Here we go again... exp penalty starts at lvl70:)
Apparently single death limit per map was not enough. Admittedly poe2 looks slower than poe1 (a bit, after trying endgame I already see it going same road as poe1 mess, despite recent desperate efforts of nerfing triggers).
Yet level 70 here is nowhere near "all defenses capped and ready" milestone, and random burstfire from ranged rare and its minions remains very dangerous. Many players cannot even do 3rd and 4th ascendancy trials before level 70, they need to overlevel first. This poe2 forum is much more active now than poe1 forum was for a long time. In the past, same few elitists came to these topics and said git gud and it looked like "community mostly agrees". Now look at all those posts about people having all sorts of trouble progressing through the game, obviously exp penalty was just what they need, thanks:) Last bumped on Dec 13, 2024, 7:46:53 AM
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Just died on T1 map due to instakill cyan floating orb, first met in story act3, which was hidden from camera by non-transparent wall, along with my character. Only after death from full hp I looked closer and saw the very edge of that orb protruding from the doorway.
Instakill mechanics regardless of ehp and defenses, seriously? Where did all this talk about "better time to kill in poe2" went? |
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And no, the screen edge overlay signaling death orb's approach wasn't there. I just kermitted out of the blue, poe1 vibes.
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I've hated the death penalty since 2011 and I continue to hate it. With the game being overall more difficult, and maps only having one portal I really don't see the need for it anymore.
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And pure spellcasters have same hole as in poe1 - no natural way to get phys mitigation without abandoning being pure spellcaster. Endgame incoming dps is such that nothing short of mitigation will work, same as poe1.
So you are left with kiting every mob pack until you scrape enough ex to buy gear on trade, same as poe1. And you won't levelup until you interact with trade, same as poe1:) |
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Utter bullshit. Bait and switch.
GGG needs to give us a design manifesto for this game and stick to it. |
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Those cobra mobs spitting acid are way overtuned, got 60% chaos resist and a pack of those bursts down my entire pool (1300 HP and 2200 mana MoM) in less than a second, same as poe1. No other packs encountered on maps even come close to this dps level. half my deaths on maps was to these same cobras. Dead before I can blink back.
Last edited by Echothesis#7320 on Dec 12, 2024, 12:33:35 PM
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At T6 maps now, and gameplay becomes exact replica of poe1 endgame. Common mob dps is so big that capped allres once again is a baseline requirement to survive a whole 1 second under barrage.
Mobs (with said dps) once again react to you very quickly (there are few slow types, but not much). So never mind target the rare in the pack to read that tiny text of modifiers above. So you've no idea of "counterplay" and just mash your main skill in hopes rng will hold. This is not what "souls-like" was ever about. And when you cap allres, some rare will still explode on death and onetap you, map lost, exp penalty applied. Wonder how melee classes are supposed to kill those rares. Standard solutions remain: 1) google an unkillable gimmick build guide and hope it won't be nerfed 2) get dps to delete all mobs before they can sneeze. Sounds familiar? Tbh expected more from self-proclaimed prodigies of the genre, but it seems rippy oneshot fiesta is the only thing GGG can ever design:) |
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" AMEN! Another post I already made, put 10% death penalty in RUTHLESS mode only! |
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