nomoredpk1366: I Uninstalled the game x5 times, i installed the game 5x times.
I hate this game, it's awesome.
doctortraumacock: My endgame gripe is I hate how dependent we are on trading. I want to play the game, not shop on PoE Temu & pray the seller gets back to me.
brain_segfault: The game also makes it hard to learn. There's no combat log. It's hard to see debuffs and read text quickly enough when you're trying to avoid being one shot. Being opaque isn't a game design decision and I'll die in the hill
matthewbentley1236: I disagree that stakes / punishment have value, the souls games have virtually negligible punishment for death, yet they're lauded as the pinicle of rewarding gameplay. A game doesn't need any punishment to be rewarding (infact punishements usually have the opposite effect) it need challenging fights, loosing stuff if you're defeated doesn't make winning any better, it just make loosing feel worse (and encourage players not to play).
massimocastrioto1265: I think the main issue is that the punishment doesn't feel commensurate to the mistake that has been made. Sometimes I die for the silliest little thing, sometimes I don't even know why I died, but the punishment remains the same.
Also, I think loosing all modifiers on death is too much, I think it could be better to only lose the ones you've interacted with, so I could be motivated to run the map again even if I lost once
Slitheringpeanut: Losing your progress is not 'punishment' for failing, it's abuse. We've already lost enough of our time when we have to respawn back at another point whether it's the Campaign where bosses reset to full health, or you lose the entire map and any loot you missed out on, when you fail there? Losing XP on top is just typical GGG sadism. And then there's the Warrior and Armour.
waywardlynx5651: I think people defending the end game are the ones benefiting from when broken builds were farming the end game and they were able to reap the rewards from getting HOWA and other op items. There's a clear gap and I truly believe the people saying it's fine have no idea what SSF or casual people feel because they traded their way to being over powered.
bananedc1: Damn losing only the xp you gained from the map you died in is actually a fire compromise
ciphex7470: My only complaint about the punishments occurred yesterday. T17 delirium map. I was zooming and crashed. It was treated as a death. All the loot I left, the map bonuses, tower juice..... all gone. Because of a DC..... I smoked a cigarette and got back to it but it was a major feels bad man
ninjanothewise8214: I have no issues with things being hard. What I have issues with is that when getting hit you have a very high likely hood of just getting one shot.
I've played PoE 1 so being one shot is not new to me but they have made it so that unless you are playing super meta builds, or have found the gem in the ruff, that you will have a hard time.
I think I can speak for allot of people when I say that getting just your 5-6 Ascendancy is more difficult than it has any right to be.
SmoothHeadGamer: I’m okay with everything except for losing XP as it’s a waste of my time. However, it’s the one-shot deaths that will cause me to drop this game for a while. There’s no way to avoid those deaths because most times I don’t see what killed me, so no time to react.
joshshepherd5734: I think when doing the atlas we should get a choice when we die, lose 10% exp and start the map again or brick the map but not both! That still keeps deaths meaning something but not SO punishing!
andrewjackson1915: I semi tilted and died 3 maps in a row 5 days ago on my 91 ranger and haven’t picked the game up since then because I am still frustrated I lost 30% xp which is like 10 maps to get back and lost all that juiced work and exalts from maps
byolante: There are so many different problems with the game that made me stop playing and I won't be coming back until something major happens to fix them:
-the economy has been wrecked and if you didn't get in on the archmage spark mf train early enough you are too far behind to participate in the economy
-the duped items and uniques that were id'd and rolled back weren't removed so you can't trust any unidentified unique on the market
-maps are every bit as rippy as poe1 eight mods but without the extra portals to mitigate the random unpredictable 1 shots
-balance is so wildly out of whack it feels like they didn't even bother to do an internal playtest or the difference between armor, ES and evasion would have been blindingly obvious
As it is I have put in double the hours and roughly the same amount of currency I would in a poe1 league but I don't feel powerful even though my gear should make me feel like I am.
