It's annoying to hear people complaining about lack of content when they're playing the game for 12+ hours a day. That's degenerate behavior, and you should probably realize that developers can't make a game that has enough content to feed people that never leave their gaming stations.
You're missing the point entirely. It doesn't matter how many hours a day you play everyone's going to get to the end game eventually. And when you get there you need something to do. If it takes you one month or 4 months to reach the same point the end result is that you are at the same point. There needs to be content for people regardless of how many hours they play at the end of a game like this
copied form other thread: Paul "Starfield is a 9.5" Tassi Paul "Veilguard is an 8.5" Tassi Paul "D4 is a great game" Tassi Paul "I play Destiny 2 in 2024" Tassi
The issue with cruel difficulty is that the boss mechanics are harder but by that point your build can be so strong that you barely even have to engage in their mechanics because you can delete them in under 15 seconds, hell my ice strike monk it's like the durations of a single freeze
True but in endgame I have 1800 life, 70% physical damage reduction and 70% evade chance and over 120% to all resistances and I can get one shotted by a monster blowing up after death. Not a complaint just putting it out there
If they want to keep the one death per map scheme, they need to make map drops far more common. It doesn't feel good to run out of waystones and have to grind low tier ones just in the hopes of some higher ones will drop.
the real irony is the fact the brain dead Asmongold was able to beat it. It is easy if he can do it. i mean, dude, have you seen him play video game? dude could not even hold his own plate even if you spoon fed him the loot.
He says it’s boring to play minions, which it is, but he started playing warrior, which would not be boring by his logic, got shit on and quit then went to a much easier class.
I feel like if PoE2 had a rule that "If you die in the game, you die in real life" people would still defend that with "skill issue", "git gud", "challenge is fine" comments.
Dude its literally as simple as that, same way souls games arent for braindead players this one is not either. If you sat down to learn WHY you suck at the game and actually tried to learn something the game would get easier. I learned that in poe 1. its much more fufilling too
Asmon: The game shouldn't get easier as you level up. Also asmon: I like it when you get to high level and you become overpowered and the game becomes trivial
You clearly should be more powerful over time, and game generally should be easier as you progress. On the path of your power progression you should be challenged as well, for the purpose of testing limits of your power. Basic design
He means the game mechanics shouldnt dumb down as you progress, they should progress with you and at the same time you should be able to get to a point where your character is so powerful that a lot of things become trivial
Also also Asmon: When I saw that you can have in D4 a build with which you can breeze through the game, I instantly stopped playing it. Also also also Asmon: When will developers understand that making a game hard or competitive is bad? Just give players OP fun builds to play, is that so hard? I don't think I've see him flip-flop or be forever unsatisfied in any subject like he is with this.
To be fair, everyone is finding Cruel a lot easier, because it is a lot easier. At least overcoming endgame difficulties to become powerful is better than the game kicking you in the balls in the first half, and the power fantasy only really kicking in during the second half.
Based on my gameplay experience, I believe that the shield raise mechanic needs to scale in order to let specialist classes (such as warrior) be able to take full advantage of it. You want a 100% defense from raised shield, then have the stats to hold up a properly levelled shield, instead of using a level one shield to block 100% damage from lvl 80 mobs. A caster class should not be able to abuse that mechanic with just any old shield. Instead energy defenses, for example, (or, say, skills) should be able to ramp up for caster classes, to fill in the shield abuse gap. Simultaneously, low level Warrior skills, imo, are next to useless for most part. Rolling Strike is about the only attack skill worth using until maybe lvl 22+ when things like fissure become available. Perfect Strike, Armor Break, etc., are skills that are just not worth using. They need a facelift.
Okay, at 14:13 in this video, he says you lose the connections if you fail the map. That's not true. Kripp never says that, he's referring to an interview with Jonathan about something that never made it live. So if this guy is positing something from an interview and not live, kind of goes to follow he's not actually played the endgame. He doesn't put forward a single opinion of his own, only some distorted takes of Kripp's. He's very careful not to talk about his actual experiences in the endgame, only what he is afraid what's going to happen if he progresses or what Kripp's experiences are, he is literally the guy in Cruel that is complaining about maps. I totally get honest critiques of any game, what I find ridiculous is someone who obviously is inventing an experience based on watching someone else's experience. This guy is a fraud.
That's not true at all, he's talking about the map waypoints disappearing after dying. Which is 100% true you lose your waypoint and map. It's not locked out which is what Jonathan talked about. They weren't going to let you re-enter a map even if you had a new waypoint. Now be about what you want with his opinion, but what he stated was true; you cannot re-enter with your same waypoint you have to supply a new one.
@@EUTOPIATTV Then he says you lose your connections. You do not. What I said was completely accurate and I pointed out the time stamp where he says it. So be about what you want, but don't call people out when you obviously aren't paying attention. The guy is a fraud, don't follow in his footsteps.
Anyone who over explains instead of just getting to the point makes my eyes glaze over. Despite his "job" this guy is an awful communicator. He talks like a child explaining why his homework wasn't done. Shifty af.
Asmon needs to stop to talk on PoE2 from a Witch class perspective, cause that's not the average gameplay experience. He abandoned his Warrior for obvious reasons.
He wasn't enjoying the game when he was... gave his points and feedback as to why he switched? Why are people making this a thing? Why is it a requirement to play things a certain way?
@TaiAngel01 it's not a requirement, but the point is he's saying "i haven't died in 3 days I can sit in a corner unkillable and still kill everything." Only witch with minions can do that. It's valid feedback, but acting like the game is balanced well or easy because of that is just crazy. Even in PoE 1 you had to stop in place to summon more minions when yours died. You don't even have to do that here, they auto resummon
@@P4brotagonist Why are you even here? You clearly didn't watch anything in the video, where multiple times he's agreeing with people saying the game is too punishing despite him playing an easymode build. He clearly acknowledges that it's OP multiple times.
"its a skill issue" is tiring to hear. Im happy to improv, but it takes me much much longer to improve when i have to farm another 2 hours for a t13 waystone.
@@katanaswing3082 But it's a thing he does regularly. Look, in any game, there's always going to be... some way. For the 'ultimate gamer', I'd love to see him do something he can't copy a lul build, like get the gold armor in doom eternal or something
@@hansolo631 It's either that or he picks on a set archetype and refuses to play anything else. Lost Ark, Monster Hunter, WoW, New World, etc. Always goes 2h warrior/barb and streamlines max damage build. He only stopped playing warrior because the amount of deaths to get better on it wasn't good streaming content. I get that it's a meme but come on man, some games like POE will have 36 specializations and you only really play one.
@@hansolo631 You are acting like he needs to prove himself. Why does he need to prove himself mans just enjoying the games. Miss me with this whole ego BS
Minion builds actually need a huge buff. It wasn't until I switched from Witch to Monk that I realized just how slowly they kill things and how squishy my character was. It was a night and day difference
Elden ring is a skill check high enough, you don’t really need to bar people who can beat elden ring from the skilled gamers club, and if you design a game around skill lvl that people who have beat elden ring can’t beat at all then you’re simply not going to see much results. I’m not suggesting poe2 is such a game, I’m saying that you’re clearly thinking too highly of yourself.
@@cmoney163 Elden Ring gave players more tools to trivialize the game than any past From Software game ever did, which allowed it to be fun even for people who completely lacked the skill to overcome the challenges presented mechanically as long as they were willing to look up a guide or such online. So it can be a difficult game, but a huge percentage of players only played through it in co-op getting carried through or looked up an overpowered build online. The same applies to PoE2 though - even more-so. It is a difficult game at its core, but if you want an easy time you can trivialize the game extremely easily. Ultimately when it comes to difficult games a lot of people want to engage with them even though they clearly aren't made for them, and then demand change.
I think gamers have turned the "git gud" and "skill issue" to an extreme. Where, before, people would complain about difficulty, and the answer was just get better. Now, people complain about punishment and chore, and they think this makes the game hard, so "git gud" is the answer.
The consequence of making mistakes in a math exam is getting punched in the face, "you don't want to get punched? Get better at math idiot!" Even when you didn't fail the math exam, it was 2 mistakes. "If you fail a math equation in real life, you could get a bridge to collapse!" This is a videogame, brother, it's supposed to be fun and challenging, not punishing.
