One Death Maps is a monumental failure.
1 death per map makes me feel like im walking on the eggshells.
Instead of letting players to enjoy their builds, this rule forces players to spend a lot of time: -Rolling -Backstepping -Checking corners -Taking covers -Spamming the edge of the screen with the skills to minimize the risk of getting unexpected projectile one shot -Ignoring breaches, boxes, mirrors, rituals etc, leaving them for the last after you complete the map because there is higher risk to die in them. This feels BAD. BAD. This rule turns ARPG into rogue-like HC game. And thats not what i bought ARPG for. What is the point of your vision if it makes up for an unenjoyable experience? And i've just scratched the surface. -Punishment/Reward ratio is bad, there is miniscule chance for the reward in comparison to higher chance and magnitude of the Punishment, -random one shots makes up for a frustration with 1 death per map, -bad tuning and no crafting pigeonhole people into few of the inherently OP builds etc etc. The game right now doesnt have nearly enough tools to make up for 1 death per map rule. Stop denying this pile of issues and let players play normal ARPG and not masochistic slot machine. Last edited by Harbour21#1011 on Jan 21, 2025, 4:26:18 PM
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I agree with op, one death per map is too much casual.
Game should auto uninstall when u die in map, and you need to get new access key + stash tabs every time u die. This way u get adrenaline pumping every time u play, since every death cost 50 dollar |
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" Isn't that slower and tactical approach everyone wanted? |
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" 1-death maps in which you can be killed in 1 to 3 hits from normal enemies actually encourages glass cannon builds. It encourages "Get them before they get you" screen-clearing OP meta builds. Last edited by Rorvik#2816 on Jan 21, 2025, 5:25:20 PM
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" So true. First I clear the map and get the "Complete" before do any mechanic, if I die, eat the XP loss and move on, but losing the waystone became more important than appreciate the game itself, which is just silly and as you said Bad game design. |
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" 1 use support gems also encourages 1-button builds. The +20 base exposure on stormbringer and the ignore resistances on crit from invoker makes choosing any other perspective ascendancy and doing elemental damage completely terrible in comparison. |
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"This simply cant be done. This will lead to abuse and people failing the map on purpose by not killing the last rare just to run the same juiced content over and over, Thats a huge NO from me i would rather have 6 portal tier 1-5, 4 portal tier 6-10 and 2 portal tier 11+, but to be honest i dont mind too much and ill still be playing happily regardless of this being changed or not. It just means you have to be more carefull and think more about ur build and gear, im more concerned about the balance between armour/life stacking vs ES builds, something is way off here its literally a night and day difference and playing es with evasion or block just makes the game so much easier Last edited by MrPedez#4934 on Jan 21, 2025, 6:53:46 PM
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" And this is solved by just having 6 portals and keeping the loss of waypoint/juice on fail. The only other change I would make is that 'failed' nodes should be able to be juiced again (using resources) so you don't have to do the empty map walk of shame. |
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It is so demoralizing and demotivating dying in this game on standard. I am playing standard for a reason, man. If they really want to prevent players dying to exploit map clearing, then stop resetting mobs on death. Just save the state of the map and reset ONLY mob health.
Fixed. |
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I think the easiest solution is this:
Firstly: If you're playing solo, all 6 portals can be used for either exiting to stash loot and return OR if you die. However, if you die in a map, it adds a -50% loot rarity debuff to that map until you complete it. That's it. This will stop players from dying intentionally to farm the content over and over, as it won't be worth it with an XP loss penalty AND a -50% loot rarity debuff penalty that stacks based on however many deaths you had until all portals are closed. This way, mobs can even reset, and especially this gives a reason for loot to stay on the ground. Died with a Divine Orb sitting on the ground? That's okay. Just run it again, get some of your XP back (if you can without dying again) and pick it up. Finish the map off, and onto the next one. You still took a loss, but it wasn't as punishing. No more empty map walk of shame. Players still have to think about what they're doing to really succeed. Secondly: WE NEED TO REVIVE OUR FRIENDS IN MULTIPLAYER MAPPING. This is just ATROCIOUS. My friends can currently accidentally troll me by dragging a pack of mobs into me in a map, getting me killed, and then continuing on in my map while I lose my waystone, my loot, my XP and have nothing I can do to help myself. JUST NOT ACCEPTABLE. The more you think about it, the more aggravating it is. The devs want us to use more defensive builds; sure, I'll build a defensive, life-oriented tank to help my friends - but why? If they die, right now I can't revive them. What's the point? It's the single greatest blunder of a design decision I can see in the entire game bar none. These suggestions seem like a very fair compromise. |
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