1 death on maps is hurting casual players and adds nothing to hardcore players

It adds enough for a lot of people. I wouldn't enjoy 6 portals, the game would become too simple I think.

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khf1#5455 wrote:
I'm still just baffled how GGG came to the conclusion of current version of 1 Death maps. It's beyond any reasonable explanation when you look at the 6 portal system in POE 1 that even allowed players to jump out during mid boss fight and then in again to continue the fight.

Trying to balance the core game based on this is beyond stupid and shows total lack of understanding of basic fairness on behalf of GGG. Lets not forget that this is an ONLINE game where lag and server stability are ALWAYS the biggest boss.


Some people enjoy some kind of tension or stake in their game. Has nothing to do with a lack of understanding.
Last edited by BesottedOrb#0064 on Jan 15, 2025, 11:42:35 AM
I don't want the value of items to decrease. One portal means this doesn't really happen. Especially for bosses, I don't get why people want a game that clearly isn't casual to become more casual, it's just taking fun away from the people who are really enjoying the game unlike the 10 minutes most of you guys spend playing every day lol.
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Granmarx#4566 wrote:
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Mikeymao#5643 wrote:
I'll admit I just died two times in a row after using my most juiced up waystones on my most juiced up maps.

I was probably to tired to play and not focused enough, but that's one of my points here, this game takes focus to avoid dying.

After working all day, taking care or chores etc you wanna relax and play. If you end up dying after setting everything up (boost your maps with tablets, exalt your waystones, adding some emotions and all that) and on top of that you also lose exp. It just feels terrible.

Hardcore players will already be ahead bcoz they:

1. play more hours

2. are more efficient with their time

3. will probably not die anyway bcoz they're better at the game

Therefor; casual players are really the only losers here, and they're already behind as it is.

I have 288 logged hours in the game (quite a few of them are afk hours). Two characters 90+. Played pretty much every other ARPG there is. Now that I've had some experience with the game, this just aint feeling right.


They wont tho, this is the same crap people like you said about poe1.


when they lose 95% of player base maybe they will be happy with ther systems and mechanics
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It adds enough for a lot of people. I wouldn't enjoy 6 portals, the game would become too simple I think.

"
khf1#5455 wrote:
I'm still just baffled how GGG came to the conclusion of current version of 1 Death maps. It's beyond any reasonable explanation when you look at the 6 portal system in POE 1 that even allowed players to jump out during mid boss fight and then in again to continue the fight.

Trying to balance the core game based on this is beyond stupid and shows total lack of understanding of basic fairness on behalf of GGG. Lets not forget that this is an ONLINE game where lag and server stability are ALWAYS the biggest boss.


Some people enjoy some kind of tension or stake in their game. Has nothing to do with a lack of understanding.


Yup pretty much

And its a win win as its the way the devs want to design it as well

Happy its staying
Mash the clean
One thing I learned fairly early on in maps is that if you stand still for longer than 1 second, you should expect to die.

You always have to be moving. Which is ridiculous, and most likely why melee is having issues.

I hate being forced to be focused the entirety of the game. Even in Dark souls you could take a break once and a while, despite every monster being capable of killing you, you could find moments of clarity because there weren't 1000000 monsters running around the screen.
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fr0st2k#1732 wrote:
One thing I learned fairly early on in maps is that if you stand still for longer than 1 second, you should expect to die.

You always have to be moving. Which is ridiculous, and most likely why melee is having issues.

I hate being forced to be focused the entirety of the game. Even in Dark souls you could take a break once and a while, despite every monster being capable of killing you, you could find moments of clarity because there weren't 1000000 monsters running around the screen.


Yeh moving is king, I kinda like it as monk but it would suck as warrior I think. There's pause for that.
Last edited by BesottedOrb#0064 on Jan 15, 2025, 11:57:01 AM
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I think one factor many are forgetting is that every area resets on death. This seems to be "baked in" to the PoE2 experience, from Act 1 forward. So, if you die in a Map, and the Map resets, then you're going to end up having people farming the same Map over and over (well, up to 6 times).

Yeah, Jonathan (I think) asserted this with no real support too. My question is "Why does this matter?" Oh no! People are doing the content in the game that they enjoy instead of being forced to endure tedium to get to the content they enjoy! But that content is more extrinsically rewarding than other content, so they'd be exploiting the system. Is the solution to that not to make the other content equally extrinsically rewarding? Or create a situation where people don't have to intentionally die in their maps to engage with the content they enjoy?
Last edited by drkekyll#1294 on Jan 15, 2025, 1:41:11 PM
I almost never die in maps but at no point when I was hard into PoE1 did I say to myself "It would be cool if I only had one shot at this map and I'd lose everything from it if I die". Idk if anyone ever thought that.

I think it's pretty stupid even if its no big deal for me I'm sure it's a real turn off for people playing weaker characters.
4000+ hours in POE 1.

I've never played HC. Don't see the point when I can lose my HC mode to lag/bad mechanics/etc.


I don't mind the idea of Death = Loss of Map,

But the issue isn't skill or time investment.


The issue (and its the reason I don't do HC) is POE 1 or 2 does not TEACH you why you died or how.

So many deaths are things exploding, or an ailment you are not aware of.
There's no death log. There's no combat log.

There's nothing to go back and review to learn from.

Many of us vets have had to rely on instant video replay outside of the POE client, to even begin to learn some of the reasons our characters are dying in any given fight.

Until GGG puts in a combat log, so we can at least see the last thing that caused our death, whether its a phys dmg corpse explosion, or a ignite fire DOT...

I won't support the idea that we should lose an entire map/boss fight to 1-death mechanic.
Our clients are already keeping track of the incoming damage.

I don't see why our clients can't log it in text what damage is being done in sequence and how much, and an identifier as to where its coming from.

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