The wrong "Git gud" understanding is why no Souls like can keep up with those from Fromsoftware. Dark Souls is hard but fair. You should learn from your mistakes. Other developers make their game hard and frustrating and force you to learn the boss completely by heart until you finally succeed. Having to struggle through bad game design is not a sign of skill.
The mentality of "git gud" and "skill issue" is also completely worthless for an early access title. As mentioned in many other videos about the topic no early access is when complaints should be made so that developer's can improve the game and make changes to things. If someone's only response to difficulty or a problem is to use "skill" or brute force the situation then sure, that's valid but it's not really helping the developers improve the game at all, within the context of early access it's a worthless opinion because it literally contributes nothing to the conversation and instead tries to shut down any conversation.
Actually getting better and addressing a skill issue are completely valid. The math test analogy is flawed. If you fail the test you do need to get better to pass otherwise you will face further consequences. It's important to improve. If they just made the test easier for you it wouldn't help you learn or improve at all. It might be better for your immediate confidence but that can hinder your further development. If you don't want to play an arpg to learn mechanics and overcome challenges there are other genres as well. I get it some things can feel overly punishing and unfair. This is a game you choose to play it. It's important to have a bar to reach and overcome...
Get good in Elden ring and PoE 2 are two different things, because if You roll in Elden Ring, You roll in the game, but in PoE2 if enemy attacks You and You are on lag, where MS is 12.000 and then You are dead, because You should use roll inside this lag... how? PoE servers are not created to make hard game. You have 0,5-1s to make roll, but with high MS from servers it's not possible. + You think that people are playing this game, because they would like to overcome some challenge? Player I'm playing with got 1.300 deaths during campaign and + how many he's reach in end-game? If someone writes "Get good" it means for me that he doesn't know what I'm talking about.
tbh I struggle to believe he played more than a few maps, he says you lose the connecting nodes on the atlas which was how they describe it would work but they changed it in release version It's been rough with resistances and defences but still perfectly doable, now with the nerf to chaos\crits it's almost perfectly fine. I actually like that higher tier maps are at least some challenge now and not the walk in the park it was a day into a league in PoE1 where in order to at least feel something your only option was to add like 3-4 layers of delirium with all the juice on top. You don't HAVE to do 15s+ if you're not ready, it should be the goal to get there, not sit and complain that your shitty build can't instantly do the endgame activity
I only got to endgame myself and feel like its fine and my build is really bad. My only complaint would be the XP loss, i dont want all the progress i've made to develop my character be taken away, it makes me not want to try more challenging maps due to the risk.
@@stuka80 You can't delevel so your actual progress isn't taken away. Getting from 90-100 is a challenge and really pushes builds to the max. Those last 10 points can be build defining.
@@finfen9730 its prob cause in order to make currency for trade in poe1 u need to do t16s if u dnt wanna grief yourself, so people think they need to farm the hardest shit a week or 2weeks in to not " fall behind" but i agree that its a dumb mindset or at least u shouldnt think that way for poe2
@@finfen9730 that doenst mean his progress is taken away just cause u cant delevel. but ye 100% agree that race to 100 shouldnt be easy or just x hours u gotta spend to get there
@@kronosDkingyou’re on the tiny list of people that think slogging through tiny minion packs is good ARPG design. Go play an MMO if you wanna clear trash at a miserable rate
@@garonaxel7297 Man the best part about cruel was being able to walk past everything blow em up when they grouped and one shot the bosses that gave me trouble the first playthrough, I also think its super sick they fit this into the lore with the time loop thing so it feels like your going back in time to whoop ass this time XD
Yeah they said it would be 6 acts but the last 3 weren't ready - so they did the cruel loop instead. It makes sense this isn't tuned that well because its not permanent.
As a new player, I’ve encountered several frustrating aspects of the game that could benefit from better design and balance: Instant Kills and Boss Fights: Instant deaths feel unfair because there’s no way to determine if my character is ready for a specific boss fight. There’s no visible information about boss stats, such as damage types, health, or resistances, leaving new players to guess. This often locks me in a situation where I can’t progress and don’t know what adjustments to make. Poor Item Drops: After 100 hours of gameplay, I’ve yet to find a single good item through natural drops. The only usable item I’ve had-a wand with +60% spell damage and chaos damage-was purchased from a vendor in Act 1. Relying on one item for 100 hours is frustrating and makes the game feel unrewarding. Crafting vs. Trading: The crafting system feels almost pointless because it’s far easier to trade for powerful items with a few orbs. This undermines the crafting system, making it risky and rarely worthwhile. It diminishes the experience of exploring and earning meaningful rewards through gameplay. Auction House Suggestion: Introducing an auction house would streamline the trading system and improve the crafting experience. Faster sales would allow for better currency flow, encouraging more crafting and making the process less frustrating. Improved Campaign Rewards and Delayed Trading: One solution could be to restrict trading until players reach endgame maps. During the campaign, the game could drop better items to give players a sense of progression and excitement, similar to Diablo 2. This would allow players to collect and hoard items throughout the campaign and sell them once they unlock trading. Such a system would ensure that when players reach endgame, new waves of items enter the market, creating a dynamic flow of gear. These changes could make the game more balanced and rewarding, particularly for new players who often feel stuck or unrewarded during the early stages of progression.
I'm a new player too. One Shot Mechanics are fine. Learn the mechanics of the boss. If you play Act1-Act3, Act1-Act3 cruel there is no punishment except time for failing at bosses. Learning the mechanics comes in handy later in the endgame since you will encounter them again and this time there will be punishment like XP loss and Waystone loss. Yes, there is information as little symbols below the HP bar of enemies. If you don't know that until the endgame. Idk what to say. Hard to believe that you have not found a single useful item. And yes, Traders are actually good in this game. Checking them after every level up is almost mandatory since level up will reset their inventory. If you don't like trading then play solo self found. I play with trading and I mostly only sell. Have bought 2 items in total. I have endgame gear, mostly found and crafted. To learn how to craft and when to slam exalteds, I recommend watching some friendly streamers that also will answer your questions. Or check Craft of Exile PoE2 website.
I also find it hard to believe that you have not found a single good item, however it can be quite difficult to know what a good item is if you are new, it will come with experience, just know it is ok to not have an amazing first character or second or fifth, play the campaign a few times on different classes and you will learn a lot
I am new to PoE (just started with PoE2 beta) and also quite new at ARPG's. (I did play some Diablo 3 back then but just a for a few months, not much experience) and I disagree with the points you made. 1) I think the balance between difficulty and rewards is very well there. It differs a lot from class to class, which make total sense. I like the "not too much data" on what are my foes going to do. I like the challenge of having to discover is this is a boss I can defeat and learn from mistakes and learning mechanics. I see it as part of the gameplay to be honest. 2) Item drops are hard for the common foes but from bosses I found it quite rewarding. Maybe you just were really unlucky. For the rest of the points I can't really voice any opinion as I am not on that level yet to speak about it.
@@alextompa2669 a good i tem is for example wand itsh 80% chaso damage 80% spell damage +3 to all abilites or chaos abilities exetra .. thats a good item havend seen one after 200h
@@kooshappreciator4773 He's right. If the game wouldn't punish your for not building defense no one would do it and we're right back to oneshot everything before it can oneshot you. There are builds that can literally stand in T16 trash idling and can't get killed. It needs investment tho. The problem that now has been resolved hopefully was that dying often felt unfair due to insane chaos damage scaling and poorly visible on death effects.
"i think the mobs are too easy" he says as he is playing one of the only builds to get a nerf in early access and constantly says his build is overpowered.... hey asmon, why did you quit playing the warrior? what happened to defending "git gud"??!?!?
For me maps is the best part of POE. The whole game before felt more like walking through areas looking for loot obliterating everything. However endgame "maps" feels like I need to lock in and make tweaks to my build, before it I never had a single stat invested in anything defensive (got to maps lvl 68).
Every time Asmon talks about how easy PoE2 is for him, I leave the stream for 10/20 minutes. He is playing a minions build, even with your screen turned off you can beat everything. It's not an achievement.
Exactly, i wasn't even a witch i was a sorc when i first started and picked up a minions wand and used it. i was shocked at how easy the game became, i definitely noticed a drastic difference from constantly rolling, always tense and almost dying to suddenly just standing still and letting my minions kill everything in sight, it was like a relaxing walk in the park in comparison.
