Who came up with Pluderer's Point?

It's a bit annoying you can't re-do it, but it's only an expedition map. There'll be plenty more of those to do in endgame. You wouldn't have gotten any worthwhile loot either most likely.
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RtMDL#1202 wrote:


Ah so you're just another dumbass that doesn't even understand the problem here.

Also i'm calling him a dumbass because he doesn't understand the fundamental problem here. Me being a little quirky dummy that got one-shot by a random mob then failing the quest doesn't matter here.

It's the fact that you don't have any way of being able to retry the quest. Endgame still lets you try again. Though not the same node but you can still find a similar one to try again. This one is permanent unless you start a new character and do the entire questline from act 1 all over again.



Someone disagrees with you = their a dumbass.

You failed, you lost the rewards. Move on, its just some shitty loot from the campaign. Now you know next time to not be a failure, so the campaign has successfully taught you that dying have consequences so your now prepared for it in the endgame. Aka working as intended.
Lmao some posts are about to be deleted.

Though I do think you should be able to retry the encounter even if you die in the campaign version. It’s like the trial keys, same principle, you don’t lose the key.
it's a cool idea to introduce people to expedition, and give them some expedition currency to gamble with, but I didn't like it.

mostly because expedition itself isn't the greatest mechanic imo. I find carefully planning routes is just a waste of time without much reward for doing so, I end up just dropping all the explosives quickly, only making sure I don't make the runic mobs unkillable.

the explosives themselves kinda of just pop into existence, but then to explode them you have to travel to the detonator and click it manually. would rather that either there is less explosives with more weight/ animations and the mobs/ rewards more condensed, or let us explode it without travelling back to the detonator. if we die because we are trying to go fast, it's our fault anyway. just feels nicer to have the option if convenience & speed is what we are going for. it also makes just as much sense to tell the NPC to blow it while you stand back as it does to do it yourself

the worst problem of all is the clicking. oh lord the clicking. so many small currencies that aren't stacked and then all of the lockers with more of them. in trade it feels like you are making less than 1ex for clicking for longer than half the map would take


if you ask me, by dying you didn't miss out on much. unless you get incredibly lucky it's not gonna make a difference anyway.

I completed it, and it was for sure disappointing. spending all that extra time picking up map pieces, to have it be an optional mechanic I don't like, that gave me essentially nothing. Worst part is, I couldn't remember if it gave anything else and I did it when I rerolled too lmao. The shark fin is also bad design, locking a skill gem behind an NPC that you only interact with on certain paths or at the end, while you have this giant 4x4 fin in your inventory is just dumb. just let us turn it in straight away or "eat" it like the permanent increases

If you're gonna make the player jump through hoops, it better be something good like skill points or a permanent bonus. a free logbook or skill gem when you are essentially ready for maps already is just whatever.
Last edited by AverBeg7#1689 on Sep 11, 2025, 11:09:29 AM
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RtMDL#1202 wrote:
the absolute baboon behind the idea to make it a one-off event whether you die or don't needs to stay away from making final decisions before releasing an update.

It isn't one-off. It's only one-off for that character. Your second character in the league can still run it.

I could see value in adding a voice line that telegraphs that death = no treasure.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
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Nyon#6673 wrote:
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RtMDL#1202 wrote:


Ah so you're just another dumbass that doesn't even understand the problem here.

Also i'm calling him a dumbass because he doesn't understand the fundamental problem here. Me being a little quirky dummy that got one-shot by a random mob then failing the quest doesn't matter here.

It's the fact that you don't have any way of being able to retry the quest. Endgame still lets you try again. Though not the same node but you can still find a similar one to try again. This one is permanent unless you start a new character and do the entire questline from act 1 all over again.



Someone disagrees with you = their a dumbass.

You failed, you lost the rewards. Move on, its just some shitty loot from the campaign. Now you know next time to not be a failure, so the campaign has successfully taught you that dying have consequences so your now prepared for it in the endgame. Aka working as intended.


Again, I've said it before but disagreeing with my argument doesn't make you a dumbass. It's the fact that those two cannot read hence why I called them as such. Just like you right now:

"hurr durr you failed map. hurr"

The problem isn't about dying and losing everything. It's the fact that said punishment is too harsh. Is not implementing another method to be able to retry the quest without making an entirely new character that hard?

I get that it's a one-off thing, but if you read the thread, it should only be AFTER COMPLETING SAID QUEST.

It's a campaign quest for christ's sake. The lesson they only taught to new players who have no idea about the game would only assume that, that quest is bugged.
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AverBeg7#1689 wrote:
it's a cool idea to introduce people to expedition, and give them some expedition currency to gamble with, but I didn't like it.

mostly because expedition itself isn't the greatest mechanic imo. I find carefully planning routes is just a waste of time without much reward for doing so, I end up just dropping all the explosives quickly, only making sure I don't make the runic mobs unkillable.

the explosives themselves kinda of just pop into existence, but then to explode them you have to travel to the detonator and click it manually. would rather that either there is less explosives with more weight/ animations and the mobs/ rewards more condensed, or let us explode it without travelling back to the detonator. if we die because we are trying to go fast, it's our fault anyway. just feels nicer to have the option if convenience & speed is what we are going for. it also makes just as much sense to tell the NPC to blow it while you stand back as it does to do it yourself

the worst problem of all is the clicking. oh lord the clicking. so many small currencies that aren't stacked and then all of the lockers with more of them. in trade it feels like you are making less than 1ex for clicking for longer than half the map would take


if you ask me, by dying you didn't miss out on much. unless you get incredibly lucky it's not gonna make a difference anyway.

I completed it, and it was for sure disappointing. spending all that extra time picking up map pieces, to have it be an optional mechanic I don't like, that gave me essentially nothing. Worst part is, I couldn't remember if it gave anything else and I did it when I rerolled too lmao. The shark fin is also bad design, locking a skill gem behind an NPC that you only interact with on certain paths or at the end, while you have this giant 4x4 fin in your inventory is just dumb. just let us turn it in straight away or "eat" it like the permanent increases

If you're gonna make the player jump through hoops, it better be something good like skill points or a permanent bonus. a free logbook or skill gem when you are essentially ready for maps already is just whatever.


Ah, glad to know I didn't missed much. But yeah, if that's the reward it isn't really worth it that much.

But it's still sad that you can't really retry the entire thing if you died and making a new character is your only way to do so.

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