One Death Maps is a monumental failure.
" Since I'm here I'm going to give my two cents, your post is very sensible but your arguments still don't land when it comes to the difficulty balance in my opinion. I do think the game is too punishing and it's pretty obvious a lot of people are going to be alienated by it while it probably could be smoothed over by scaling the difficulty a bit more amicably. For exemple let's say you get three portals in early maps, two when making it to T7-8 and back to only one portal at T14 or something. Seems pretty reasonable, lets people get the hang of the game and still allows weaker/non-meta builds to progress through and gear up. And in the end you still need to put up a good enough character if you want to enjoy the late game grind Otherwise what you get is a two tier build system where on the one hand you have a minority of meta builds that make it above the cut and can die scarcely or never while still dealing good enough damage, and then you have anything else that is frustrating and feels like crap. As for ggg and the VISION, sure I think it's cool that ggg have their philosophy and things they won't budge about on design, it's probably how you make the best games in the end. But, I'm going to be very arrogant and say it, sometimes ggg is just wrong. For exmple I want to point out to the trade manifesto. Really cool that they wrote it btw and took the time to explain why they do what they do. Not going to expand cause it's not the topic, but imo that was one time ggg chose the wrong solution to a real problem. It was alienating casual and veteran players alike and only somewhat achieving the objectives. And they left it at that for over 7 years, only recently addressing it with the currency exchange and everybody loved that Finally, having a system that forces the player to properly prepare, think his gameplay through and fully engage with intricate mecanics is fine, great even. BUT, poe is not a strategy game like a BG3 that lets you carefully consider, or a game like the Souls which is brutally hard but allow you infinite retries. Poe is a game where at some point there is so much happening on the screen that you can only partially tell what's going AND at the same a game where not seeing a projectile coming your way or a cluster of explosions about to blow can (and often will) drop your life from 100% to 0 in less than a second. I'm not complaining about it, it's just how it is. But in that context I think it's really unreasonable to have such harsh penalties on deaths that can happen so quickly, and dare I say, sometimes unfairly. Sorry for the text wall Last edited by LFA01#0120 on Jan 22, 2025, 1:31:20 PM
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"This is actually more viable feedback than all the complaining in this topic. Yes the balancing is not done yet and some of the ground effects doesnt really match the map designs with all the narrow passages on top of being nearly invisible sometimes. They did improve on some of these issues in the latest patch and i know for sure they are not done yet cause GGG are well known for listening to feedback as long as its not just complaining about core mechanics and wanting ez mode. For some reason people somehow turned on xp loss and 1 portal system being the reason they complain while the real issue is balancing being a bit off atm and some builds/defensive options are just waaaaay better than others. My best advice is avoid playing armour/life stacking builds atm cause they are still in a bad state, play something with ES and evasion or block and if u really want to avoid ground/on death effects try out chaos inoculation node in the skill tree since many on death effects is chaos damage, the game is soooo much easier then and u can easily scale 8k and above es and use grim feast for doubling ur es pool. Untill they balance things properly its all about making the right choices with the char and right now ES is just better and once u hit 8k es with 16k es while full grim feast stacks almost nothing will 1KO ur char |
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Sounds like your build is a monumental failure.
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" they were unable to solve this problem in poe1 which has +13 years of development! I think it's unlikely that this will be resolved in poe2, there are many variants within a map to balance. Most players will play with meta builds to avoid these deaths, which is why today poe2 is dominated by 2/3 classes. Imagine when there are 6/7 different mechanics on the maps? The more mechanics, the more mobs and the more chance of dying. For those who play poe1 and just imagine doing tier 17 with a single portal! "Ah, but what about EA", that's why... this is the time for people to "complain about the things they don't like about the game"! |
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How about it gives you the map back (leaves it in the map device) but does something to it to make it weaker, e.g. reduces quality by:
1st death = -5% quantity and rarity, and pack size. 2nd death = -10% quantity and rarity, and pack size. 3rd death = -20% quantity and rarity, and pack size. 4th death = 5th death = 6th death = This is like the map becoming weaker each time you die so that it could become easier to run it, but the penality is the reduced bonuses. |
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"Dunno who you reply to but my build actually plays ez as f... All i said was as long as the game isnt properly balanced u get the best result by using the mechanics that has the best scaling. Right now life and armour is in a pretty bad state even with the 15% buff to armour in the latest patch. There are basically no options for scaling life in the skill tree while ES nodes are plenty and pretty strong too. Basically what this comes down to is i get more phys damage reduction by using a cloak of flame over any big armour chest on the market and i can get much higher effective health pool by using a simple ghostwrithe and picking es nodes in the skill tree than i can get by scaling hp. My current build is pretty much a zero button build with an ocasional weapon swap if the chain is broken cause of no nearby monsters and it can clear any tier map ez and comfortable barely getting hit at all so no xp is lost and its probably not what u would consider one of the meta builds, but still it makes farming poe 2 feel easier than poe 1. I know its considered unethical to make a 1 button or zero button build but as the game is now im just using the mechanics that work and skip the ones that lacks proper balancing. I have like 15k hours of poe 1 and absolutely no problems making my own builds in poe 2 since most of the mechanics are just simplified/dumbed down versions of poe 1. Going with CI was just what i found to be the best solution vs the issue with narrow corridors and on death/ground effects since a huge number of these are chaos damage and ooh my god the game is sooo much easier it almost feels like cheating Last edited by MrPedez#4934 on Jan 22, 2025, 2:59:45 PM
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So you're completely ignoring the parts of the game that are broken and cheesing the game like I assumed, makes sense why you would have a contrarian opinion.
Typical forum L. |
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" T17 giga juiced with div scarabs and essences scarab + atlas.. now that's an adrenaline rush. |
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It isn't just that some things get hidden in the noise, it's that the inherent RNG of this game--like with mobs able to crit--adds an impossible variable to balance. There is absolutely no at-a-glance reliable way to know if a minion set or a rare have bonus damage mods, for example, before engaging and fighting a mob that regularly you shrug off without a care suddenly is doing 2/3rds of your health in a single attack, made even worse if they apply a bleed or poison. One-attempt maps are so frustratingly punitive that they demotivate me from wanting to play. They add a layer of anxiety and tension that is NOT enjoyable because of how punitive they are. This is terrible design, especially in light of the risk of negative feedback loops where you start losing map sustain, on top of the insult of now having a bunch of bricked waystones you have to traverse to actually get to another desired mechanic attempt.
They just flat out need to go away. If I wanted this sort of tension and risk, I'd play hardcore. IDK what they were thinking with resetting mobs when you die, but it needs to fuck off if that's what is limiting their ability to balance deaths in maps. The way to prevent respawn abuse of a high MF map is to not let mobs respawn. Just refill their health, give us 6 attempts, and be done with it. |
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