Close to 1000 hours played. Can we retain ANY players until next patch ?
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How about reduce death penalty and Omen saves any loss of xp.
Death penalty was fine in PoE1 with balance and proper defenses. Currently it is just suffer our bad balance. |
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" Yes please do . Everything since 0.2 release . And read them too , inside n out . Some of you feel like a captain on a sinking ship trying to defend it with the cost of your lives . Grabbing ideas out of the clouds like college students doing tests and the sun is shining . Just lol . Sure thats why the game went from 250k active players to 75k. In 2 weeks . Not 2 months . Like the guy before you was talking about science left and right and when asked to present his interpetation of the graphs and reviews he started talking about some business conspiracy , review bombing and such . Get a break , game is in a bad state and we are rapidly losing players . Trying to defend that wont earn you supporter pack . |
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" Guy I didn't offer to read them. I offered to count them. This isn't a defense of anything. It's just a Python script I wrote. Whenever you're ready to calm down just let me know. " Peak players ~= active players for the umpteen thousandth time. " I buy my own supporter packs Francis. Last edited by Kerchunk#7797 on Apr 25, 2025, 3:15:38 AM
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" Yes, death in this game is unavoidable and most of the times random, even if a few of you manage to play the game in HC SSF till... well... your character dies. And the reasons are exactly the ones I wrote about above. The game is designed around the fast recovery of characters. Which compels the developers to overwhelm the player in order for the mobs to pose a real threat to the character. And that's why you have: - Freezes and stuns in a game with Dodge Rolling - Rare's auras meant to limit movement (Temporal Bubble, Hinder, Mana and Life Leeching, ...) - On death or Post death effects - overlapping of white and blue mobs AoEs, some of them barely visible in the heat of frantic gameplay - confusing terrain design that makes it hard to tell which part of the map are navigable and which are not (Decay and Blooming Field being two shiny examples) The game is designed to play "gotcha!" with the player because that's the only way a character has a reasonable chance to be killed. There are for sure ways to mitigate these issues, and those that want to play that way can indeed play hardcore, a game mode that I find intrinsically boring because it requires safe, constrained, ideally overleveled play and discourages pushing the envelope. But my point is not that death in this game is unavoidable. My point is how death happens most of the times, even when the player decides not to take risks. Are you sure your HC SSF character would survive a close encounter with two quick rares, one with Temporal Bubble and the other with Hinder auras, overlapping and slowing your character to about 30% of its normal unconstrained speed? Because that's exactly what happened to me a few days ago and there was no reasonable way to protect my character against such an unpredictable occurrence. I didn't rush in blindly. I just activated them and THEY rushed me coming from the edge of my screen. |
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" Meaningful combat doesn't have to mean slow... it just means there is some interactivy in handling the monsters, typically with multiple skills used. POE1/2 maps degenerate into monkey brained "enemy over there, push smash button", which is somewhere between boring and innane. ProgressQuest is more engaging. I'd like to see maps be faster to clear, but *interactive* to clear... This means: - getting rid of huge 1-1.5 screen range AOE... make us at least clump them into a group to blow them up. - giving us big AOE clear only on a cooldown... if we can just spam lightning spear or whirling slash or ice strike endlessly, and it deletes everything, there is no need for engagement - maybe removing one-support-gem usage limit.. because currently we can't empower more than one skill effectively - 100% reliable CC on a cooldown.. currently nearly all CC is RNG, so we stack cold until we freeze everything, then GGG nerfs freeze...can you see the problem? - more movement/defense abilities available... the current attribute/weapon setup is pretty restrictive for all but gemling, and so few builds can get access to a kit of good movement and/or defense abilities.. and if they could, they would be inferior to the one button screen clearing builds, which is why one button no cooldown screen clearing must die |
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Please, stick to the vision and dont listen to these crybabies, dont destroy this beautiful game with LE ideas. Finally an ARPG with actual meaningful loot. The only valid point from the post owner is crafting, but you already know it and have it prepared for 0.3 i guess
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" every single player fighting on the ah for the exact same affixes is interesting meaningful loot for you? is this your 1st arpg. or mabye its your second? have you only played d4 and this. because thats what it sounds like. and even d4 has more interesting loot that this game. def not saying the game is better, but poe2 gear is the most lackluster stuff of the genre. |
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" D1 was my first and i think i played every ARPG on the eu market for 20 years You just want loot fiesta, and fighting for the same huntress gear tells more about your gameplay :) D4 seems like a game for you |
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" lol i played warrior both seasons. nice assumption. and if the loot is meaningful in this game to you you have def not played other arpgs. btw turn off your loot filter. this game is a loot pinata simulator. |
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" Im dead |
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