One death per map needs to go
This one portal nonsense is insane and it needs to go NOW.
Not next year, NOW. ~ Seph
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Deaths should not wipe the map, should only refill boss health (if there is one) and lose out on bonuses. With the luck I've been having of random one shots the moment I try a breach or something and the utter garbage for drops such that I can't get proper resists, I keep getting dangerously close to having no waystones left. Already getting piss for experience from being overleveled to the waystones I can get, my progression is frustratingly slow right now. At least without the one-shot maps I could still try and get something out of them and complete them.
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I feel the same. Just randomly got one-shot in a map, because 4 mobs off-screen decided to do a teleport-dive on me.
In a game where unavoidable insta-death mechanics are a thing, you should get more than one chance. |
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"Havent died for a one shot since the patch yesterday, and im not that tanky, so if youre still dieing to one shots it´s probably your fault for not having hp/defenses or being a sitting duck to obvious on death effects, chaos was the main source of one shots and they toned it down massively, im only running 10% and doing fine. IGN - Slayonara
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It's anti-coop friendly since you can't join back if you die and have to wait until they finish. I'm fine with the xp penalty but not fine with 1 portal.
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" No they don't? What's so bad about letting people progress their characters at their own pace? Majority of players are casual and just play to make number bigger and try out builds/work out their own. Why would you need to double down on oneshot shit then? This is a rpg, not a competition. People chase high quality gear and builds, speedruns to compete and other things. Keep the "diehard competition" to content a casual would not touch and maybe make something like a fifth sanctum floor giving great rewards but not suited for casual play, stuff that is not required to kind of maximize a characters power. 3 Deaths per map seems fine, and later on say t12+ you can tune it down to 2. Pinnacle content full reset but 3 attempts or something. Last edited by BK2710#6123 on Dec 18, 2024, 8:22:00 PM
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+1
and why do the mobs we killed respawn? loot dropped should stay, loot dropped loot earned What’s dead should stay dead - Dean Winchester |
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-1 start changing the way you play, adapt, also give hardcore a try for a week and you'll be thankful to only lose your map next time.
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Most APRG players will agree that there simply was no reason to limit the deaths in maps to just one.
The old way in POE 1 was perfectly acceptable to limit porting in and out by number of portals. Current version of maps is just ruthless mode and not inline with anything players experienced before during the campaign where you could learn bosses by doing endless amount of tries with NO penalty other than the time you spend on it. I can see alot of players just quitting because of this cause there are multiple reasons for players to die in an online only game that is obviously far from beeing balanced in terms of classes or builds. It's not like this is a Monoltih system like in Last Epoch where content is much more forgiving and players can build up the corruption slowly and be in full control how hard they want it. The mapping system in POE 2 just isn't that. And could be the main reason why players walk away now and will never return. Last edited by khf1#5455 on Dec 21, 2024, 5:35:27 PM
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+1 Our small community of friends almost stops playing becouse of how unfun game starts to feel after going to endgame.
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