirement. |
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Yeah I can't play anymore because of this. High tier maps are insufferable and never fun with this constant anxiety. I'm out for now.
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