Sounds like an issue with the game 😂 you fanboys are coping. If the game is easy whenever you play a certain build or role, then the game is easy. Any difficulty is artificial.
@@ponli7532 He isn't bragging about it though. he specifically says the build is broken and boring and also that he prefices everything he says with that information BECAUSE he is playing a minion build. He knows how OP it is right now
5:07 - I have 75% elemental resistances. 10% chaos resistance. Zero armor. I am a pure evasion build if I do not evade an attack I get hit like a truck. I have progress from tier 2 to tier 9 maps without dying. The difficulty in the game is getting your resistances to 75%. Once that happens, you’re likelihood of dying drops 50 fold. I had a lot of issues with dying before my resistances were capped out once I got them to max, it was like a whole New World. And now that they nerfed how much damage chaos damage does to players, and stop penalizing our resistances in later maps, the game is even easier. I was against one portal maps. But having played it for almost 30+ hours now, its fine and I dont mind it. If you have to go down in maps thats fine it means you arent read for higher tier anyways. If they want to give us one or two more portals for the unskilled gamers, that is fine. But I think six portals is too much. One portal feels great because it makes you pay attention to what you’re doing and you can’t just turn your brain off. It makes you engage with the game which POE one mapping did not. If you roll your maps right then you get plenty of waystones. Most 2 suffix maps give 250% drop and Ill get 5-10 waystones a map with atleast 2-4 being my level map or higher, especially when you take the waystone drip chance nodes on the atlas. Have I had to go back 1-2 tiers sure but its a part of the game play you arent just suppose to be handed everything. And going back down gives exp so you still benefit while farming back up to tier. Ive only had to go down twice and one I hit Tier 5 maps my sustain has been better since filling out the atlas tree more. 11:34 - now im doubting how much he played poe 1. Cause you just kill normal mobs to kill them in poe 1. Also he flip flips so much. First the game isnt hard because he just holds up shield and lets minions kill but now suddenly the game is stressful killing greys. Like okay mate 12:29 - bro is comparing 10+ years of content to mapping in poe 2. Thats funny
I think he is just simping for Paul. I think he is being overly generous with Paul's terrible takes. It's funny Paul seems to mostly take from krips video but doesn't cite examples of his character or build outside of saying it is a ranger. When I got stuck I took some DPS off my character and added resistance and more shield and then I cleared the boss after maybe 3 tries when the day before I spent maybe 15-20. @@TheHurugaI dunno if Paul actually played that much I have my doubts I'd like to see evidence
I'm on the same evasion stacking build bro, got up to 70% evasion with acrobatics on, it's amazing already with resists at 50%. People just don't read or have patience to plan their own build. I play with my brother who regularly rage quits because he simply just wants to feel powerful yesterday. Cries about how he died 10 times on one map lvl 14 sorc with his stupid unique build thats supposed to trivialize everything, makes fun of me for not trading for BIS stuff on market and relying drops and tells me I only have fun cause I made an OP build first try. Which I made without guides btw. Pets are at fault, GGG at fault, loot drops at fault, everyone except him. I then made a hardcore sorc and bet him I can make it to the count on the first try. I did it, and he stoped doing alts immediately, and an hour later rage quits, cuz he can't see shit with his adderal brain demon form spark build. Dude is 36 and has his own business and multiple degrees btw. What I mean is certain people should just go the F back to helldivers. 😁
This game is designed around trading on the POE2 website. If you're not buying/selling items on the trade site, you are makng thew game 10x more difficult.
Valheim has a very very comfortable system of preventing you from losing skill a short while after you die which feels really good when running back at boss fight knowing that I have a little time to dumb all my rage on the boss and it feels amazing, maybe I could work here too with the time stretched to 30mins or 1 hour where people could just go nuts after they have to hold back and play carefully for so long, it will help stop the pattern of grinding through a level and do all the fun thing only when you have just leveled up.
I find that statement true about POE2, Endgame is a wall. Its horrible right now and a huge waste of time because of the scarce waystone drop and far too harsh punishment but up until then it is a joy to play and very lovely. There are also some extremely horrible modifiers that can get you instakilled which with the harsh punishment is just not fun at all and a timewaster in the bad way. However, they already adjusted a bunch of problems and modifiers so the game is going in a good direction. I will keep playing the other characters and check fun builds but dont think I progress beyond level 80 for the time being.
@@PuellaMagiHomuraAkemi I drop a ton of waystones, usually 2-3 per map. I'm a little confused, do you run your waystones white if yes then maybe consider throwing a transmute on em.
@@Lyrantes Even transmutate + chaos its bad. It can still only be 80% or 400% and if you die once thats wasted. The worst is getting a waystone thats even your level. Its a huge time waste and if you die once you gotta get up that higher waystone again and again and make overall minimal progress.
Maybe if we can get like a little bit harder white mobs(more HP, damage is okay) on maps and checkpoints for like 2nd and 3rd life to get back if you die.This will be not that punishment, and also option to travel between this checkpoints. Because maps are huge and we don't have lot of movement skills that we can use.
Have you seen half the builds in this game? Most builds “actively doing something” is simply grouping mobs for aoe.. I get minion builds require no skill to the point you could almost be napping, but pressing q, e, and a mouse click after grouping up enemies isn’t exactly rocket science either….
@@SirDerpington-e5i exactly this. Maybe tweaks in the passive tree could change that. Not every damage bonus should scale on screen-wide AoEs and maybe mobs should prioritize damaging you more than your minions. Would bring build balance closer together which would make balancing map difficulties much easier in my mind.
Or when every rare has the stupid beast tenticles coming out of it and you can't even tell if there is an on-death effect. I now instinctively roll away and wait a bit whenever I kill a rare because you never know if you're randomly going to get fucked.
Increasing the punishment just makes people not attempt the content until it's completely safe and faceroll for their character. And if they can't scale their character to that point, they just quit the game.
Exactly. Like I attempted Xesht the first time only when I could literally one shit him because at the time 70 exalt investment was too much for me to fail. I then immediately one-shot Xesht +1 and +2. 2-shot Xesht +3. Died to Xesht +4 once and then killed him as well in under 15 seconds. As a result I haven't engaged with any of his mechanics because I killed him before any of his attacks (or after the first one if the difficulty is +4)
While normally I'd agree with you, even I have to admit his articles around Destiny 1 and 2 are shockingly fair and unbiased for the most part, not to mention on side with the majority of it's players.
@surtr2538 Because when you only agree with someone some of the time it forces you to think for yourself. Most of these people like to find someone they always agree with so they don't have to think about it and just nod.
I think, instead of losing your waystone completely, it's bumped down a tier.... If you have an XI tier stone, and you die, you get the waystone back but now it's level X. Furthermore, if you beat the map, (and yes, I agree there should be a boss every map; even if it's a recycled boss) the waystone should upgrade from tier XI to XII. Maybe needs some balancing. You can basically use the same waystone forever.... Unless waystones themselves are tier's. ex: 1-3 is a waystone. 4-6 is a waystone.. ect. I dunno. I'm just spit balling.
Asmon "The game shouldn't get easier as you play" - Bro, is this your first ARPG? YES IT SHOULD. It's hard starting out and then you get gear and level up and become stronger. That's the whole point.
I dont think all of cruelty should be a joke compared to act 1-2. That's fucking absurd. Yea when u hit hell in d2 and everything has immunity to resistances. Much harder than normal and nightmare. Have u even played other arpgs?
@ it shouldn’t be a walk in the park. Also this isn’t D2. If you want that in D2 then go play D2R. I think that there should def be a good balance between feeling like a god while also having challenge.
@@TheXboxSux I'm a monk invoker playing ice strike and I've done the t1-t15 maps and now I'm farming t12+ maps. I rarely die. Nothing is "walking through me".
i think the Biggest issue a lot of players have with the 1 Death thing, is when a Map has an Area Boss on the map, the boss one shots you and then its like "Whelp that was fucking garbage" and you lose not only the map but the Boss on the Map, If they changed it to where you had a Certain number deaths for Boss Maps maybe it would feel better. Maybe what they could also implement is a "Death Pool" based on The Tier of Waystone you use, like Tier 1-5 Waystones you get 5 deaths per map, tier 6-10 Waystones, you get 4 deaths per map, Tier 11-15 Maps you get 3 deaths, Tier 16+ maps could be where you only get 1 death.
