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.
" 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.
|
|
" |
|
" 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. |
|
" 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
|
|
" 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. |
|



















































