1 Portal Is Killing the Fun
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It's not about right or wrong. it's a design decision and at the end of the day it boils down to is it fun or not. For me no, not fun at all. I dont want to be at the edge of my seat the entire time im clearing trash and i want to be able to learn mechanics of bosses. if you can't clear a boss in 6 portals you are not ready to face it, fair enough. I hated the cost of trying ubers in Poe1 making me wait way too long to try it. but getting a kill on your last portal felt amazing. this feeling does not exist in Poe2. the rising anxiety while you are losing portals and trying to learn fast enough is a great tension builder. maven memory game did that to me in poe1 because im stupid. but when i got her it felt great. On the one hand they want more boss mechanics to make boss fights more engaging and challenging but then on the other hand don't allow me to learn the mechanics. I have to go to youtube now or a forum to learn? I don't even want to go in again without the knowledge of mechs and waste more of my time. |
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" Tell me again who is forcing you to reach the end of the endgame ? |
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" The feeling still exist. Successfully killing a boss on your last ; or here : only ; portal is quite similar. Again, you are thinking PoE2 HAS to work and feel like the first one. It doesn't. Different game, different rules. |
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Started PoE2 with 8 friends playing the game. Down to 3 now because the endgame and one of those stopped mapping to start running the acts again. One portal makes mapping intense but in the most unfun way possible. It's intense because a white skeleton archer just decided to hit you for 5k through your 75% resistances or a blood pool, grenade, or mushroom that was obscured under bodies or a bush in the foreground just one shot you! Now you lose your Waystone, you lose experience, and maybe you even lose your loot because sometimes effects on the ground still stay around even after killing a boss! How fun! Not even going to get into how miserable it is to find citadels...
Last edited by MegaCap#3648 on Dec 30, 2024, 9:19:27 AM
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" what a weird take, nobody mentioned being forced to reach the end. The point he made was that if you make it unatainable it kills the fun and people won't want to play it. It's not hard to grasp that if it requires a no life play style to reach endgame bosses it might be overtuned a little bit. you think GGG want's to make a game only no lifers can enjoy or do they maybe want to make a fun game that they and a lot of people with them can enjoy? And that is what early access is for, to get feedback and adjust. Also if you watched the live stream before release they mentioned they threw together endgame in a matter of months because they realised people where not happy with some "other games" lack of endgame on release. So expect a lot of tuning. |
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Yeah one portal is extremely frustrating and I hate it. It's the worst part of Last Epoch but I tolerate it there because it was their first game and its based on an engine limitation. GGG has no such excuse as we know this engine supports six portals and saving map state between deaths and area transitions.
It seems like it was a design decision to maintain the integrity of bossing since couldn't quickly only bosses in the map, but the bosses are the easiest part of the map and deaths come from random non-sense on death effects and just overtuned common mob mechanics. It is a net negative to the game and it needs to die. |
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" In most cases its not even players messing up, its effects either being not visible or unavoidable. The screen is easily oversaturated with effects and many effects cant be effectively evaded. |
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" I dont mind it in Last Epoch because there is no XP loss on death. I can simply play the game without having my progress constantly set back by hours. Edit: Also Last Epoch just lets me play the end game without the need to keep up with maps. Last edited by Xebov#4972 on Dec 30, 2024, 9:30:12 AM
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When I die on a map I generally go through four thoughts:
1) What just happened, I didn't see 2) I'll try again! 3) Oh yeah I can't try again 4) Maybe I'll take a break. I'd rather be excited to jump back in and persevere...which would require more than one portal. I respect the design decision to make deaths extra high risk, and I also respect that some players prefer that even in softcore. For me, after running a bunch of t13-15 maps, I've found it makes the endgame more stressful than fun. Sudden death works in games like Elden Ring because you can pick yourself up and get revenge. Imagine if the first time you fought Maliketh he two-shot you, flipped you off, and Farum Azula teleported to another corner of the map you had to re-find. That would certainly be high risk. I probably wouldn't play it. And actually, I could stomach a 1-portal system, losing XP and the Waystone on death. But please, please leave the events on the map node. I want to improve my boss mechanics, experiment with what was one-shotting me, see if I can change my strategy, etc. |
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This is by far the worst defense of a mechanic disliked by a lot of people. Nobody forces anybody to do anything. Although, if enough people hate it and quit then the poe community may never grow. Do you know what a monopoly is, and do you understand the poe economy? The problem is, its not a skill issue, its a time issue. If ben had to work 8-12 hours at a day job and could only play 2-3 hours a day and spent 3 months and never fought arbiter once, do you think that would be because he wasn't good at the game? or that the game time spent to interact with endgame is balanced around no lifers and not the average person. Also, I wish they would nerf every build/class in the game down to the level of mace warrior. Just to see a lot of peoples feelings about the game when you actually have to engage in monster mechanics. Playing spark archmage and deadeye isnt the same experience as maces. And there are a lot of perspectives floating around based on poe1 level of play in poe2. When that is not the case for everyone on this forum. The narrow lense of perspective really shows. |
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