GGG seem to have this idea of what the players should want and its ruthless hardcore but effectively nobody plays ruthless and the vast majority of players don't want to play hardcore going by the markets, leaderboards ect. So they develop the game they think we should want instead of the game the players actually want and you get nemesis rares or kalandra league and instead of learning from the disasters like the poe1 team did the poe2 team made the same mistakes and some even worse ones. And also some totally obvious and basically unforgiveable stuff like the trial of chaos sekhema modifiers which are directly copied from poe1 without considering the difference in gameplay, especially mobility. It really does feel like wow where the internal teams don't have enough playskill to complete the content so they turn on cheats to 'simulate' what the players are capable of and you end up with things that can only be achieved because of it.
Maggusrulz: Losing xp on death is pointless dogshit. I wanna play this Game having fun and not worrying 24/7 about every fucking on death effect to RIP me. It serves no purpose.
kalin6739: The thing that finally made me quit was actually the interview, where Johathan said that the exp loss "keeping you in the place you're supposed to be". His exact words. That really pissed me off, because to me that meant that their approach to death is trying to waste as much of the players time as possible when you die rather than letting you slowly get stronger to overcome whatever killed you
Highluigi: For me losing the map mechanics and xp loss are the worst! hands down. I'm a slow learner bc I dont have enough time to learn using third party software and guides and feels like an unorganic way of playing. Having the game punish me for learning the game feels awful and more like a gimmick. I find my friends are all using similar builds that they barely understand simply to keep up with meta and survive. I respec'd my character easily more than 30times and each time understanding the tree and nodes better BUT end game gets real boring bc dying means you're locked out of doing content. it's ridiculous and feels like gate keeping for people who have enough time to memorize so many damn items and skill tree combinations that break the game. if you dont break the game. you lose. period.
randar1969: If your level 92 you basically are forced to wait till you hit next level and are on less then 1% xp to do pinapple bosses or highly juiced dilerium maps as dying on softcore even, lead to so much XP penalties that you have to grind for several hours (92) to several days (95 ) just to get your XP back! Imagine trying arbiter of ash on level 97 dying 6 times taking 60% experience loss... I would seriously go bonkers and ragequit. Some penalty sure alright makes reaching those levels something to be proud for but to take 50% of your level away at 95 is too much...
Swabian90: "sometimes" difficult to find gear in SSF, good one mate
sol5916: People don’t like being one shot. It’s just not fun. The game is designed in a way where both the damage you deal and receive is insane. They should tone down both. Even assuming you accept one shots on bosses, it’s just a general feel of being fragile when trash mobs you come across in maps also kill you instantly. Then you factor in dumb map modifiers you can’t even run with most builds. A more intelligent approach to difficulty would be through attrition. If your build can’t handle an encounter, you run out of life flasks and you die. This motivates the player to keep improving their builds and gear to reach a point they’d be able to beat that encounter. It’s not about adjusting the punishment. That’s just a bandaid to a fundamentally broken balance. I like the xp loss and map loss. What’s important is that I should feel like I deserved that punishment when I fail, not because some random mob one shot me in a map
army_jdm3: Edit: you lose 10% of XP on death on maps regardless of level. Pre-70 as well.
MimiMimi-yj4kl: Why there's no orb of scouring?
AwkwardTyson: I absolutely hate the 10% XP loss. Once you're 90 it's a MASSIVE hit if you accidentally die and just makes me want to log off every time it happens.
Juggs_WoW: I think the only death penalty should be losing your waystone - not losing map mechanics, not xp, etc just making you spend another waystone if you die is good enough I think
neyedol: I quit every time I reach endgame. I'll repeat it until I die...the game doesn't respect time; especially in endgame.
mubeensgh: PoE 2. Where the players choose the path of Sisyphus and ask for a bigger boulder.
exileexile9296: you are having a blast because you are content creator. Other people have work and family to take care of.
Jan 22 2025