Ruthless and death

I think that the actual "death system" isn't very compatible with the idea of ruthless. I think that dying in ruthless should:

1. Close the instance in wich the player died, or make it unaccessible. Closing when the player is the only one in it (human player I mean), and making it unaccessible when playing together. This means that all progress on the area is lost when players die.
2. Not give the option of respawning in checkpoint. Dying should send the player back to town.

It sounds simple, but this would make ruthless a menace to play. I think it would be the perfect compromise between softcore and hardcore, too. It would make every step a terror to face. Died on the last phase, last 10% of Dominus? Go back to the waypoint and climb it again, and face him from the start. Defeating a boss would feel like a true challenge and a true achievement in a way that I didn't feel in this game for many years...
Last bumped on Dec 9, 2022, 9:03:14 AM
This thread has been automatically archived. Replies are disabled.
... play hardcore, then?

Also, you can impose those restrictions on yourself if you want to do it in softcore.
Remove Horticrafting station storage limit.
I'd honestly like this for the regular game, they could call it middlecore lmao but it would be just right for me.
Losing the instance and losing the character are two RADICALLY different things. Also, about self imposing... you could say the same about hardcore, and people still play it instead of just playing softcore and deleting the character when they die. Can you guess why?
Because it exists (for historic reasons), I guess, and because that makes it easier?
Remove Horticrafting station storage limit.
"
asdfjimmy wrote:
I think that the actual "death system" isn't very compatible with the idea of ruthless. I think that dying in ruthless should:

1. Close the instance in wich the player died, or make it unaccessible. Closing when the player is the only one in it (human player I mean), and making it unaccessible when playing together. This means that all progress on the area is lost when players die.
2. Not give the option of respawning in checkpoint. Dying should send the player back to town.

It sounds simple, but this would make ruthless a menace to play. I think it would be the perfect compromise between softcore and hardcore, too. It would make every step a terror to face. Died on the last phase, last 10% of Dominus? Go back to the waypoint and climb it again, and face him from the start. Defeating a boss would feel like a true challenge and a true achievement in a way that I didn't feel in this game for many years...


Can we put a countdown timer on the /exit command already? /exit is still, in my opinion, a form of cheating. Maybe just do this in Ruthless so people can't macro [enter]/exit[/enter] to avoid death? Of course, if the player is in town or hideout, /exit can be instant. This has precedent in many games: The difference of logging out in safe place/town (instant) vs logging out in the world or in a dungeon (logout timer).
Yet another unpaid Path of Exile 2 Alpha Tester.
Last edited by TwentyFiveEX#7096 on Dec 7, 2022, 12:05:16 AM
I mean, I wouldn't have a problem with this given the nature of Ruthless, but I don't really think it's an improvement either. Other than the boss, the monsters in the zone are all the same "level of difficulty" on average. So if half a zone worth of them is beatable then a full zone of them likely is too, and if I can't beat three packs without dying then I'd probably be grinding some XP and items whether you forced me to or not.
Ruthless shouldn't have softcore, it should be permadelete on death only - missed opportunity. It shouldn't have trade either.

SC and trade, godmode + item importer mode = not ruthless in the slightest.
Last edited by AmpegV4#2473 on Dec 7, 2022, 6:02:17 AM
People would simply use more portals to avoid death, I don't think it would change that much. A mode without portal scrolls/portal gem would be challenging indeed.
sure if the design goal was to make Ruthless a hardcore roughlite game.

but the design goal was to increase difficulty through item scarcity
R.I.P. my beloved P.o.E.

Report Forum Post

Report Account:

Report Type

Additional Info