One-portal is a great system that just needs refinement

The biggest issue is not everyone understands the matrix code of POE. I started off going for elemental dmg bonuses for my electric ranger, by act 3 i did NO DAMAGE and had to farm gold to respec to physical damage only basically. Makes sense right? Not to me, I thought that shit was dumb.

What i noticed right away is a huge lack of straight up defense in the passive tree that even POE1 has. Almost no % life nodes, only leech and evasion. Ok so i guess now i have to what? Do a hybrid of armor and evasion because the game was designed in a way that i have no idea about because i don't dissect the game with a microscope.

It's just bad design in terms of stats and how things work. If my res is near max and i have a solid evasion rating i shouldn't be 1 shot in low tier maps outta nowhere
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Khenal#2810 wrote:
The death punishment is not a challenge. It makes it harder to play, not more challenging, and yes there is a difference. A challenge can be overcome, but the punishment simply must be borne. As it is, how is someone supposed to overcome dying if they lose everything for it? Git gud? Can't, the map is gone now so I can't practice or try to figure out what mechanic oneshot me. Grind for gear? Can't, it all vanished when I died. Grind for levels? Can't, xp vanished when I died. It's a hardcore mechanic forced on people who didn't make hardcore characters.


This is similar as the one death Last Epoch Monolith Echos. You die, you lose all bonus rewards in that map permanently on top of dropped loot there but can re try maps.

Also the web like endgame system with nodes connected to each other.

Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
Last edited by gandhar0#5532 on Dec 24, 2024, 7:00:46 AM
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Khenal#2810 wrote:
The one portal system is terrible. It doesn't encourage learning how to improve. It encourages people to grind the easy content, or it encourages them to be frustrated. A design that encourages boredom or frustration is a terrible design.
This isn't reddit, you can't just say "terrible design" as if that makes a point.

It does encourage you to improve if you engage with the game in good faith and not just stubbornly bash your head against it, expecting things to bend to your whims. At least for mapping. Pinnacle bosses are a different matter.

If someone dies all the time in maps they just refuse to adapt. They continue running into dangerous situations, not recognizing them as such. They continue to spec into damage rather than additional defenses. And they insist that more damage will solve their problems, which it evidently doesn't.
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Wrong, the game wants you to play poe 1 build. Clearspeed, movement speed, and damage is king. The slower you are, the less loot you get, and the higher chances of you getting swarmed and killed.

There are only 4 defensive options in PoE 2;

1) Dps
2) Evasion / ES
3) Clearspeed
4) Spacebar

That doesn't track.
People can't simultaneously claim that damage is the only way to approach the game and also complain that 1-death per map is ruining their experience. Those are mutually exclusive.

Either you stop dying consistently by speccing into more damage, indicating success. Or you die more often, indicating failure. The amount of complaints clearly indicate the later.

Most "one-shots" that people complain about aren't actually one-shots. It's enemy damage meant to be survivable by a character with sufficient defenses. But since they lack those, they die.
Nope, 1 portal is bad design. All it does is frustrate players and waste their time. And eventually it will make them uninstall the game, which is not very profitable or healthy for the game. So it will eventually be changed after enough players just get sick of it and leave lol
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Khenal#2810 wrote:
The death punishment is not a challenge. It makes it harder to play, not more challenging, and yes there is a difference. A challenge can be overcome, but the punishment simply must be borne. As it is, how is someone supposed to overcome dying if they lose everything for it? Git gud? Can't, the map is gone now so I can't practice or try to figure out what mechanic oneshot me. Grind for gear? Can't, it all vanished when I died. Grind for levels? Can't, xp vanished when I died. It's a hardcore mechanic forced on people who didn't make hardcore characters.


Every problem you listed can be overcome by you dying less. Aka you learning from your mistakes and learning the mechanics better. If you can just repeatably die with no setback then you can just ignore the challenge and you wont get better at the game.

A mob in your map has a challenging mechanic. If you lose progression on death then you will have to learn the mechanics to stop dying.

If dying has no setback then you can just ignore it and learn nothing.

Thats why having 1 portal is a challenge.

You dont have to like it but there are plenty of people who do
Last edited by Nyon#6673 on Dec 26, 2024, 3:25:52 PM
I've found exactly one citadel that I can reach this entire time.

Died to a single non telegraphed attack. Not an issue with a few extra portals. I'll never see that fight again.

No, the current system is not ok.



The time and tedium it takes to set up sextants only to lose a map to some uncontrollable variable makes the system a failure.

It isn't good for bossing, it isnt good for mapping. It isn't good.

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