Mechanic of loosing loot on dead is discouraging

Call me butthurt, I am.

I died too many times in Heist for me to keep track, losing various items, from couple alterations to exalts.

Proposal, if this Heist league goes to core

1. DO NOT DROP ITEMS DURING THE HEIST ITSELF
- do not show any loot, make the npc say something like "that's a juicy one exile" and move on. Make the NPC to carry everything, BUT the quest item from the end

2. Make the loot available in "bags" / chests at the end zone, either pop up all the loot piňata Incursion style
, or make the gear "to be picked up" like it is in Betrayal with timed chests (except there will be no timer - just select one item when it comes to Trinkets, Repilicas etc

Having mechanic like this would actually improve my enjoyment by multiple grades as if you do not see what you will lose, you will not be that butthurt by disconnect or death.

I am done with doing challenges, kinda burned out, maybe back on flashback.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
Last bumped on Nov 3, 2020, 7:01:41 AM
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Yep, just stop.

This isnt a league, actually.
This is illusion of league.

You have your cat alrdy and its fine.
I should stop at 24 too, if Ive known..
This is similar to how Alvas incursions work.

I think it is a good idea which would turn the frustrating experience from heists into a more tolerable one.

Right now you are punished twice for failing: you lose experience as well as the items which were dangled in front of your nose.
I can only speak for myself but this double dipping took all the enjoyment I could have had out of the league and made me stop playing in Heist.
It’s Standard now for me , just testing builds with my old characters and a bit of cleaning out my stash tabs.

Delving is literally the same thing. In both these cases you lose exp, time and loot. Only instead of wasting Sulphite you waste Rogue's Markers, with the main difference you can't pump up your Sulphite with Niko rotas and SulphScarabs.

As a matter of fact Heist is even more graceful than Delve. You find something precious, you backtrack to starting area and cleanse from the Contraband status your hard-earned (or cleverly printed) ExOrbs or what you have - it takes only a bit more time. Delve does not. You have to reach the bitter end and survive all the way in. And if you blasted a wall without even seeing what is behind it, the wall is lost, forever.

The question is: why all the outrage with the Contraband status when Delve pretty much does the same thing if not worse? Is it because of the relatively less precious loot from Delve's loot explosion? Or because the explosion only happens only if you manage to survive?

Alva is actually more like Delirium: you are rewarded for being a zoom zoom. You have high DPS, you kill more things faster, you get more loot. Alva is actually capped instead of Delirium since Alva only has a bunch of Vaals in a room while Delirium have, virtually, a whole map. Heist never wanted you to be a zoom zoom. Well, except when getting out, of course. But it was born as a way more strategical league. Reddit rants have made it more zoom-zoom friendly, but it won't change the core idea of carefully choose what to do and when.

The fact players don't take time to do that is another thing, and it's not necessarily a player's fault
you need to use the return to mine button, and not teleport with the waypoint markers- if you use return to mine, you preserve the route you took and can go backtrack and loot it in delve.
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DragonK5 wrote:
you need to use the return to mine button, and not teleport with the waypoint markers- if you use return to mine, you preserve the route you took and can go backtrack and loot it in delve.


Granted, after you complete your track in Delve you can still backtrack to other places you've visited, even brave the darkness for a bit in order to search for hidden nodes. This is also the best moment you have to open walls in safety - sure, you can still die from the mobs inside the walled-off section and bring not back what you've dropped, but it's a way easier environment than Crawler-chasing.

That said, you do not actually have to backtrack beside for Wall blasting, since all your loot is at the end point. The only thing, at that point, that would prevent you from looting is death by DoTs just after ending the encounter (or by on-death effect like in Azurite nodes from Living Azurit's "winter orb"-like skill on death) or, well, a very unfortunate disconnection.
Dude just walk out to remove the contraband tag. It's stupid enough that the game even allows you to do this.

They need to fix that sooner or later by dropping all that loot in the heist area before you walk out to prevent cheesing the mechanic.

And to add on top of that, when you die, the guards take back all the contraband that you tried to steal, and they also take 1 random piece of equipment off of you as compensation for their troubles of stopping you.
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yamface wrote:
And to add on top of that, when you die, the guards take back all the contraband that you tried to steal, and they also take 1 random piece of equipment off of you as compensation for their troubles of stopping you.


Absolutely brilliant idea! Have you ever thought of becoming a member of GGG's creative team?

No?

GOOD.
Sitting in HO spamming alts for 4 hours straight is peak PoE gameplay. Thanks, Chris.
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Ydoum wrote:
Absolutely brilliant idea!


Thank you. But I suspect shit players might bitch about that, but hey sucks to suck. As the founders of poe put it: poe is a game where players are thrown into a cutthroat environment and what better idea to implement that philosophy than for guards to revenge steal shit off of you.
...so don't die?

I really don't get these threads. Heist is maybe the most obscenely rewarding league mechanic GGG has ever introduced, and GGG made it this way BECAUSE of the contraband system. If they made it risk-free, they would have to completely gut the level of reward to compensate, and nobody likes that kind of watered-down garbage. Think about Tormented Spirits: when's the last time you actually cared a lot about how much bonus IIQ a tormented spirit gave to a magic monster pack it passed through? Never? I'm pretty sure it was never, which is why the level of difficulty increase there is negligible: it's ultra low risk, ultra low reward. Heist is the exact polar opposite.

If you want the loot, you have to get out alive with it. There's a reason Heist movies don't end inside of the bank vault; getting out is just as hard (if not harder) than getting in. That frustration you feel on death is supposed to encourage you to fix the holes in your build's defenses and/or the flaws in your technique so that you won't die next time.

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