Boss reset on death in PoE2 will be a deal breaker IMO

It depends on the type of game. For d2, hp reset on bosses would have been a dealbreaker, while it works fine for d3. PoE is more of a d2 game than d3 so bosses not resetting hp works fine. I would also say that the limited number of portals is a bit out of place for a game like PoE. Yet to see what PoE2 is like because bosses resetting might work better.
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SilentSymphony wrote:


This change does nothing new for the game, Its just a punishment unless they make the boss loot worth the hassle.


too much of an oversimplification and the loot is tied to the success rate, there are a serious list of pros for this change and the cons all get summarised with boss completion rate drops.

Players will find that frustrating, but players find anything frustrating when they go from being able to do something to not being able to do something. In that way it perfectly mirrors a big nerf patch just without gutting the map experience.
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kuciol wrote:
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jdp29 wrote:
So nobody cares that PoE could have a bigger and healthier playerbase if the game just had a normal difficulty curve?

I just don't freaking understand this mentality. You can weed people out, but do that later, that way people can actually learn the game, and less people will be weeded out. What's the point of weeding people out so early, when they might have stayed and loved the game if there wasn't a massive difficulty spike in the first Act?


If its at the begining of the game its not "spike", its setting up expectations on how the game is. You can always make the game easier, simplier to no end, until you get one of those afk games. There must be clear line on how the game is supposed to be, and that line is specified by devs. They make the game as hard or easy as they want. If you like it, you play it , if you dont you move on, simple as that.


Don't know what else to call it than a spike. Basically difficulty is a parabola graphed against relative difficulty on the Y axis and Act/Maps/Bosses on the X axis. Act 1 being the start of the parabola and then it slides down, there's a tiny spike at Act 5 and difficulty slowly ramps up as it climbs the other side of the parabola which would be Maps/T16/Uber Bosses etc..


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jdp29 wrote:
Don't know what else to call it than a spike. Basically difficulty is a parabola graphed against relative difficulty on the Y axis and Act/Maps/Bosses on the X axis. Act 1 being the start of the parabola and then it slides down, there's a tiny spike at Act 5 and difficulty slowly ramps up as it climbs the other side of the parabola which would be Maps/T16/Uber Bosses etc..


There's not much point in talking about what is and isn't a spike when players have so many different experiences. This post is entirely based on your experience and knowledge of the game, but why isn't Merveil harder than Brutus? I'm sure for some characters it is. Even within fights characters will have wildly differing experiences. Marauder A happens to find a rare Sapphire Ring and a nice 50% increased phys 2h axe right before Merveil, Marauder B has 0 cold resist and hasn't upgraded a weapon since lvl 5. One is about to hit a difficulty spike.

Act 6 is probably a spike for most players b/c its a whole different generation of GGG thinking and mob design combined with losing the resistances, but I think the pacing of the games challenge is pretty fair. It is challenging throughout if you don't know what you're doing or dont upgrade your gear.

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