One Death = Game Over: A Frustrating Design Choice

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Valsacar#0268 wrote:
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Xyclone#7339 wrote:
Why dont they add a “Crumble” system to waystone maps instead? Rather than having all progress reset it could lower the map and reward levels if you die? Sort of like the waystone crumbling and losing power?


That's basically what is happening right now and people are whining about it.


Nope, you lose everything in the map and the map itself+ exp. Literally not what's happening right now, and many people will and are quitting because of this overly harsh death penalty. It's not the year 2000 anymore, we don't need to be punished for dying in games. Dying itself already sucks and makes the player feel bad, any progression loss is just unnecessary.
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Toforto#2372 wrote:
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Valsacar#0268 wrote:
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Xyclone#7339 wrote:
Why dont they add a “Crumble” system to waystone maps instead? Rather than having all progress reset it could lower the map and reward levels if you die? Sort of like the waystone crumbling and losing power?


That's basically what is happening right now and people are whining about it.


Nope, you lose everything in the map and the map itself+ exp. Literally not what's happening right now, and many people will and are quitting because of this overly harsh death penalty. It's not the year 2000 anymore, we don't need to be punished for dying in games. Dying itself already sucks and makes the player feel bad, any progression loss is just unnecessary.


What happens right now when you fail:

1. You lose the entry token, tokens that drop like candy.
2. You lose the completion bonuses (rewards) that node had.

Your suggestion is that it reduces the rewards instead of... reducing the rewards.

Apparently in 2024 we just want to play games that give us win buttons without having to actually do anything to accomplish the win.
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Valsacar#0268 wrote:
What happens right now when you fail:

1. You lose the entry token, tokens that drop like candy.
2. You lose the completion bonuses (rewards) that node had.

Your suggestion is that it reduces the rewards instead of... reducing the rewards.

Apparently in 2024 we just want to play games that give us win buttons without having to actually do anything to accomplish the win.


You're trying to downplay and act like the punishment isn't "so bad" but it is. You're twisting words and definitions to suit your own beliefs, calling maps "tokens" and saying they "drop like candy" even though map sustain sucks atm and many people have shared their frustrations with that aspect of endgame on the forums aswell.

Doesn't matter how much you try to defend it, look around. Many people are complaining about it, many have quit and more will continue to quit as the average player reaches maps. Your dismissal and minimization of the problem doesn't make it magically go away for everyone else.
It isn't GGG's fault you don't pick up your loot and then die.

Take Risks = Get Reward, or not...
On death effects are greed punishment, stop rushing in with dollar sign eyes everytime something juicy drops. There is always a catch and you need patience. They don't need to take out on death effects or after death effects, the player just needs to stop being a greedy sob and go to town clear inventory and go back and collect loot or drop trash loot and grab your better loot after waiting out any effects that will end you. On death and after death have been a thing since poe1 and will stay a thing in poe2 and complaining won't get it taken out.

Now the loot disappearing after death is jarring, I personally don't like it, but also it isn't bad because it teaches you and punishes you into being a better player, makes you clear your surroundings and watch for harmful effects before you rush in for your loot. Same thing in dark souls and Elden Ring, farming that one tough enemy for their weapon but died because you didn't clear the dogs or rats? You lost that potential weapon or armor drop because you died. Just be a better player.
I don't always get boner in the Burger King drive-thru, but when I do it's a Whopper.
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Now the loot disappearing after death is jarring, I personally don't like it, but also it isn't bad because it teaches you and punishes you into being a better player, makes you clear your surroundings and watch for harmful effects before you rush in for your loot. Same thing in dark souls and Elden Ring, farming that one tough enemy for their weapon but died because you didn't clear the dogs or rats? You lost that potential weapon or armor drop because you died. Just be a better player.

Have you considered joining a cult?
Even the bad D4 sends the items you left on the ground to your stash.

Let's do it your way. Let's lose our loot and map. Okay. Why XP and time? Why they are necessarry to punish me? I already feel like shit because I lost the map and loot.

Anyway. I spent around 200 hours, had fun and thanks GGG for that. But endgame is too punishing for me. Im not a newbie ARPG player either. I'm just a regular person who value his time and effort.

Game has too many bad designs to address and after 200 hours, I politely wrote them in the forum. I paid some money to support the devs as well. I hope to see this game thrive. But for now, I will just wait and see what they will address.

And I wish you all a pleasent game experience as well.
A calm and reasonable person.
Disagree. I love how punishing dying is in PoE2 even in soft-core. Loosing items,
map, map mods, a lot of exp, I would not change a thing here. I dont understand where is the fun if you can die 1000x without any punishment? Where is the challenge? How do you even enjoy that. Please GGG do not change a single thing here. Change some random one shots from offscreen mobs or on death effects, so those things do not cost you your life, but aside from that, people should just learn to play defenses.
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Khann_cz#3760 wrote:
Disagree. I love how punishing dying is in PoE2 even in soft-core. Loosing items,
map, map mods, a lot of exp, I would not change a thing here. I dont understand where is the fun if you can die 1000x without any punishment? Where is the challenge? How do you even enjoy that. Please GGG do not change a single thing here. Change some random one shots from offscreen mobs or on death effects, so those things do not cost you your life, but aside from that, people should just learn to play defenses.


No, people will not "learn to play defenses". Forcing players to play boring,tanky builds is bad game design. Forcing players to play a certain way period is horrible design. Instead people will quit in droves until the game dies out, so many players are already done with the game because of all these insane death penalties lol
PoE is all about choice and player agency, all these limiting design choices because of "The Vision" will be the death of this game mark my words.

I'm sorry that not everyone is a god gamer and that people actually value their time and don't want their progress in a game to be lost. That's like playing a jrpg for 20 hours then not saving and the game crashes so you lost all of that. Would feel horrible and you'd just quit. Same thing happening here, losing progress is not fun.
I get the feeling that a lot of the people "enjoying" how punishing POE 2 is, are not the same people who have been MAPPING at T15-16's for a week or more.

I love how punishing it is too, the campaign, the difficult boss design, the skill ceiling for each class. I do enjoy all of those things.

But with everything there are diminishing returns.

So combining things like...

Inexplicable one shots to characters with extremely high defenses, fully overcapped resists and 2.5K+ health.

With

Bad scaling mechanics like... Armour as it stands becomes less useful the harder your hit?
So now anything outside of ES stacking becomes a non META build and severely hampers buildcraft.

Added to

Poor readability on some over tuned quick cast AOE spells from mobs 1 shotting you

multiplied by

Losing any precursor tablet bonus and waystone in 1 death.
It does make learning endgame boss mechanics also quite difficult.

All this culminates in a far too punishing endgame.

Now if you have been pushing 15 and 16's for a week, and arent stacking 4K ES tell me your having an experience that is not akin to mine?

1 Death per map, sucks in the long haul.

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