One Death Maps is a monumental failure.
" I hear you dude. I just worked my way back up to a map that had Expedition, Breach, Ritual and Coalesced Corruption and died because I thought a pack of enemies was dead, got asked something by my brother which caused me to lapse concentration for 0.1 seconds and a White enemy I couldn't see because of the dog shit visual clutter in this game SOMEHOW 1 hit me from 6k e-hp + 1500 regular hp, despite me having 75% elemental resist and 56% chaos resist. Absolutely fucking horrible. No game should ever make people this mad or punish you so heavily within 0.1 seconds of losing concentration, something that could happen due to noises in real life or any other number of things that regular normal people have to deal with. This is fucking unacceptable design. Edit: by the way, is this 0.1 seconds and your dead a "feature" of the "design vision" we're supposed to be "getting a glimpse of"? Because it's ass. Like- I want to see you play your own game on livestream using anything other than the most metaslave, screenclearing build. I want to see a dev play a warrior with armor nodes on the talent tree, on a Tier XV map, on livetream, and then tell me this is okay. It's fkn not. This is BAD. You have a game with BAD PROBLEMS stopping it from being a GOOD GAME. If you don't listen to your community on this extremely serious issue, your GOOD GAME with BAD PROBLEMS is just going to be a dead game like Path of Exile 1. Maybe the devs just aren't competent enough to handle a hugely successful IPO. I would be dismayed if niche is all this game is ever supposed to be. It has such great potential. Last edited by GnMQDMLmWZ#3336 on Jan 22, 2025, 6:05:13 AM
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While I understand your frustration with One Death Maps, I believe the criticism misses the point of the core design philosophy and mechanics that make the game unique. Let me explain why these mechanics, including the controversial aspects, are not as arbitrary or misguided as they might seem.
Firstly, respecting the Core Game Mechanics The "vision" you reference is not just some arbitrary decision—it reflects the developers' intent to create a meaningful, challenging experience where every action, including death, has weight. Removing One Death Maps would fundamentally undermine this principle. The idea isn’t to punish players for the sake of punishment but to force strategic thinking, adaptability, and mastery of the game’s mechanics. The "brutal" XP loss and One Death Maps work in tandem to make success genuinely rewarding. Without mechanics like these, the stakes would be significantly lower, reducing the tension and satisfaction that come from overcoming difficult challenges. These systems are designed to push players to improve and engage deeply with the mechanics, not just brute force their way through the content. Secondly, early Access Is a Collaborative Process Yes, this is Early Access, and player feedback is valuable. But Early Access is also a time for developers to experiment and refine their vision. Listening to feedback doesn't mean catering to every criticism or abandoning a core design philosophy. The current system may feel harsh now, but this doesn’t mean it’s inherently flawed—it just means there’s room for tuning. Rather than scrapping One Death Maps entirely, the feedback should focus on balancing issues, like mob overtuning, difficulty scaling, or improving party mechanics. These adjustments can make the system feel fairer while preserving its core intent. Thirdly, challenge vs. accessibility You mentioned 30 years of gaming experience and referred to "basic game design 101." But challenging design doesn't equate to bad design, and accessibility doesn’t mean removing all obstacles. One Death Maps are intentionally punishing to encourage careful preparation and strategy. If the mechanics feel overwhelming now, it’s likely a reflection of balance issues that will evolve as the game continues to develop, not a reason to scrap a unique feature altogether. Yes, frustrating moments like losing access to a map after a single death can be aggravating, but the system encourages players to consider their build choices, resistances, and strategy. This isn't meant to be a game where success comes easily—it's meant to challenge players in ways that are both mechanical and psychological. TLDR: One death maps are very appropriate for the target audience that is likely to stick around for over a decade (similar to POE 1). |