@@chloesmith4065 It took me like 25, and I loved it. In fact that's my issue with the endgame, they don't let me git gud, you die and its over, like wtf.
It took me like 13 to 14 tries just to kill that fucking cemetery boss. The act 1 boss about the same. Granted me and the wife are playing couch co op and she's playing ranger while I'm warrior and she's running around frantically leaving me perpetually on the edge of the screen getting shmobbed by off screen attacks but still.....it's rough lol and I love it
Yeah no thanks. I've beat all bosses on my 2nd attempt if not first. Jamanra.. is a pain in the ass even so. Mechanics in that fight are a mess in phase 2. Even when I beat it was like wtf was that shit..
While the losing maps isnt a great mechanic, i dont want them to make the end game easier. I would have less fun if it was easier. I would like to see more diversity in maps and events etc, but this is something that will come with time.
Idk why people defend a game that release intesionally in early access for getting player feedback (casual or hardcore) when the dev is love to have this kind of feedback. If you just want play the games, then wait until its done with early access. And let people who are in early access test the game while you monitor it.
I agree with you, but I like that one death on a map punishes you. It makes the maps way more interesting because there are stakes involved, it's forced me to rethink my build mulitple times, and my skill gem setup for more survivability. Just face rolling maps and dying 4 times, which will drop higher tiers, and then doing that over and over again, you're going to hit the same wall, just much later.
@Mr12kicks tbh i dont play it yet, im waiting till it finish n release. So you and all early accese player have to keep feeding the feedback to ggg so i can get amazing game later XD
@Mr12kicks I disagree fundamentally. Keep in mind, I am a min-maxer who makes builds that literally cannot die to anything but Uber pinnacle in poe1. I am the main build guide and meta decipherer for my guild. This game is not hard for me. PoE2 has been amazing. I love it so far, and I think it is extremely well made, for an early access. However, pretty much everything I've seen to criticize the end game is accurate. What you said is factually false. Most deaths currently happening are due to a lack of build diversity and options, propagated by the low amount of uniques, missing classes, missing gear types, missing node types, and unbalanced ascension paths. Outside of those factors, all of which should be fixed over the duration of the EA, everything else is GGG's fault. Invisible projectiles, unavoidable map-wide corpse explosion chains, random white mobs one-shotting full tank builds from full health with no warning, boss mechanics that out-the-box have multiple guaranteed failure states you can easily activate. Just to name a few. I don't know what the game will look like on release to judge the validity of one-death mapping, but what i do know is that it will castrate player retention. I couldn't care less if it gets your adrenaline pumping. I would rather you have slightly less fun in the base form of the endgame loop, than to see the extreme player attrition this design will cause. In PoE1 maps had far less significance, and were under far more player control, and we STILL see extreme player attrition at mapping due to the loss system. Maps in poe1 are the 2nd great filter, the first being the initial moment of opening the skill tree. PoE2 has the chance to change that. PoE2 isn't going to lose its hard-core masochism CBT enjoying hyperfans if its endgame becomes approachable. It might even gain a few. The ubers should be hard. The basic endgame mapping system should be fun and engaging. It's what you grind to access the real end game. Your grind should never be undesirable, because if people don't want to do it, they won't. Then we'll be right back to PoE1's constant level of player activity, with no growth in player count to show for this massive undertaking the dev team went through.
The reason that you only get 1 life in maps is due to the fact that in poe 1 mapping in softcore is a Max dps zerg fest where a lot of builds use a "6 portal defense" the 1 death per map of PoE 2 makes people think about there defense. Right now GGG said themselves that even after these most new patch notes (12/17) the endgame is more punishing then they want. In my opinion, 1 death per map isnt really the issue. Its getting the endgame balance good enough where you feel as though you can solve these defence issues reasonably.
To me, it's either you do the 1 death per map approach and leave out the 15% XP loss on death, or vice versa. Not both. You're basically punishing players in multiple ways for figuring out certain fights. Not only do you give them one chance to learn the map, you throw a 15% XP loss on top of that, you lose all the good stuff on that map (i.e. mechanics and bosses that give the most XP and the best items), and you force them to farm some more waystones to try it again. And they want people to say: "Oh well... guess I'll farm some more to get 1 more chance at that map."? Yeah... no... If you want people to quit the game... that's a fine way of doing it. Making boss fights hard is fine, a little punishment (like in POE 1 with the XP loss) is fine, but forcing the player to first trying a map against a hard boss, removing XP, removing items, XP and mechanics by bricking the map and forcing them to farm again for 1 more chance. It's downright ridiculous and unrewarding.
@@tominatorxx I certainly see where you are coming from and I wouldn't mind them changing things during this EA period to see what sticks. I feel as though there has to be some happy middle ground where it doesn't feel like you only really need to care about offence while also not making the game feel like its too punishing as well. (For the record I am playing the game and I am in Endgame, I love it the way it is now)
Personally I think losing out on exp is pretty harsh. Sure you can miss out on loot and currency. But I feel like exp shouldn’t be touched so there is at least some form of progression with a character. I haven’t made it to the endgame yet though so I’m not exactly sure yet.
If you didn't need to use a new stone to redo a map that is the only thing that would change, the requirement for the stone. The map would still reset so you couldn't just cheese it. By all means remove events except bosses on death to give a reason not to die beyond having to start over but remove the need for another stone. It doesn't even impact map sustain anyway because if you need to use another stone on a failed map to move past it you're gonna just cheese it with a lower tier map anyway. Remove the need for a new stone and the map remains the same difficulty so people can choose to clear it to access maps beyond it or go in a different direction whilst simultaneously making it so people can't cheese it but don't feel bad dropping good stones on it.
I agree that every map would be better with a boss. I would love more of the mini-bosses as well (Silverfist, Crowbell, Manticore, etc.). Would also be nice to have some random in map quests (think Einharfrom poe 1). Would love to see some interactive environments too.
People think that the game should have a ton of extra mechanics and forget that PoE 1 took a half a decade for the first few of the extras that you talked about to get into the game.
I had fun in the beginning as warrior, I liked the challenge and it felt good beating bosses even if it took 20 tries, because I could just keep at it and get better. Playing warrior in endgame and just getting shit and have to restart the map with 0 improvements is boring as fuck. A challenge is fun but being hardstuck or even losing progress feels horrible.
@@theshinwhisperer8279I actually enjoy the challenge of restriction sometimes. Much more fun to beat armored core 6 without tank treads and chainguns and stun needle, for example
I'm so damn tired of people mindless spamming "SKILL ISSUE", it's not a skill issue if you get one shotted by a single source of chaos damage that you can't even see coming. Dying to exploding bodies due to visual clutter, archers cutting you down from a vantage point you can't fire upon and sources of poison damage lingering a half second longer than the cloud animation. The game does NOT have good telegraphs at the moment and they refuse to give us a damage recap (Last Epoch gives us one and it's concise and helpful). 90% of my deaths on maps is not "Ahh damn I should have been paying attention more and being safe" it's more of "WTF was that? I don't even know what killed me? Was it the plant? Was it the archers? I have no idea".
im an extremely casual gamer. played as monk, i was, still am clueless and randomly built passives and no real thought to build. i didnt even bind quarterstaff as just use spells. i found the game well balanced for me - challenging but fair. i mostly beat bosses in 1 to 3 attempts. there are still element of the game i dont understand. iv just started cruel mode but not that excited to do the whole map over again. seems like a waste as iv got my attacks down pat.
Having cleared the dreadnought I honestly felt like it was extremely satisfying before the added waypoint. What made it less so was how when you finish it the boss didn't have a waypoint to return to. That meant I had to deal with the dreadnought and the boss in one sitting one go and if I don't and log off I have to go at it again.
Wow, really ?! How come, did the Act 1 boss not have one either ?! Sounds awful ! It's something that I also mentioned about the Djinn Trials : In PoE1, while you are doing the Labyrinth, you get to face Izaro 3 times. And the layout only changes daily. Meaning that you can get a lot more practice on him than on the Djinn Trials boss. And this is also what bothers me with rare mobs, long before maps : because their affixes change when you die, you don't get the opportunity to practice for their affixes !
@@wowledgend Nono you do log back in on the checkpoint you are on but if you want to help a friend, go somewhere else, anything. There is no way to return to the boss other than running the entirety of the the dreadnought again. At least that was how it worked. They in fact fixed it by turning checkpoints into mini waypoints you can teleport to. Showing once more that they are working and implementing on feedback. I just think it removed a bit from the challenge of the dreadnought but if it was even more difficult for classes other than mine (monk) I can see why.
