Endgame Portal & XP Loss Compromise
I think I have a compromise that could do something to satisfy the die-hard death penalty and one-portal enjoyers AND those who want a more forgiving endgame experience:
1) Make '+X to number of portals' and 'no XP loss' into modifiers that can show up on waystones and be applied through precursor tablets. 2) Make '+X% chance to avoid portal loss on death' and '-X% xp loss on death' into Atlas Tree nodes. This way, not only could people curate their own endgame experience, but there would be inherent trade-offs. Investing in portal loss/xp loss nodes on the passive tree would prevent you from investing as much in nodes that increase rewards. If you land a modifier to portal # and XP loss on a waystone and tablet, that's a modifier that isn't contributing to XP gain or rarity of drops etc. One-portal, death penalty enjoyers can select for maps with greater rewards for their risk, while more casual players can select for more safeguards. Last bumped on Jan 23, 2025, 5:18:48 PM
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yeah, this can be a good Band-Aid over the open wound. But then with that it would drive up the necessity to have portal prevention modifiers on waystones and tablets making them highly sought after and possibly hard to come by. They should just leave the one portal system in hardcore where you only have one life anyway. The exp loss stuff 100% would be nice but it wouldn't become a necessity unless you was leveling up at the higher levels to make it more forgiving. They had similar stuff already in PoE 1 and the fact that neither are here in PoE 2 is a huge oversight and is really hurting the endgame overall. PoE has always been the "Dark Souls" of ARPG its meant to be unforgiving, but its never been this unforgiving.
Last edited by BEASTYCAKES#6001 on Jan 23, 2025, 5:01:46 PM
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I still think that making different game modes for the different "tastes" of players would be a good solution. They've already done it for SSF/HC, so it could be done.
I'm actually getting the impression that it might be related to the P2W monetization of the Rebirth token that they sell in China, which is probably making them some good money considering how unpopular this "feature" is among the majority of players. I'm afraid that as long as these versions are tied together, GGG is likely to keep it, and not provide anything like this to ROW since it's seen as a P2W. I don't know, time will tell. |
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Yep. A then will people cry that their maps drop shit and drop rates need to be increased. The same cycle again just different topic.
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