Hardcore Info & Help (Understanding Difficulty)

For the amount of HC only content, there is roughly same amount of SC only. And later u can experience all of the content in any league, if u really want it.

U can say, it is not true, but it is true. U get all u can get. If u knew, how many threads, like this, i've already seen ...

And ppl do trade a lot for for life, but on items. Since u get items with little to no life, but which gives u some things, u cant get elsewhere(or in amount worth to trade for), u compensate for it on tree. Never ever look at builds only by tree alone. Items r as important as all those nodes. If a build has 200% life, but half of the items have 0 life on them, what does it tell u?

And who is stopping u from taking this risks? It is totally possible, just show ur creativity. Still majority of HC players wont take those risks. U just need to change ur play style. Just stop rushing head on and think, evaluate, react.

If there is a 90%!!! chance, u wont make it, than this build is not worth to make it ...

And lastly, why do u even let ppl set ur mind, before u even really put an effort in it and tried? Look at Ghudda, all this crap isn't stopping him from doing crazy stuff and sometimes with incredible success.

TL;DR u want risks, take them. But dont blame the game, if u fail, u just took wrong/to many risks. (not saying the game is in perfect state!!!!)
The game is "hardcore", but that therm is very loathed and has many definitions.

But it is exactly because it is hardcore and so unforgiving that people try and create the biggest possible HP buffer while still being able to do the content.

Feel free to run the content with a lower HP buffer, but at the same time, don't complain you die then :').

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Threads like this are likely why GGG is changing up how they do temp leagues.

As for the difficulty in understanding Hardcore, IMO it's far more about simple game knowledge -- knowing how much of a particular kind of mitigation you need at a certain point in the game, how much life you need, what monsters are dangerous with what modifiers, and having the presence of mind to keep an eye out for these threats while clearing content.

While playing Path of Exile, you don't really die to stuff you know is coming, you die to stuff that you don't know is coming, don't understand, or knowingly take risks on by pushing for progression faster than your gear can keep up. Obviously these risk factors are reduced by just playing more PoE and learning more about the game.
The devs have said "[they] played hardcore AARPGs (D2) in the past and wanted PoE to be a hardcore game." It's their vision that's got us this far, along with a healthy amount of listening to the community.

If you do decide to play hardcore - totally up to you - you would be wise to stack multiple layers of defense. Not stacking multiple layers of defense is seen by the community as an illadvised decesion.

Hardcore and softcore both stack defense at some point or give up on progression. The death penalty for xp means that even softcore characters need to be defensive in late game.

Expecting to be able to play a glass cannon build in a hardcore league is an unrealistic expectation that you should not hope for anyone to take seriously.
Where there's one they're bound to divide it right in two.
"
Chris wrote:
Overall Challenge League Design
Challenge leagues are an important part of Path of Exile. Releasing them frequently (especially alongside expansions) is really good for new, existing and returning players alike.

We have learnt that the theme needs to be present early on for the league to have character. We have also learnt that rewards should be present throughout the league, rather than just available for top players in end-game content. We have also learnt that many players love the lore content of the leagues. While it's still too early to reveal the next leagues, it's safe to draw the conclusion that they have earlier rewards and more lore.

Over the last year, challenge leagues have started to take more and more of our development resources. They're basically a mini-expansion unto themselves. Expectations for content in challenge leagues have risen. If we released a league that just contained a numeric balance change like Onslaught, it would compare extremely poorly to leagues that had a lot of new content like Ambush or Torment.

Players don't switch between the two concurrent challenge leagues as much as we had hoped. Most players just pick one and stick to it, missing out on the experience of the other. Combined with the intense development cycles of these leagues and the fact that we want to continue to push the amount of content they contain, we have decided to change the structure of the next leagues.

When the next challenge league starts, there will be both a Standard and Hardcore version of it, with overlapping but slightly different content. The new league represents more effort than we put into any previous league, which is possible because we're not developing two completely different leagues simultaneously. It's too early to talk about specifics of this league, but we'll probably be announcing it alongside other new content later this year.


OP: https://www.pathofexile.com/forum/view-thread/1448424 Posted by Chris
on October 8, 2015 8:12 PM

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