A few changes I would like to see is that the "map bonuses"(Boss, ritual etc) did not go away on death so you can retry with a new way stone. If GGG what to make deaths a bit more punishing remove 2 portals on death instead of one, I think that would be enough punishment. Then you would get about 4 try's per map. I would like to see the boss being the default and the "rare hunt" be a "map bonus instead" but reworked to be a bit more interesting. Extra rewards for killing all rares within a time window for example where killing a rare gives you more time to kill the other for example. The map would still complete regardless if you make the time limit or not.
It's interesting to see someone who isn't even at the end game, repeating every point made by Krip and even inventing false point like 14:13 in this video, he says you lose the connections if you fail the map, Paul Tassi as usual contribute to nothing
I still laugh at people who build glass cannon characters, get evade instead of armor, ignore their elemental resists and then complain about getting 1 shot every once in a while. I think I've only had one true 1 shot that I couldn't avoid, and that was likely because my elemental resists are bad atm since I can't get any new gear to roll.
I think that the one death could instead be turned into an incentive. Go back to the six portals, but you can reduce the number of portals that spawn / The number of deaths allowed as a loot incentive or something like that
Okay, listen. The game is getting easier in acts 4 through 6 because they're placeholders and probably don't scale as well as the actual acts that haven't released yet. Can people please stop complaining about placeholder content difficulty as if it's reflective of anything final? It's not 'stupid', it's temporary and not worth balancing.
Yeah, the focus should be on the actual underlying gameplay concepts and which of them need tweaking in the first three acts; that's clearly the information the developers value. They want to know if the early game content holds together, before they pile on the complexities of additional weapons and classes, and before the actual endgame is released.
POE nerfed ground effects (last 4 sec instead of 8 in many cases for example), nerfed on death effects such as volatile crystals, nerfed crit damage on mobs (which were the cause for many one-shost), nerfed the siphons flask charge mods by 90%, and chaos damage from monsters got nerfed. GGG acknowledged the issue and corrected it
Yeah and you see POE's "riveting" gameplay right? Creating a giant death ball around your character and killing everything instantly by walking near it. Things kinda need to be dangerous to prevent that...
@@Shaelann If you don't allow live-service games to correct course during their lifetime, especially this early, then you are just being disingenuous. Yeah there was a problem, they fixed it almost instantly, problem solved, no need to talk about that particular problem anymore.
The 1 death thing when they have insanely inconsistent damage and invisible attacks and death effects is beyond stupid. Wish I could get my passive points instead of that being glitched too.
The best way to do maps in poe 2 could be some maps with lore and a epic boss fight,like a tower model you kick generals asses till you get in the boss room,and every general kill rewards you with options to help you for the next room
Dieing isn’t supposed to feel good. I appreciate the game has a real death penalty. Building defense is actually rewarding as opposed to D3/D4 where you’re wasting your time if you’re not playing a glass cannon
>build defense >it's not op ES stacking or op lucky block with block cap >still die Wow, such a great experience, might as well go 1000 life no resistance cap because nothing changes
The dying part isn't the issue, its the penalties attached to it, more specifically losing possibly hours of progress or worse, regressing your character development. That alone would make me not want to play an otherwise very enjoyable game.
I think the problem with the 1 death thing in maps is related more to the current death design in the game. When you die, everything respawns. Because of that, they'd either have to respawn the map (which can encourage dying on the last mob alive to allow farming all the mobs in a map 6 times over) or they'd have to implement some way to prevent the respawns on deaths only in maps. But that would also mean more than one attempt at the lieutenants before they relocated at well for the pre-pinnacle stuff. So I'm torn. I can see why they have it the way it is.
Reads other high level player takes on the game, misunderstands and misinterprets said takes, then proceeds to cry about games being challenging. Paul's name is an anagram for: Taal Pussi
Last epoch end game had a good system, you die in a “map” you lose access to *that* “map” and have to progress from a different “map” on a branching path
@@dariusshojaei5036 Except if your build/stats/gear are not great, you will struggle massively. I mean Act 1 final boss took me 10 tries, usually taking anywhere from 5-10 min each, before I just gave up, and went on to gear up. Except gearing up is just a bunch of rng, so you have to re-run the same campaign maps again and again in hopes of getting an upgrade you can actually use. Then when cruel hits, it's basically easy-mode, assuming you have a decent build, and decent gear. Everything just becomes trivial, the previous boss mechanics you had to do over and over again, now you can just IGNORE COMPLETELY by killing the boss in 30 seconds.
@@_Diktator Yes. The act bosses currently feel like DPS test. If you cant solo the ACT 1 boss on a character, make a new one. Because you will never be able to beat Act II. What got me through it all was i re-rolled a Merc from my Warrior to give me that range advantage. Also, my second go i focused on buying items from the stores in Act I, and also looting whites and blues and using a lot of the orbs to upgrade. You need to upgrade in stats that will help your character. I had to focus on Health and Resistance. Every armor I used orbs on had to have life on it, and resistances to elemental damages. You want to get your elemental damages as high as possible. (focus on chaos end-game). With health and resistance and a good weapon with the stats needed you can beat Act 1 boss easily with a lot of Dodging.
@@dariusshojaei5036 I've obviously gotten past that point, and played endgame, but it's just so weird that the game is the most difficult early on, and then becomes easy. For a first time, new player, it's like hitting a wall. A wall that many people will just quit at. Experience also varies so much based on the class, gear, build, that when people just say "Skill issue", they fail to realize not everyone wants to copy a meta build online. Imagine having to do dodge-roll mechanics for 10 minutes straight. It's incredibly difficult to perfectly execute it every single time, and if you just slip up once you are dead. Then some idiot online tells you "skill issue", because they just killed the boss in 2 minutes, and ignored 50% of mechanics probably. If anything, the first player had to have more skill to beat the boss, rather than second who IGNORED all the mechanics due to having more damage, due to his weapon, build or whatever else.
I leveled a character all the way to maps (mid sixties) realized my build suck when I was struggling in low tier maps and rerolled a new but similar (same core build concept using plasmablast, rapid shot, and the lightning shotgun) using everything I learned and even some of the leftover gear to accelerate the leveling. Now I'm blasting tier 12+ maps with zero issues. No trade outside of currency market and a couple irl friends. The idea that you "get nothing out of failing" is a completely normal concept. Rewarding success feels less impactful if there is no punishment for failure. It's why hardcore player play hardcore.
On-kill effects reminds of martyrdom as a death streak in COD. It felt cheap to die to it. You felt cheap killing someone even though you felt glee for that revenge kill but it was cheap. They're not fun PvP or PvE.
LOL, maybe they weren't for you but I use to laugh my ass off when people died to my martyrdom. Knowing they are over there whining about "no skill" and camping.
Me personally I think the character leveling is too easy and as a result everything in the game is too easy. I play with a group of friends and we have one friend who followed a step by step guide on how to make some OP class build and now the game isn’t enjoyable for any of us to the point where the other guys are turning to looking up guides for their classes so that they can feel relevant. You take the entire trial and error and challenge out of the game when everyone is just building the same identical OP builds and one taping everything in the game. What’s the point of the game if there is no risk of dying? No chance to ever fail? It seems like a majority of the player base wants the game to just be an auto battler that you can’t die in for the sake of having something to stare at. At one point that’s what the game becomes because the game isn’t punishing enough and it’s way too easy to make a meta build. It’s just mindless spamming with no skill. I’m in the minority I get that but for me I wish they would Make the game 20x harder and limit character progression more.. I just want to have a good time learning a game and over coming challenges with my friends but instead it’s just “build the same cookie cutter OP build that EVERYONE ELSE IS USING and then spam your way through with out having to think or try” honestly who enjoys that? No challenge, risk, or chance of failure makes the game BORING AS HELL! It’s just a “how many particle effects can you display visually at once simulator”. Really took all my enjoyment out of the game when we stopped dying, having to learn move sets, retry bosses and communicate. We were working together, laughing at our failures and feeling excitement when we beat a boss that we were stuck on. Now it’s just mindless, boring, spamming. OP builds ruin the game. Bosses should scale with your character so that no build is ever OP and no matter what you do you’re going to die atleast as many times as it takes to learn all a bosses moves. That way there is an actual point to the game other than “sprint through it as fast as I can with the cookie cutter build that I didn’t even have to put effort into and then complain when I get to end game and think it’s ‘dry’”
I think it would be more interesting if they give you 6 portals into the map and they are consumed when you use them, but the other portals persist when you die. That way, a solo player would get 6 tries to clear a map, but a 3-man team would only get 2 functional tries. That would also provide an incentive for multiple build types in teams where maybe one or two vanguards might be more likely to die, but tanks and healers would be there to balance that, rather than everyone playing a glass canon build and trying to out damage the map.
