Can't progress anymore

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Toforto#2372 wrote:

What's even more sad is that this sustain issue could be fixed with 1 simple change: make waystones drop only at the level of the zone you're in. So it would be impossible to drop anything less than t10 in a t10 map. Boost the droprates a lot, remove all the waystone drop atlas nodes and make the atlas tree actually interesting like in PoE 1 and there you go endgame waystone progression and sustain is fixed while also not making players spend like half their skill points on waystone drop chance nodes.


So your "simple" solution is to make the system.....way worse?

"make waystones drop only at the level of the zone you're in": what does this accomplish, if you give it even the slightest bit of thought? It bricks your entire progress in the blink of an eye. Finding lower tier maps/waystones is crucial to the game. This is an incredibly stupid idea on its own. It also assumes a complete zero percent failure rate which is unlikely.

You critically ignore all the things needed to make such an idea work: all lower tier maps need to be freely accessible at all times, because the second you challenge above your station you are suddenly completely and utterly locked out of the entire endgame otherwise. This devalues every single map below the maximum tier for everyone. At that point, just remove maps entirely and implement a torment-like system. Secondly, you would need to also limit the upper tier that could drop to only 1 tier higher, because if its any larger than that at ANY time.....you risk locking a player completely out of the endgame completely by accident because they can't complete the harder map, nor can they EVER find a lower tier map.

The real "simple" solution that makes sense is to just guarantee 1 map within 1 tier of the map you are clearing. Everything else stays exactly the same. That way, it isn't just "guaranteed" that you 100% get better and better maps, but you ALSO have an incredibly high chance of progressing forward. While not opening up the entire endgame to ridiculous lockouts.


You'd think just playing the endgame for a while would make it clear that you sometimes do need waystones of lower tiers, and they aren't a waste to drop.
The problem is not waystone drops, its the fact that if you die once you lose everything you would have found in your map. Therefore unable to sustain your maps. 1-2 deaths can easily land you 3-4 tiers behind doing regression. At minimum there needs to be a scaling system with portals. Going into maps with low res and not good way to solve it isn't fun.

Before you say it, trade is not a good way to solve a base problem on your character like resistance. It is a way to do it. but if you think the game is easy in this regard go start over on ssf. Its a bit better now after the buffs to loot, but i may only have this perspective because i ripped in act2 a couple times and had some loot to start over with. Idk what a sc ssf run would feel like after the buffs.

The only people that like farming "regression content" are the ones that did the degenerate strategies to make currency that ggg loved to nerf. Like t1 essences/jun etc. Funnily enough they baked regression farming into poe2 if you get unlucky.
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The problem is not waystone drops, its the fact that if you die once you lose everything you would have found in your map. Therefore unable to sustain your maps. 1-2 deaths can easily land you 3-4 tiers behind doing regression. At minimum there needs to be a scaling system with portals. Going into maps with low res and not good way to solve it isn't fun.

Before you say it, trade is not a good way to solve a base problem on your character like resistance. It is a way to do it. but if you think the game is easy in this regard go start over on ssf. Its a bit better now after the buffs to loot, but i may only have this perspective because i ripped in act2 a couple times and had some loot to start over with. Idk what a sc ssf run would feel like after the buffs.

The only people that like farming "regression content" are the ones that did the degenerate strategies to make currency that ggg loved to nerf. Like t1 essences/jun etc. Funnily enough they baked regression farming into poe2 if you get unlucky.


No, that is not at all a problem. The problem isn't drop rates nor is it 1 death maps. The problem is simply players that haven't yet learned, or refuse to listen, how to sustain waystones on their own.

I ran out of waystones at T7. I stopped, looked at what I was doing and why I was failing. By the end of that play session I had more waystones than I needed to complete the T7 quest, T8 quest and T9 quest. I have over sustained, heavily, since then.

It's simple, and has been posted in this thread multiple times.
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The problem is not waystone drops, its the fact that if you die once you lose everything you would have found in your map. Therefore unable to sustain your maps. 1-2 deaths can easily land you 3-4 tiers behind doing regression. At minimum there needs to be a scaling system with portals. Going into maps with low res and not good way to solve it isn't fun.


Yes even my "simple" solution isn't quite so simple either, because it still assumes a near-perfect completion rate.

Whenever someone says something like "the simple answer is": they are likely overlooking a LOT.

If there was a "simple" answer, it would be implemented already.
Starting anew....with PoE 2
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Valsacar#0268 wrote:


No, that is not at all a problem. The problem isn't drop rates nor is it 1 death maps. The problem is simply players that haven't yet learned, or refuse to listen, how to sustain waystones on their own.

I ran out of waystones at T7. I stopped, looked at what I was doing and why I was failing. By the end of that play session I had more waystones than I needed to complete the T7 quest, T8 quest and T9 quest. I have over sustained, heavily, since then.

It's simple, and has been posted in this thread multiple times.


While this is true, it can't be expected of everyone. It is dependent on knowledge and rng, and not something innate to the progression. And you need a system that works for EVERYONE playing, 100% of the time. Otherwise again...you end up with lockouts and a really bad time.

Something as simple as a vendor that sells a few low tiers of normal waystones, which refresh every time you fail a map would help immensely. A player will be frustrated they've been knocked down a few tiers, but as you describe...they probably needed to be knocked down a few tiers. But in order for that knock-down to work, there needs to be an infinite source of those lower tiers. Perhaps this already exists?
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jan 1, 2025, 10:39:39 AM
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Valsacar#0268 wrote:
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The problem is not waystone drops, its the fact that if you die once you lose everything you would have found in your map. Therefore unable to sustain your maps. 1-2 deaths can easily land you 3-4 tiers behind doing regression. At minimum there needs to be a scaling system with portals. Going into maps with low res and not good way to solve it isn't fun.

