Mechanic of loosing loot on dead is discouraging
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I know this wont help afterwards but have you tried an Aura stacking carrion golem build?
The build almost gives you a guarantee to not rip in Heist. Last edited by zzang#1847 on Nov 2, 2020, 2:34:08 PM
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Yes, it's stupid and it one of main reasons that I don't like Heists at all (other than stupid slow doors).
You should be able to return to the area even after lockdown and pick up the contraband items. Losing the XP and time is enough. They should stop try to force Hardcore mechanics on Softcore players. |
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I don't really get the comparison with delves, but i don't do darkness farming or go deep (usually stop at 250-300 because I don't like sulphite farming). At that point I do not die after the loot explosion.
And being dead before the loot explosion, that is exactly what I am talking about. Contraband is nice and all, but just because you name it and add a workaround, it does not mean the whole mechanic is great. If the game would be balanced around losing items on death, like it was back in my UO days, i wouldn't mind that much, but with the technical state of POE, i would not touch the game with 10 foot pole. Kinda reason why I gave up on HC. No point. 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. |
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i noticed that mobs only kill you if you don't unload before reaching the alarm level and do everything in one go.
age and treachery will triumph over youth and skill!
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" I lol'd, but there's actually some truth to this. Enemies you don't kill on the way in join the big formations behind doors on the way out, so if you are making multiple trips you usually find yourself fighting 30-40% less mobs as you escape just because you've thinned the numbers out significantly. Last edited by ARealLifeCaribbeanPirate#2605 on Nov 2, 2020, 5:21:31 PM
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Heist is already to easy as it is... I mean the league died faster then Harvest cause the loot is just to easy to get. So I disagree with that idea.
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It is not abundance of loot that makes players stop playing, it never was.
The problem is over-saturation of mediocre or junk items, discrepancy between currency earned and currency needed to have fun crafting and (oh so big surprise) ever increasing power creep compounding the first two issues. Last edited by respon#2182 on Nov 3, 2020, 3:36:45 AM
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" I actually like that idea, but it's not doable in PoE I think. Image losing an item that enables ur whole build... the character might aswell be dead. And many builds run more than one item tailored for that build, so take one out and that build is trash basically. Back in the day when PoE started as cutthroat, u had just some magic and rare items with stats on them, so losing something like that could be replaced pretty easily. PoE2 0.4 Character: https://poe.ninja/poe2/profile/Sadaukar-2191/character/Sadaukar_Vaal OS: CachyOS (Arch Linux btw. <3) Last edited by Sadaukar#2191 on Nov 3, 2020, 7:03:19 AM
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