It's not just losing your map. You die above level 70 in a map, you lose the map and you lose 10% experience. They need to choose which one they are going move forward with and eliminate the other. Losing both is way too punishing for maybe a simple mistake.
The amount of masochists that just want punishing gameplay to say they overcame punishing gameplay is stupid. Needs to be changed if it is ruining the experience of the majority. The arbitrary wasting of time feels horrible.
Masochist is not the right term, because they would do so with self inflicted restrictions not caring how others play (eg if waystones weren't consumed and you had 3 deaths per map, a masochist would self impose a restriction to destroy their waystone after 1 death). These are people who relish in everyone suffering just like them, and then they happen to keep playing the game instead of leaving to play a more satisfying game. Some seem to care too much about "gamer cred".
I think loosing maps is fine, but they could make it so for example when you do the quest for say tier 10 maps, get the point and any time after that you can buy the stones from Doryani for gold. This way even if you dont have enough stones to farm your current quest maps, you can always go 1 tier below that to farm more or use bunch of gold to combine 3 of the lower ones into your current mission waystone. Currently the Doryani stone purchasing is just garbage; you're at "red" maps, get a level and check Doryani, he sells you like a t4 stone... "Thanks for nothing". I die like once per 10 maps, but I'm still struggling to push higher tier maps, even though im running rare maps, using the tablets and running bonus content like breach.
Removing the 1 death per map is the worst take... people quit when they die on poe1 too. This just forces you to actually think about building defenses and not running back through every map 6 times.
it's just a result of overtuned endgame, which is expected since they used poe 1 mechanics, but had no time to adjust the numbers well enough, so the game is still balanced around 90% res and spell suppression, people just gotta wait before judjing the 1 portal decision
having 1 death per map arguably reduces the xp loss you would have otherwise with 6 portals as now if you wish to progress you need to have adequaate defences
@@BuBl3gumRain That's kinda not true, in higher levels you'll gain like 2% exp per map and lose 10% per death so 1 portal or 6 portals makes no difference to your lvling progression at that point. When you get there the thing that killed you is most likely either you not paying attention or a random unfavorable combination of mods on a rare in which case you'd either not die again on the next portal or map is bricked insert a new one cuz you're not getting past that rare (and now rares are mandatory kills to complete the map). Now I'm not saying we should have 6 portals, I'm not a fan of 1 but I got used to it, I'm simply saying 1 death per map vs 6 portals per map doesn't really have any relevance to your exp gain/loss outside maybe lv 75-85 or so, definitely not above 90.
1 portal is incredibly punishing. That's not a bad take that is just a fact. It was a development decision to make the choices you make matter more, both in terms of gamplay and in terms of build making. But after testing it a lot myself I'm also starting to wonder if it isn't a bit much. Mind you, I'm running around with 5k life and 5k es (bloodmage though so it's not always that high), around 5k armour and capped resses (except for chaos which is at 50ish) and I can still get caught out in t15s when I make a small positioning mistake or I don't dodge certain mechanics. Which is obviously a skill issue, but I'm actually at least decent at the game so that is not really an argument. I would like them to move to some sort of system where you're not punished in three different ways for a single mistake (losing the t15 waystone, which is a scarce commodity, the modifiers that were on that connection of the atlas and your hard-earned xp). I also really don't see how them making it a bit more forgiving affects the gigachad gamers that never make a mistake, unless its about flexing and ego. For the record, I'm all for having a penalty for dying, I just think its a little steep atm for maps. I think the bossing situation (pinacle bosses) is a bit different, because all the attacks are scripted and well-telegraphed, so a single portal feels like a nice challenge for that type of content. I also disagree with the whole 6-portal argument that people always seem to make about poe1. The issue in poe1 was that the difference in clearspeed and profits that you could amass as a zoomy character compared to an allrounder/more tanky build was so immense that it pidgeonholed people into making those characters if they wanted to compete in the marketplace. This wasn't caused by the 6 portal defense meme that people keep talking about. You definitely don't want to die as a zoomy character either (which you are trying to insinuate by saying that people were just running back a couple of times in every map) cause it eats into your profits (since you had to return to that part of the map and you may lose mechanics like deli or abyss) and you still wanted to level if possible because passive skill points are incredibly strong. The arms race in poe1 wasn't due to the 6-portal setup but was caused by the compounding multipliers that were put onto monsters and players alike, which caused exponential scaling of damage and profits over the lifespan of the game that resulted in demented 6-portal gameplay if you were attempting a map that was scaled through the roof by 10 years of compounding mechanics.
I'm curious how adding all the missing weapon types is going to impact the useful drops for your character when the pool gets more diluted. I'm assuming there would be some sort of scaling otherwise useful loot will be 50% more rare effectively.
Listening to Asmon spend 30min explaining to the extreme neckbeards in his audience that not everyone has 18hrs a day to grind video games and they will drop a game the second they feel their time is wasted.
I hate to break it to you but everybody does. Which is why in most cases the more negative stuff you hear about something the less your willing to try it. For a game that can be a death sentence.
@@davidpowers9178 i just don't understand why. Why not watch some streamers at least; like in PoEs case there are at least 5-6 top tier streams on twitch at any given time ...
The only counter argument people seem to have against Paul Tassi's take, is "git gud", "he's low T" or "maps don't lose connected nodes when you die". None of these make his take invalid. I don't know why so many people hate on him, he is right.
The really funny part is that in campaign there is almost always a checkpoint right before boss so it’s not too punishing when you fail a boss fight, just try again. And they remove this in endgame. Why.
For me, meta builds are for farming currency for your expiremental build later on, also greate way to learn how does the entire system works, discovering what's possible what is not. Its not always about "Oh i finished the game or kill the boss the fastest" type of thing.
If the devs really want to keep the one death thing in the game they should make it a modifier on the map itself that makes the map 1000% more rewarding. That way you can choose to have more than one portal per map based on the modifier and it doesnt feel like it just makes the game unfair or not fun.
currently stacking armour and evasion and STILL getting 1 shotted from regular magic mobs that are 5 levels below me. getting harder to level around lv75
Same guy who thinks Veilguard is amazing and BG3 was mid.Either bait or brain damage.
he's a destiny shill ofc he has brain damage
Bg3 is mid tho.
It's just politics. No1 likes woke games. They are intentionally bad. And gay.
@@betasector Bait used to be believable. Get outta here with your amateur shit.
@@betasector invalid opinion
It's annoying to hear people complaining about lack of content when they're playing the game for 12+ hours a day. That's degenerate behavior, and you should probably realize that developers can't make a game that has enough content to feed people that never leave their gaming stations.
This! I play 2 hour a day and im having a blast! Best fun i had since elden ring.
Yup. Currently i'm 40 hours into stalker 2 and i have to stop After a while to "keep savoring It" every day. It's an Amazing game.
Yeah! like you play 24 hours a days and expect content to last a month or year(crazy)
Like every game have limit tbh
Even then there's not a lack of content. Making more characters is entertaining imo. and coming up with new builds out of the norm.
You're missing the point entirely. It doesn't matter how many hours a day you play everyone's going to get to the end game eventually. And when you get there you need something to do. If it takes you one month or 4 months to reach the same point the end result is that you are at the same point. There needs to be content for people regardless of how many hours they play at the end of a game like this
copied form other thread:
Paul "Starfield is a 9.5" Tassi
Paul "Veilguard is an 8.5" Tassi
Paul "D4 is a great game" Tassi
Paul "I play Destiny 2 in 2024" Tassi
dude is 100% paid off lol
There is an endgame wall. It's got a sign on it saying 'under construction'.
Let me know when Unerring Impact is no longer under construction and gives the +2 to melee range.
