One death per map is honestly fucking dumb as hell.

It's not the problem of one death per map but it's all the other things that make it feel unfair to you like lack of clarity, objects that make no sense to be unpassable but are like small bushes, bearly visible on death effects(tbh if you focus on what is going on you can see it but it hard on eyes to look at the screen like an addict), the time you need to spend to reach endgame bosses, the way loot works where it's not progression of getting better gear then you have but you need to get lucky with drop or craft that way outperforms your present item, how you can do T15 and not die and go to T1 and get deleted by something surprising you haven't expected in your life. Tl;Dr We have bigger issues than "oh it's too punishing". It's a game, nothing happens if you don't have what you want
no way this rule is staying in this game with loot lost, xp lose and one try for bosses all together.

funny part is when people see bosses being annihilated they say it s unintended but somehow the penalties are perfectly well thought through.

yep they can read the minds of ggg. they will be disapointed.
"
Michraj#4206 wrote:
It's not the problem of one death per map but it's all the other things that make it feel unfair to you like lack of clarity, objects that make no sense to be unpassable but are like small bushes, bearly visible on death effects(tbh if you focus on what is going on you can see it but it hard on eyes to look at the screen like an addict), the time you need to spend to reach endgame bosses, the way loot works where it's not progression of getting better gear then you have but you need to get lucky with drop or craft that way outperforms your present item, how you can do T15 and not die and go to T1 and get deleted by something surprising you haven't expected in your life. Tl;Dr We have bigger issues than "oh it's too punishing". It's a game, nothing happens if you don't have what you want


Excellent summary.

One map death is such a disrespectful element, because it feels like you're cheated most the time. Coming from my playthrough I had suicide, death on dot at the start of a portal 3x and lost all my high tier Waystones due to being more of a range build being forced into tighter areas.

Some fun scenarios

Oh no, random mob died and covered the group to not see anything.
Oh no, corpse explosion aoe one shot you
Oh no, random magic mob after death effect killed you
On no, you rolled before firing and your crossbow gets in a stuck reload animation and then get stunned and mobbed.
On no, etc, etc "The Mode"

Lower tier maps shouldn't be punishing outright until T5+

Map needs better direction to the player for the first 30-40 maps to get them aware of what to do.

Citadels need way more signs of where they are generally and what they are when you're close.


Direction on what any of the modifiers actually do for players. For my first 15 hours of ENDGAME they were pretty much "Click this to die" mechanic. Very cool. Allow early maps to force a quest to experiment with each mode itself. Delirium, Breach, Corrupted, Ritual.


The one shots are not a fixable issue, but lowering the punishment so people can die in lower tiers to learn what is actually an issue and isn't is way more helpful than "Ha, ha, idiot. Lose your map and get thrown multiple tiers lower since that was your only good one."

Other things, such as directing players to understand that the mods are the best ways to get more waystones, such as targeting bosses so you can sustain easier.


I don't mind learning these things and I'm not disagreeing with one-death on higher levels if the rest of the environment isn't ass. Just recently learned what the hell Delirium is after playing this mode for around 30 hours. Very cool.

ENDGAME itself is against the design of the entire story mode of the game, and I think that also leads to a lot of bad tastes people have (including me.) I just hate myself and continue playing.

Tldr; they need to tutorial the lower tiers to not screw you constantly and make easing into the game an experience people want to play more than until they lose all their maps (which should be never, even if you die constantly.)

Last edited by BIGMP#3106 on Jan 6, 2025, 3:09:48 AM
"
Michraj#4206 wrote:
It's not the problem of one death per map but it's all the other things that make it feel unfair to you like lack of clarity, objects that make no sense to be unpassable but are like small bushes, bearly visible on death effects(tbh if you focus on what is going on you can see it but it hard on eyes to look at the screen like an addict), the time you need to spend to reach endgame bosses, the way loot works where it's not progression of getting better gear then you have but you need to get lucky with drop or craft that way outperforms your present item, how you can do T15 and not die and go to T1 and get deleted by something surprising you haven't expected in your life. Tl;Dr We have bigger issues than "oh it's too punishing". It's a game, nothing happens if you don't have what you want


One death is a problem, especially if you duo or party with others. It's also a problem with the XP penalty, those who play a few hours here and there don't get enough time to deal with the losses and get stuck. One death could be a week of play time for them. Constantly getting knocked down is bad.
Agreed. A lot of the systems in POE1 worked extremely well especially when combined with the server issues GGG has always had since day one. Changing core systems can work well if done correctly. Sadly, this one has just made the mapping experience much much worse. It should be reverted ASAP, along with some other terrible decisions.
This change to poe1 makes me not wanna play poe2
"
BIGMP#3106 wrote:
"
Michraj#4206 wrote:
It's not the problem of one death per map but it's all the other things that make it feel unfair to you like lack of clarity, objects that make no sense to be unpassable but are like small bushes, bearly visible on death effects(tbh if you focus on what is going on you can see it but it hard on eyes to look at the screen like an addict), the time you need to spend to reach endgame bosses, the way loot works where it's not progression of getting better gear then you have but you need to get lucky with drop or craft that way outperforms your present item, how you can do T15 and not die and go to T1 and get deleted by something surprising you haven't expected in your life. Tl;Dr We have bigger issues than "oh it's too punishing". It's a game, nothing happens if you don't have what you want


Excellent summary.

One map death is such a disrespectful element, because it feels like you're cheated most the time. Coming from my playthrough I had suicide, death on dot at the start of a portal 3x and lost all my high tier Waystones due to being more of a range build being forced into tighter areas.

