ONE DEATH PER MAP HAS TO GO

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puriruri#6658 wrote:
One death per map is so punishing and frustrating that it makes me hate to play the endgame. Every time i die from an invisible on death effect or a DOT that's impossible to discern from dozens of on screen effects it just just makes me hate the endgame more and more.

I cannot even think of trying any other build for my sorceress than the most OP and meta shit that's available just to be safe from the death puddles and even then it's a 50/50 chance i'll still die from random shit while clearing a 14 tier map and one shotting bosses and loose all my exp and the waystone (and those won't drop enough to sustain even when maxing the rare item and waystones passive atlas tree).


+1
"
Toforto#2372 wrote:

Visual clarity will always be bad in PoE lol, and balance is also impossible in such a complex game.

Yep, that's it, folks. This guy here said it's impossible for the game to be good. Let's just pack up and go.
+1

I'm not a "good" player. Beat cruel and got to end game today, had about 6 maps in my inventory from cruel. Lost every single map I had, white, blue, yellow's, because I died in them. Its just inevitable for me.

The Campaign was alot of fun! It was great. Some things were annoying, but everything was tolerable. This 1 death map mechanic is ludicrous.

I will likely just go back to doing the campaign on new characters instead of going to end game, and see if GGG changes end game after the holidays.

Otherwise this will probably be my deal breaker in PoE2.
"

Lost every single map I had, white, blue, yellow's, because I died in them.

Are you able to reflect and verbalize WHY you died? That's the first step to improve and do better next time. I'm not trying to patronize but rather help. People just forget to pay attention, don't understand what happened, don't learn, thus can't improve, and get frustrated.
+1
There's still some outlier mechanics that do a lot more damage than they should be doing, and these are the types of things that will kill you pretty much no matter what. Chain volatiles/corpse exploders do too much damage. I take less of an issue with losing the map, and more of an issue with it's always the same thing that kills me when I do die. There's no remedy for it, the game just occasionally pops you on the screen with no preemptive visual que.

Stacked ground effects are extremely lethal, something like burning ground + blood puddle, you might not even be able to see them depending on the screen clutter, and your bar will just melt down in short order, you could stop to pick up and item, then pop you're dead, from full to dead.

Also, there's certain on-target effects where the enemies can literally off screen you, like just randomly lay a huge explosive sigil underneath you from off screen, that's total BS.

You also right run into a map where all of these broken mechanics combine into one, huge clusterfuck. Stacked ground + corpse exploders & volatiles + sigil spammers, and fire/ice/shock mines while being chased by exploding mushroom DoTs. Before they removed them, it used to be all this + volatile crystals spamming you down.
Last edited by MrSmiley21#1051 on Dec 22, 2024, 4:16:56 PM
this 1 death mechanic and some other is the reason why i´ved paused the game..
it doesn't feel like fun anymore but like work.. the portals were a great solution and then there was the loot that was left lying around. now everything is gone and it's just not fun anymore.. all in all that's it for now and I'm going to play some last epoch
+1
428k players playing right now. The game is not gong to die. Just stop dying ffs
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hboi#6131 wrote:
428k players playing right now. The game is not gong to die. Just stop dying ffs


Who says that Poe 2 is dying? Stop all this rubbish.. and it's well known that most people are only playing because of influencer streamers.. like the last 50 games that were hyped by streamers and then were dead for a month. That won't happen with Poe 2 but 50% of the people will still leave.

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