@@skeetorkiftwonLet us know when you actually understand how range works
Thats why people are giving feedback. To help the construction
@FishyMango It's already in bug reports simp. Go grind maps on your minion meta.
@@FishyMango Its sad that there are so many POE diehards like you.
Paul Tassi gave Starfiled a 10 and Veilgurad a 9.5
Who cares? he is right about quite a few things when it comes to PoE2 like the one death thing.
I care. He not worth listen to.@@newax_productions2069
@@newax_productions2069 I care, because people like Paul Tassi ruin entire franchises.
He didn't really rate Starfail a 10 right?
Wtf dudes review was either bought or he has completely lost track. 🤣
@@newax_productions2069 if you guess C on every answer on a multiple choice test sometimes you will pass.
The issue with cruel difficulty is that the boss mechanics are harder but by that point your build can be so strong that you barely even have to engage in their mechanics because you can delete them in under 15 seconds, hell my ice strike monk it's like the durations of a single freeze
True but in endgame I have 1800 life, 70% physical damage reduction and 70% evade chance and over 120% to all resistances and I can get one shotted by a monster blowing up after death. Not a complaint just putting it out there
@thekernel577 that's partly what last nights patch was about
@@thekernel577 45% over the soft cap in all 4 and 30% over the hard cap? Very impressive lie good buddy. Thats some truly game breaking +max res
@chrisford8352 Told me you haven't played the game without telling me you haven't played the game.
I have 75 fire, and 50 in all the others. Just need lucky drops @chrisford8352
lol, he even tweeted he hope you don’t react to this. Here we go again
Tassi is still crying for 697 on concord 😂
Streisand effect at its finest
It'd be funny if Asmon wasn't even planning on watching or reacting to this until he saw that lmao.
Too bad internet is not a dictatorship. Everyone is subject to critics.
He is farming boys
Paul Tassi is gonna become the new Alyssa Mercante but with way less testosterone
Oof
Already was
lmao
Holy roast
Yep she at least challenged opponents with "fight me."
If they want to keep the one death per map scheme, they need to make map drops far more common. It doesn't feel good to run out of waystones and have to grind low tier ones just in the hopes of some higher ones will drop.
Yeah i'm struggling with that atm. I'm stuck around t10 as i just don't find enough of them to progress.
No. Git gud.
Make a video showing how "gud" you are buddy @@MrBoBrilO
@@MrBoBrilO said the guy playing minion build
3 low-tier maps can forge into a high-tier map in case you didn't know.
Asmon saying the endgame isnt difficult when he literally had to swap to play the easiest/cheesiest class/build is so ironic
the real irony is the fact the brain dead Asmongold was able to beat it. It is easy if he can do it. i mean, dude, have you seen him play video game? dude could not even hold his own plate even if you spoon fed him the loot.
@@LTDRay I've only seen him play on stream, would have to see him on his own to know how good or bad he is as it's totally different.
What is the easiest/cheesiest class? Asking for a friend....
Doesnt that prove his pont on it being easy tho?
Don't you do that in PoE with every single class because the meta has already been figured out? Everyone just picks easy meta builds?
He says it’s boring to play minions, which it is, but he started playing warrior, which would not be boring by his logic, got shit on and quit then went to a much easier class.
Turns out, getting shit on is even more boring.
@@respectdat1Skill issue
So fun class are weak and strong class are boring, sound really great and definitely did not explain why he made the switch! /s
@@muimeko2774 warrior insta wipes whole screens
Minion builds are for ppl with no friends
I feel like if PoE2 had a rule that "If you die in the game, you die in real life" people would still defend that with "skill issue", "git gud", "challenge is fine" comments.
Realest thing I’ve ever seen in an asmongold comment section
This is 100% accurate. The community is wild.
Not for long, they'd be dead.
Dude its literally as simple as that, same way souls games arent for braindead players this one is not either. If you sat down to learn WHY you suck at the game and actually tried to learn something the game would get easier. I learned that in poe 1. its much more fufilling too
well it kind of is get gud. not every game needs to be braindead easy, the game just might not be for you. go play slime rancher or something.
Asmon: The game shouldn't get easier as you level up.
Also asmon: I like it when you get to high level and you become overpowered and the game becomes trivial
You clearly should be more powerful over time, and game generally should be easier as you progress. On the path of your power progression you should be challenged as well, for the purpose of testing limits of your power. Basic design
He means the game mechanics shouldnt dumb down as you progress, they should progress with you and at the same time you should be able to get to a point where your character is so powerful that a lot of things become trivial
I'm just meming
Also also Asmon: When I saw that you can have in D4 a build with which you can breeze through the game, I instantly stopped playing it.
Also also also Asmon: When will developers understand that making a game hard or competitive is bad? Just give players OP fun builds to play, is that so hard?
I don't think I've see him flip-flop or be forever unsatisfied in any subject like he is with this.
To be fair, everyone is finding Cruel a lot easier, because it is a lot easier. At least overcoming endgame difficulties to become powerful is better than the game kicking you in the balls in the first half, and the power fantasy only really kicking in during the second half.
Four words. Paul Tassi from Forbes
Isnt he that incredible annoying lying woke guy? I cant remember the articles, but i do remember him saying some real bullshit.
@@ericdekker5768aye that’s him
Forbes was one of the few mainstream media that had criticism on woke media. They unfortunately also have this guy to represent them some of the time.
@@ericdekker5768 Paul Tassi from Forbes thinks you are racist and sexist for not liking The Acolyte.
There but for the grace of God, go I.
Based on my gameplay experience, I believe that the shield raise mechanic needs to scale in order to let specialist classes (such as warrior) be able to take full advantage of it. You want a 100% defense from raised shield, then have the stats to hold up a properly levelled shield, instead of using a level one shield to block 100% damage from lvl 80 mobs. A caster class should not be able to abuse that mechanic with just any old shield. Instead energy defenses, for example, (or, say, skills) should be able to ramp up for caster classes, to fill in the shield abuse gap.
Simultaneously, low level Warrior skills, imo, are next to useless for most part. Rolling Strike is about the only attack skill worth using until maybe lvl 22+ when things like fissure become available. Perfect Strike, Armor Break, etc., are skills that are just not worth using. They need a facelift.
Okay, at 14:13 in this video, he says you lose the connections if you fail the map. That's not true. Kripp never says that, he's referring to an interview with Jonathan about something that never made it live. So if this guy is positing something from an interview and not live, kind of goes to follow he's not actually played the endgame. He doesn't put forward a single opinion of his own, only some distorted takes of Kripp's. He's very careful not to talk about his actual experiences in the endgame, only what he is afraid what's going to happen if he progresses or what Kripp's experiences are, he is literally the guy in Cruel that is complaining about maps.
I totally get honest critiques of any game, what I find ridiculous is someone who obviously is inventing an experience based on watching someone else's experience. This guy is a fraud.
Thats really fucking funny. I didnt notice it till you pointed it out.
ye fr lol
That's not true at all, he's talking about the map waypoints disappearing after dying. Which is 100% true you lose your waypoint and map. It's not locked out which is what Jonathan talked about. They weren't going to let you re-enter a map even if you had a new waypoint. Now be about what you want with his opinion, but what he stated was true; you cannot re-enter with your same waypoint you have to supply a new one.
@@EUTOPIATTV Then he says you lose your connections. You do not. What I said was completely accurate and I pointed out the time stamp where he says it. So be about what you want, but don't call people out when you obviously aren't paying attention. The guy is a fraud, don't follow in his footsteps.
Anyone who over explains instead of just getting to the point makes my eyes glaze over. Despite his "job" this guy is an awful communicator. He talks like a child explaining why his homework wasn't done. Shifty af.
Asmon needs to stop to talk on PoE2 from a Witch class perspective, cause that's not the average gameplay experience. He abandoned his Warrior for obvious reasons.
He wasn't enjoying the game when he was... gave his points and feedback as to why he switched? Why are people making this a thing? Why is it a requirement to play things a certain way?
@TaiAngel01 it's not a requirement, but the point is he's saying "i haven't died in 3 days I can sit in a corner unkillable and still kill everything." Only witch with minions can do that. It's valid feedback, but acting like the game is balanced well or easy because of that is just crazy. Even in PoE 1 you had to stop in place to summon more minions when yours died. You don't even have to do that here, they auto resummon
@@P4brotagonist Why are you even here? You clearly didn't watch anything in the video, where multiple times he's agreeing with people saying the game is too punishing despite him playing an easymode build. He clearly acknowledges that it's OP multiple times.