Some fun scenarios

Oh no, random mob died and covered the group to not see anything.
Oh no, corpse explosion aoe one shot you
Oh no, random magic mob after death effect killed you
On no, you rolled before firing and your crossbow gets in a stuck reload animation and then get stunned and mobbed.
On no, etc, etc "The Mode"

Lower tier maps shouldn't be punishing outright until T5+

Map needs better direction to the player for the first 30-40 maps to get them aware of what to do.

Citadels need way more signs of where they are generally and what they are when you're close.


Direction on what any of the modifiers actually do for players. For my first 15 hours of ENDGAME they were pretty much "Click this to die" mechanic. Very cool. Allow early maps to force a quest to experiment with each mode itself. Delirium, Breach, Corrupted, Ritual.


The one shots are not a fixable issue, but lowering the punishment so people can die in lower tiers to learn what is actually an issue and isn't is way more helpful than "Ha, ha, idiot. Lose your map and get thrown multiple tiers lower since that was your only good one."

Other things, such as directing players to understand that the mods are the best ways to get more waystones, such as targeting bosses so you can sustain easier.


I don't mind learning these things and I'm not disagreeing with one-death on higher levels if the rest of the environment isn't ass. Just recently learned what the hell Delirium is after playing this mode for around 30 hours. Very cool.

ENDGAME itself is against the design of the entire story mode of the game, and I think that also leads to a lot of bad tastes people have (including me.) I just hate myself and continue playing.

Tldr; they need to tutorial the lower tiers to not screw you constantly and make easing into the game an experience people want to play more than until they lose all their maps (which should be never, even if you die constantly.)



Agree 100% - I'd posted this earlier as part of my feedback, particularly the bush aspect lmao! When you're in the zone, I did laugh at how unobvious it was that it was an obstruction visually, unless you happened to glance at the minimap.
Funnily enough it sounds like you're playing Merc too... coincidence? :P

To people talking about thinking the 1 death is fair - you may be right, but I also said this and I also think we have a point in that the death mechanic is a result of imbalance somewhere. I personally think that's the root given what I've seen playing Merc, and literally having effectively 1/5th HP of what other classes have. That might be the root cause.

Admittedly it's hard to accept some builds are safe knowing they have 5k ES and a further 5k mana due to skill tree, while some of us are struggling with barely 2k HP alone. But that's kinda the point. And no, playing a different class isn't the solution, before anyone says it. As I said in my other post as well, being new to the game overall, I don't have a frame of reference as to which way it should really be balanced.

I'd accept the death penalty if I'd had more of a chance to mitigate it as it was happening - but not when a random spell out of nowhere takes me from full health to out of the map, in top end gear and (broadly) full resistances. Not to override OPs point if it's a difference one, but personally that's my problem.

To balance the opinion, I'm OK with a penalty and kindof - personally - want it, it makes it feel like more of an accomplishment in some cases. But some - a lot - of cases right now, depending on class and/or scaling specifically, are unbalanced.
Last edited by Junki3JJC#5645 on Jan 6, 2025, 4:12:31 AM
Definitly true. I mean if this game would be some slow paced telegraphed Soulslike where you are always in control of the situation and if you die it was because you as a player reacted wrong to some clearly visible danger.
But it is not, not even a bit. It is a random mess off 500+ overlapping enemies and effects that could oneshot you at any time even with very tanky builds. In such a game you can't implement such heavy punishment for dying.

But even if visibility, performance and everything would be flawless, the penality are still just overtuned and even if you take all the "i lose valuables" stuff out, taking away a challenge the player wanted to beat without a chance to retry is just not fun. Challenging games are fun because you can retry and learn stuff that bested you and then finaly beat it.
"
sebzzz#6019 wrote:
Please provide actual feedback in the feedback section of the forums. Discsussions can go to the appropriate place. "This sucks" isn't feedback and there are already a ton of other posts saying the same thing. It helps the devs if we provide actual feedback in these forums instead of cluttering with same opinion everyone else that is dying has.


Actually, THIS SUCKS, is very valid feedback. It shows immense displeasure in the game systems. While it may not be in the format you 'EXPECT'. It will be gathered data and put into the bin with the rest of data points scrapped from the forums.

You don't think humans read through these do you? Nope, AI data scraps the forums and plots data points for the Devs. So, formatting is no longer needed. And the AI can gather a data point from 'THIS SUCKS'.


Cheers.
"
Szervas#5405 wrote:
Definitly true. I mean if this game would be some slow paced telegraphed Soulslike where you are always in control of the situation and if you die it was because you as a player reacted wrong to some clearly visible danger.
But it is not, not even a bit. It is a random mess off 500+ overlapping enemies and effects that could oneshot you at any time even with very tanky builds. In such a game you can't implement such heavy punishment for dying.

But even if visibility, performance and everything would be flawless, the penality are still just overtuned and even if you take all the "i lose valuables" stuff out, taking away a challenge the player wanted to beat without a chance to retry is just not fun. Challenging games are fun because you can retry and learn stuff that bested you and then finaly beat it.


I think my way to say it would be, I'm OK to be penalised and think "what a bloody idiot", or probably something worse ha. What I'm not OK with is to be penalised and think "what the hell just got me?". At least, more than a few times. And I suppose the one (single lol) nice thing about playing on PS5 is, you can literally replay what happened - guys, it isn't fun, and I'm being fair because I know I screwed up through my own fault multiple times already. But again, I think that's more scaling/balancing perhaps than most any other intent.
I can give an example - I want to say it was like one of those grenades from a Vaal mob. It was literally a tiny portion of the screen, not noticeable at all, especially when you're trying not to get swarmed. There wasn't even a noticeable explosion, from memory.
Again why I think there's a scaling/balance problem more than anything - I don't expect that should end someones map. But get an alert you took damage? Sure.

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