Before you say it, trade is not a good way to solve a base problem on your character like resistance. It is a way to do it. but if you think the game is easy in this regard go start over on ssf. Its a bit better now after the buffs to loot, but i may only have this perspective because i ripped in act2 a couple times and had some loot to start over with. Idk what a sc ssf run would feel like after the buffs.

The only people that like farming "regression content" are the ones that did the degenerate strategies to make currency that ggg loved to nerf. Like t1 essences/jun etc. Funnily enough they baked regression farming into poe2 if you get unlucky.


No, that is not at all a problem. The problem isn't drop rates nor is it 1 death maps. The problem is simply players that haven't yet learned, or refuse to listen, how to sustain waystones on their own.

I ran out of waystones at T7. I stopped, looked at what I was doing and why I was failing. By the end of that play session I had more waystones than I needed to complete the T7 quest, T8 quest and T9 quest. I have over sustained, heavily, since then.

It's simple, and has been posted in this thread multiple times.


You can run every waystone rare and use every precursor tablet and if you're dying every few maps you will never have waystones. It is that simple if you dont ever die and run your waystones rolled you will sustain

Also on that note, if you are progressing and playing a build that is not good at farming league mechanics you will just constantly die when you hit the breach and the amount of resources you get from expe/ritual/breach can carry a lot of your drops. Especially breach. And if you die every time you hit a breach you will not be hitting them and getting drops.
Last edited by Lonnie455Rich#2087 on Jan 1, 2025, 10:40:24 AM
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Valsacar#0268 wrote:
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The problem is not waystone drops, its the fact that if you die once you lose everything you would have found in your map. Therefore unable to sustain your maps. 1-2 deaths can easily land you 3-4 tiers behind doing regression. At minimum there needs to be a scaling system with portals. Going into maps with low res and not good way to solve it isn't fun.

Before you say it, trade is not a good way to solve a base problem on your character like resistance. It is a way to do it. but if you think the game is easy in this regard go start over on ssf. Its a bit better now after the buffs to loot, but i may only have this perspective because i ripped in act2 a couple times and had some loot to start over with. Idk what a sc ssf run would feel like after the buffs.

The only people that like farming "regression content" are the ones that did the degenerate strategies to make currency that ggg loved to nerf. Like t1 essences/jun etc. Funnily enough they baked regression farming into poe2 if you get unlucky.


No, that is not at all a problem. The problem isn't drop rates nor is it 1 death maps. The problem is simply players that haven't yet learned, or refuse to listen, how to sustain waystones on their own.

I ran out of waystones at T7. I stopped, looked at what I was doing and why I was failing. By the end of that play session I had more waystones than I needed to complete the T7 quest, T8 quest and T9 quest. I have over sustained, heavily, since then.

It's simple, and has been posted in this thread multiple times.


You can run every waystone rare and use every precursor tablet and if you're dying every few maps you will never have waystones. It is that simple if you dont ever die and run your waystones rolled you will sustain

Also on that note, if you are progressing and playing a build that is not good at farming league mechanics you will just constantly die when you hit the breach and the amount of resources you get from expe/ritual/breach can carry a lot of your drops. Especially breach. And if you die every time you hit a breach you will not be hitting them and getting drops.


Good point, yes constantly running content that is too hard for you is a poor way to sustain waystones.
It's actually hilarious how the magic words "skill issue" or "git gud" can somehow excuse any and all bad game design and handwave it away.

No, the game is just badly designed and people are quitting because of this. This is an undeniable fact, that's not me talking. That's just numbers and statistics. Clearly the game needs to be re-balanced and endgame is in a terrible state atm.
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Toforto#2372 wrote:
It's actually hilarious how the magic words "skill issue" or "git gud" can somehow excuse any and all bad game design and handwave it away.

No, the game is just badly designed and people are quitting because of this. This is an undeniable fact, that's not me talking. That's just numbers and statistics. Clearly the game needs to be re-balanced and endgame is in a terrible state atm.


I don't know where you're getting these numbers from, because on Steam alone the game has been maintaining a very stable ~300k players 24 hours peaks since its EA launch, which is utterly remarkable to be so stable for any game at all, let alone an Early Access launch.

IMO hilarious is to have laymen like you judge this game as "badly designed" when you clearly don't know shit about game design
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LordSett#6649 wrote:
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Toforto#2372 wrote:
It's actually hilarious how the magic words "skill issue" or "git gud" can somehow excuse any and all bad game design and handwave it away.

No, the game is just badly designed and people are quitting because of this. This is an undeniable fact, that's not me talking. That's just numbers and statistics. Clearly the game needs to be re-balanced and endgame is in a terrible state atm.


I don't know where you're getting these numbers from, because on Steam alone the game has been maintaining a very stable ~300k players 24 hours peaks since its EA launch, which is utterly remarkable to be so stable for any game at all, let alone an Early Access launch.

IMO hilarious is to have laymen like you judge this game as "badly designed" when you clearly don't know shit about game design


I know enough about what makes a game fun. I know that this game right now is extremely anti-fun and against the player.

I also know that the game has lost over half its players in less than a month(and a huge chunk of these 300k left are bots lol)


I also know that this game is rushed out and extremely undercooked, and it will take far longer than 6 months for it to be in any playable or fun state. I don't even think they'll be able to release it in 2025.

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