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" No disrespect, but I'm gonna stop you right there chief. The mechanics are shit. They had no reason to carry over bullshit OHKO mechanics from PoE1 as we don't have power creeped characters from PoE1. If they can smooth the games feel out, mechanics included, I'll like One Death Maps. I've said that already. Unfortunately, I don't think they can. Until I feel like they can, I won't support One Death Maps, as it completely disrespects player time, makes party play horrible because it makes you hate your friends for their mistakes causing you to suffer - it's a terrible system. The fact that I can revive my friend in a boss fight to pull him through the campaign but I can't revive him after I kill a pack of monsters in a map and some bullshit kills him from off screen is, quite frankly, absolutely stupid and whoever decided that is an appropriate balance decision to design their entire game around is also, quite frankly, really stupid. Not my problem. Don't care how much they need to change their design "vision". It's not good. I will actively tell people NOT to play this game, for their own sanity, as long as it's a feature. My friend played PoE1 for 10 years. He genuinely regrets and has apologized several times for convincing me to try PoE2. We can't even properly play together. Who thinks that's a good "vision"? Edit: Also, you don't need One Death Maps to have the "challenge" that you're laying out. The XP penalty already exists. There already was a challenge. If you die too often, you don't progress. That's extremely punishing and anything on top is just *TOO* punishing. The community has made this clear and just because PoE2 is new and fresh and people really want to play it a lot right now, don't think that fresh-car-smell good will is going to carry the game for 10 years. It sure as hell won't. All my friends hate One Death Maps. Everyone I've spoken to on every social media about this game hates One Death Maps. No matter what build they're using or their level of experience with the game. Everyone in the Global Chat hates One Death Maps. If you want a challenge to feel proud of overcoming, congratulations; there is a Hardcore mode specifically for you. Go play it. Do not force any of those mechanics on your regular players. I do not play Hardcore for a reason. Last edited by GnMQDMLmWZ#3336 on Jan 22, 2025, 7:43:52 AM
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" Your fault for having frens Poe is solo game Just u, some adrenaline, micro corridors so its a fair fight 1v1 vs enemy monstr Who wants some frens in same corridor?? Install sims4 and you can frens play there |
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Yeah, when I google "Path of Exile 2" the first words associated with it on the steam page are "Path of Exile 2 is a next generation Action RPG from Grinding Gear Games, featuring co-op for up to six players."
Do not give me some annoying, childish response about "your fault for having friends." |
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" Would u buy shit wrapped in candy wrapper if i told you its candy? It says candy on the wrapper |
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GGG should just remove XP loss, one death per map, add auction house, and then start balancing the game around HCSSF.
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" Maybe rename it to Diablo IV? Why is XP loss and death per map such a problem for you guys? Surely some things are overtuned but has it come to your mind that some situations should be played more careful or that the whole point is to balance defences and offence? I see people complaining that they easily clear the map in seconds yet they die - yeah maybe you die because you breeze over the map without thinking? Your build clears everything but you are a oneshot from phys dmg? Maybe find a workaround or deal with it while you clear every other map in half the time others do. I dont want to defend bad balancing just telling you that maybe if you die to often try lower maps and come back later maybe? Or try to target farm (atleast gamble) for a unique that could help or try to understand what killed you? Maybe you should not tumble into the enemies but around them more? Could be literally thousands of reasons why you die, yet you come hear and question game decisions which are clearly there to prevent just "rushing" through maps without thinking about balancing your character for the different challenges the game offers you. If you cannot grasp why on the long run it is better to have punishing content that challenges you and may be more rewarding in the future to balance out the punishment you have not had a single thought about this. Why cant people who like a difficult challenge have a game that offers this? You all sound like a punshing game has never been there before and like you deserve exactly the difficulty you think seems fit for your individual playstyle/build/skill level. |
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I Love one portal :D Its finally not game for newbies ...
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" Maybe everyone else is not wrong, but you who are probably cheesing the game and ignoring 99% of the mechanics by playing a ranged class with a ridiculous truckload of energy shield is actually wrong. |
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