Endgame punishment actively motivates to quit the game.

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lvl83 character should not get random one-two shots every third map from the random


Looks like there isn't enough punishment, otherwise you'd try to figure out what's wrong and fix it.
Then quit. Try other games, don't do something that makes you miserable.
I agree. I've had fun leveling up 3 characters to end game and I love the campaign. I get a good feeling when I complete an Act or kill an important boss and can progress, and when I die I'm a little annoyed but try again. In the end game I don't have many "good feelings". Instead they've flipped it around and now there is a neutral feeling when I complete the map and a horrible feeling when I die. So my only motivation is to not have that horrible feeling. It's like motivating with either the carrot or the stick, and PoE2 uses the stick. That works for people that like to figure out why they got hit with the stick to prevent it from happening again, but some people just don't want to be hit with a stick at all. If the default experience was neutral, and the better you played the more rewards you got then the best players keep getting more while the people that are still learning don't get pushed out of the game.
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Bwaffles#7873 wrote:
I agree. I've had fun leveling up 3 characters to end game and I love the campaign. I get a good feeling when I complete an Act or kill an important boss and can progress, and when I die I'm a little annoyed but try again. In the end game I don't have many "good feelings". Instead they've flipped it around and now there is a neutral feeling when I complete the map and a horrible feeling when I die. So my only motivation is to not have that horrible feeling. It's like motivating with either the carrot or the stick, and PoE2 uses the stick. That works for people that like to figure out why they got hit with the stick to prevent it from happening again, but some people just don't want to be hit with a stick at all. If the default experience was neutral, and the better you played the more rewards you got then the best players keep getting more while the people that are still learning don't get pushed out of the game.


The fun in the end game comes from progressing via gear upgrades and getting more Atlas passives - at least for me.

Yesterday I got one more kill of Arbiter in and scooped up some loot to sell, sold some of it today, got another citadel done and will try another Arbiter run today.

I don't really get how you can engage with the end game and feel like you're not progressing or being rewarded.
Cancer rarely views itself as such.
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kamiknx#1162 wrote:
Then quit. Try other games, don't do something that makes you miserable.


Came here to post this and surprised someone else was lucid enough to.

Why desire to be addicted to some game. Just wait for the next big content patch, or not.
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Mordgier#6997 wrote:
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Bwaffles#7873 wrote:
I agree. I've had fun leveling up 3 characters to end game and I love the campaign. I get a good feeling when I complete an Act or kill an important boss and can progress, and when I die I'm a little annoyed but try again. In the end game I don't have many "good feelings". Instead they've flipped it around and now there is a neutral feeling when I complete the map and a horrible feeling when I die. So my only motivation is to not have that horrible feeling. It's like motivating with either the carrot or the stick, and PoE2 uses the stick. That works for people that like to figure out why they got hit with the stick to prevent it from happening again, but some people just don't want to be hit with a stick at all. If the default experience was neutral, and the better you played the more rewards you got then the best players keep getting more while the people that are still learning don't get pushed out of the game.


The fun in the end game comes from progressing via gear upgrades and getting more Atlas passives - at least for me.

Yesterday I got one more kill of Arbiter in and scooped up some loot to sell, sold some of it today, got another citadel done and will try another Arbiter run today.

I don't really get how you can engage with the end game and feel like you're not progressing or being rewarded.


Easy; you dont get the gear you need to prevent as many deaths and your xp bar doesnt move or goes backwards. I dont feel rewarded at all; I risk all this stuff and i'm getting absolute trash even with decent MF.
I agree with this post, I've played poe1 for over 10years and was able to improve, earning a lot more currency " more portals " and be able to improve character. But currently poe2 makes it extremely difficult and extends the grind WAY more for losing portals and loot on dying. YOU CAN NOT improve a build if you CANT afford to buy the gear needed much less if you cant even level up. 1 Map Portals will definitely ruin the game especially with random 1 shots from mobs or after OVER-TUNED after death skills.
+1

I stopped playing 2 weeks ago.
+1 for the excessive punishment problem..

game is fun enough that I enjoyied reaching the end game.. with a monk, a merc and a titan-wizard.. alas, it matters little, as the way the game is at the moment points towards a "broken" insta-clear build.. that leaves the fun yet good builds at the point of quitting..

being able to clear a group with a small delay does little as it is, as there could be one of may combos a magic or rare mob could have that result in a one or two shot death.. amidst a mob that may as well be magic and jumps on you at an instant, the reason of death can be unclear, thus be of no help on how to improove the build.


So far, IMO, the main problem rests on the sudden spike on punishment, from a campaign where death is a local reset, clearing loot and mnsters, to an Atlas where a death resets everything, node encounters, node bonuses and waystone bonuses.. it all contrasts heavily with the campaign, as it goes up to 11 from what it teached during the campaign. (as well as both trials going from infinite attempts to one-shot tokens at a higher difficulty)


Overall, I am all up for the current difficulty.. from tough bosses and strong monsters.. granted, some bonuses combo on rare monsters are very frustrating, yet are also rewarding when defeated.. GGG should keep the difficulty, and work on lessening the punishment at end game. maybe as a curve increasing difficulty with character level or waystone level.

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