Semi Hardcore Mechanics In Endgame Need to Go
Title basically says it all, its a long read but hear me out, I try to be concise and I think I make some decent points.. and if you dont actually read it then please dont chime in with useless "git gud" BS.
Id like to see them get rid of these "one death lose everything" mechanics or at the very least prioritize the tuning for resistance requirements and armor ASAP so SSF Warrior isn't such a slog to play immediately after the campaign. I know im not the only one who doesnt really enjoy these overly punishing death mechanics, and yes im posting about it to share my displeasure in hopes theyll do something about it. Right now what do you actually lose when you die? Correct me if im mistaken but its your time, XP, waystone, map mechanic, tower mods, and dropped loot. It seems absurd to me and I honestly think they made a mistake by putting all hands on deck for endgame in the last 6 months. The campaign was far more fun to play through and I would have rathered another act or two and maybe a couple other classes and weapons as opposed to this Atlas in its current state. My warrior is about as tough as a 500% MF stacked Sorc in D2 and im not joking. White mobs are to fast and to powerful.. I cant find ANY gear that's worth equipping that has chaos resistance, which is the main culprit rn. What is the intent there? Am I supposed to sacrifice every other good modifier on several of my items just so I don't die instantly to chaos or poison damage being shot at me from half a screen away? Ground effects are also pretty overtuned, they clutter the screen and are especially brutal in pairs..like if you come across a magic pack with scortched ground and a rare with that temporal field or whatever it is. You basically have no chance if you make the slightest mistake in a situation like that. Sometimes the monsters paired with those effects are so fast and the warrior is just to slow to deal with it. I have 75 fire res, 2.2k life at level 67 and a rare enemy with scorched ground effect in t1 thru t4 kills me in 1.5 seconds, or even less. Is that honestly intentional? I thought i was a melee class and not a range lol, cant I engage a simple rare monster for more then 2 seconds? Is fire damage bugged or something? It just feels so terribly tuned compared to the 40 or 50 hours of campaign that I just got done with. I genuinely love the warrior playstyle, it felt fantastic throughout the 6 acts, so I came back to my warrior today in hopes of having some fun. And after like 5 maps, dying in several to range hits or one where i was actually leaping and in mid air and died to ground effects, after that I had to just log out. If I wanted to complete a map EVERY time I likely could, but itd take like a half hour of extremely careful and boring paystyle. The thing I really dislike is that on some of those maps I lost the breach and expedtition mechanics permenantly. I barely even know what the mechanics of the maps are yet cause I dont get to engage with them. And ironically the bosses in the maps are EASIER then they were in the campaign... FAR easier. Im more scared of those snake enemies that shoot poison beams then a boss honestly. Bosses die in like 30 seconds in maps..in the campaign most of the fights were epic 3-5 minute battles using nearly all your resources to take them down, that game experience is missing in the Atlas. Leveling up in the games story felt REALLY good. The challenge was there, and if you failed or died suddenly then you spawn at a checkpoint to try again. Im not a hardcore player. I never was and never WILL be a hardcore player, that kind of play style doesn't really interest me AT ALL. So why was the decision made to completely ditch the campagins experience and force people to play mini hardcore maps in the endgame? And it was forced upon you so suddenly that it kinda feels like the 50 hour campaign was just a tutorial or something. If they're hell bent on leaving it in the game then I say make it a choice so I can spawn at my checkpoint if I die and the other players can lose the map if they enjoy that playstyle. I personally don't want to play a game that wastes my time, I get maybe 1-1.5 hours some nights to play and tonight thats cut short cause now im here ranting and im disappointed and kinda PO'd so im logging out, and that sucks cause the game is fun lol. My overall point is that interacting with all these systems and having one death be so substantially impactful.. its just mentally exhausting to play and level this class. IMO It should be changed if they want to retain anyone other then the people who have spent years with the series already. I'm not an elite gamer, but im a good gamer and I do enjoy a challenge. What I dont enjoy are mechanics in games that are punishing for the sake of being punishing. Seriously lets recap what you lose on ONE death in a softcore realm.. Your time, XP, waystone, map mechanic, tower mods, loot, and there probably more i duno.. Its to much. Which is why I think new players, especially ones who are my age (32), who have responsibilities and families dont have time to log into a game that basically prevents you from progressing because of one shot, one death, game over mechanics. Last edited by Tpike92#5857 on Jan 9, 2025, 12:12:33 AM Last bumped on Jan 8, 2025, 10:35:39 PM
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Skill issue, try d4
ign sooner
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" Or just PoE1 where failing is almost impossible with 6 portals, and you would be level 100 by the time you are level 92 here. Last edited by BossOfThisGym#2062 on Jan 8, 2025, 8:11:09 PM
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" Last edited by Tpike92#5857 on Jan 8, 2025, 10:41:15 PM
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