One-Portal forces pseudo-hardcore on players
Not even remotely close to hardcore. Your character is not deleted, you are not forced to start over from the gallows. Stop with bullshit comparisons, it doesn't help your case at all.
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" It's only a difference in magnitude. Like 1 $ isn't 100 $. You lose x hours of progress either way and that is - pardon my french - hardcore bullshit. |
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First, dying does legit nothing to you really. 10% exp is nothing, if you can't kill bosses at lvl 93, going to 100 isn't going to help you, focus on something else.
There's already way too much waystones, I'm at a point where I just don't pick waystones that aren't t14+. The atlas is infinite, if you failed your map, just do a different one somewhere else. There's no issue. You failed a citadel? Ok? You need more gear, farm it by looking for a new citadel. You're losing nothing really, yall make a big deal out of nothing. If it frustrate you, ditch dps for tankiness, if you can't because you're too tight on dps, you may need better gear, if gear won't fix anything, your build sucks, build something decent. Then, your complaints would be, there's not enough build diversity which is valid but it's also an EA. Having one portal forces people to essentially think an important part of the game which is tankiness, you're supposed to think about how you're going to survive, not only how you're going to delete people. If you went and complaint on how there's not enough ways to be tanky in this game then it would be a valid complaint. 6 portals like poe1 is just a too good defensive mechanic. Cast on death portal is unironically the best defense in poe1 if you're on softcore. Why trying to improve yourself isn't an option? |
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" It's all interrelated, though. Right now, because there are so few ways to build a good tank, the best way to survive is to delete the entire screen. If GGG wants Dark Souls style dodge-or-die while punishing people so harshly for death, that will promote glass cannons more and more. Why not go glass cannon if the tank can't save you when it matters? |
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" Not talking xp loss, I can live with that, though it is kinda dated. However it is more than enough of a death penalty. " It's about respecting a player's time. Not everyone can no-life this game and pointless repetition is bad either way. Yes, losing a map is the least of penalties as long as it doesn't cost you some cool drops that are lying there, taunting you. Hasn't happened to me yet, but I can sympathize. Considering losing a citadel not a big deal is truly ignorant though. I have found one so far. " Again, this isn't about difficulty or skill. It's about accessability of content. Content that isn't meant to be beaten on your first go. So players overprep to the point where the challenge is gone. Do you think that's intended? |
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" What does that even mean? Having penalties on death is just a part of the game, you have to deal around that. You disrespected your own time by engaging into content that may be too difficult for you and failed. It's an arpg, there's no pointless repetition, a map you died on can be done again using a different waystone and you may encounter your biggest upgrade on it. You never know. You could in fact get a mirror drop. That's the genre... " You should be picking up stuff as you go and not wait the entire map for that exact reason. " I have lost 2 citadels and found 6 of them while having a really normal life style. You shouldn't be clearing all the nodes, you should be traveling in straight lines like an idiot. And yes, it's not a big deal, my char wasn't ready and it died, I should have became more prepared, this is why the other time I had no issue. It's a grinding game. Take it as a lesson. There's no reason to rush it whatsoever. Bonuses to your atlas will just make it harder for you. |
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The devs are the one's who need to git gud. This game continues to be a poor copy paste of the original. Definitely not worth the $30 for Early Access.
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It's an example of a mechanic that disproportionately punishes a player who makes mistakes. It punishes build diversity and experimentation. It punishes avoiding using the market for a juiced character while trying to craft with the limited ability to even make your own gear.
Meta slaves getting all their gear on the market for a few exalts and melting mechanics play a completely different game and then come here claiming skill issue when it's really a giant balancing issue and this is the time to speak up about it while ignoring their entitled toxicity. The more More you have, the less Less matters
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" I appreciate your personal attitude towards dying and suffering even PoE2's consequences for that. I take it by your advice that you see me somewhere in white maps maybe, that's not the case. I can handle myself and avoid deaths mostly. I did not fail my citadel, but again and again, my point is not difficulty of content. It's overpunishing consequences for deaths in softcore. Softcore is a gamestyle, where you have fun pushing your limits and running into the fray instead of cowarding around, maybe even with a logout-macro. Deaths are natural in this approach - like falling to the ice in hockey. You don't get sent off for that. |
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" No. Softcore is a gamestyle where death of your character is not permanent. That's all. |
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