@@P4brotagonist he specifically stated that this is a problem.... do you even listen or do you just hate watch/comment?
Yes, lack of skills. I'm lv 81 Titan blasting through T10 maps, my only setback was late act 3 normal.
"its a skill issue" is tiring to hear. Im happy to improv, but it takes me much much longer to improve when i have to farm another 2 hours for a t13 waystone.
maybe the skill you need to improve is not your ability to clear t13 maps but rather learning to build and sustain a map base?
Asmond > go out of his way to play the easiest, least interactive build.
Asmond > complain the game is too easy.
how far did he even get?
Not his problem. Winners win losers lose
@@katanaswing3082 But it's a thing he does regularly. Look, in any game, there's always going to be... some way. For the 'ultimate gamer', I'd love to see him do something he can't copy a lul build, like get the gold armor in doom eternal or something
@@hansolo631 It's either that or he picks on a set archetype and refuses to play anything else. Lost Ark, Monster Hunter, WoW, New World, etc. Always goes 2h warrior/barb and streamlines max damage build. He only stopped playing warrior because the amount of deaths to get better on it wasn't good streaming content.
I get that it's a meme but come on man, some games like POE will have 36 specializations and you only really play one.
@@hansolo631 You are acting like he needs to prove himself. Why does he need to prove himself mans just enjoying the games. Miss me with this whole ego BS
Paul Kutasi, aka 8/10 concord man
Gave Starfield 9.5 as well😂
@@QuiteLunacy Now that's a commitment to the craft of swallowing.
Yeah concord endgame was so nice
Kutasi, see what you did there 😂
@@chupasaurus His crying about 697 concord was always epic 😂
Minion builds actually need a huge buff. It wasn't until I switched from Witch to Monk that I realized just how slowly they kill things and how squishy my character was. It was a night and day difference
Since Elden ring suddenly everyone is “skilled”
yeah, but then again, same BS happened when Dark Souls came out. Its not gonna end anytime soon.
Elden ring is a skill check high enough, you don’t really need to bar people who can beat elden ring from the skilled gamers club, and if you design a game around skill lvl that people who have beat elden ring can’t beat at all then you’re simply not going to see much results.
I’m not suggesting poe2 is such a game, I’m saying that you’re clearly thinking too highly of yourself.
Elden Ring is the only game allowed to be difficult, if it’s any other game they’re just “unfair” lmao
@@cmoney163 Elden Ring gave players more tools to trivialize the game than any past From Software game ever did, which allowed it to be fun even for people who completely lacked the skill to overcome the challenges presented mechanically as long as they were willing to look up a guide or such online.
So it can be a difficult game, but a huge percentage of players only played through it in co-op getting carried through or looked up an overpowered build online.
The same applies to PoE2 though - even more-so. It is a difficult game at its core, but if you want an easy time you can trivialize the game extremely easily.
Ultimately when it comes to difficult games a lot of people want to engage with them even though they clearly aren't made for them, and then demand change.
@@nirorit lmao, can't form an opinion more delusional
I think gamers have turned the "git gud" and "skill issue" to an extreme. Where, before, people would complain about difficulty, and the answer was just get better. Now, people complain about punishment and chore, and they think this makes the game hard, so "git gud" is the answer.
The consequence of making mistakes in a math exam is getting punched in the face, "you don't want to get punched? Get better at math idiot!" Even when you didn't fail the math exam, it was 2 mistakes. "If you fail a math equation in real life, you could get a bridge to collapse!" This is a videogame, brother, it's supposed to be fun and challenging, not punishing.
The wrong "Git gud" understanding is why no Souls like can keep up with those from Fromsoftware.
Dark Souls is hard but fair. You should learn from your mistakes.
Other developers make their game hard and frustrating and force you to learn the boss completely by heart until you finally succeed.
Having to struggle through bad game design is not a sign of skill.
The mentality of "git gud" and "skill issue" is also completely worthless for an early access title. As mentioned in many other videos about the topic no early access is when complaints should be made so that developer's can improve the game and make changes to things. If someone's only response to difficulty or a problem is to use "skill" or brute force the situation then sure, that's valid but it's not really helping the developers improve the game at all, within the context of early access it's a worthless opinion because it literally contributes nothing to the conversation and instead tries to shut down any conversation.
Actually getting better and addressing a skill issue are completely valid. The math test analogy is flawed. If you fail the test you do need to get better to pass otherwise you will face further consequences. It's important to improve. If they just made the test easier for you it wouldn't help you learn or improve at all. It might be better for your immediate confidence but that can hinder your further development. If you don't want to play an arpg to learn mechanics and overcome challenges there are other genres as well. I get it some things can feel overly punishing and unfair. This is a game you choose to play it. It's important to have a bar to reach and overcome...
Get good in Elden ring and PoE 2 are two different things, because if You roll in Elden Ring, You roll in the game, but in PoE2 if enemy attacks You and You are on lag, where MS is 12.000 and then You are dead, because You should use roll inside this lag... how? PoE servers are not created to make hard game. You have 0,5-1s to make roll, but with high MS from servers it's not possible.
+ You think that people are playing this game, because they would like to overcome some challenge? Player I'm playing with got 1.300 deaths during campaign and + how many he's reach in end-game?
If someone writes "Get good" it means for me that he doesn't know what I'm talking about.
It's 2024 and there are still people that think losing exp is a good challenge for a game.
Seriously even fromsoft ditched all the punishment mechanics from dying to bosses except for losing runes from not retrieving them
tbh I struggle to believe he played more than a few maps, he says you lose the connecting nodes on the atlas which was how they describe it would work but they changed it in release version
It's been rough with resistances and defences but still perfectly doable, now with the nerf to chaos\crits it's almost perfectly fine. I actually like that higher tier maps are at least some challenge now and not the walk in the park it was a day into a league in PoE1 where in order to at least feel something your only option was to add like 3-4 layers of delirium with all the juice on top. You don't HAVE to do 15s+ if you're not ready, it should be the goal to get there, not sit and complain that your shitty build can't instantly do the endgame activity
Exactly this. Never understood why people want to finish the game so quick... once you beat the hardest content, you're done.
I only got to endgame myself and feel like its fine and my build is really bad. My only complaint would be the XP loss, i dont want all the progress i've made to develop my character be taken away, it makes me not want to try more challenging maps due to the risk.
@@stuka80 You can't delevel so your actual progress isn't taken away. Getting from 90-100 is a challenge and really pushes builds to the max. Those last 10 points can be build defining.
@@finfen9730 its prob cause in order to make currency for trade in poe1 u need to do t16s if u dnt wanna grief yourself, so people think they need to farm the hardest shit a week or 2weeks in to not " fall behind" but i agree that its a dumb mindset or at least u shouldnt think that way for poe2
@@finfen9730 that doenst mean his progress is taken away just cause u cant delevel. but ye 100% agree that race to 100 shouldnt be easy or just x hours u gotta spend to get there
Cruel was just a stop gap to give them more time to finish the campaign, it works to get you into endgame. I don't see the problem with it.
It's too easy and thus not as fun. That's the problem. Not fun.
@@kronosDkingyou’re on the tiny list of people that think slogging through tiny minion packs is good ARPG design. Go play an MMO if you wanna clear trash at a miserable rate
@@garonaxel7297 Man the best part about cruel was being able to walk past everything blow em up when they grouped and one shot the bosses that gave me trouble the first playthrough, I also think its super sick they fit this into the lore with the time loop thing so it feels like your going back in time to whoop ass this time XD
Yeah they said it would be 6 acts but the last 3 weren't ready - so they did the cruel loop instead. It makes sense this isn't tuned that well because its not permanent.
@@garonaxel7297 Go play PoE 1 mate.
As a new player, I’ve encountered several frustrating aspects of the game that could benefit from better design and balance:
Instant Kills and Boss Fights: Instant deaths feel unfair because there’s no way to determine if my character is ready for a specific boss fight. There’s no visible information about boss stats, such as damage types, health, or resistances, leaving new players to guess. This often locks me in a situation where I can’t progress and don’t know what adjustments to make.
Poor Item Drops: After 100 hours of gameplay, I’ve yet to find a single good item through natural drops. The only usable item I’ve had-a wand with +60% spell damage and chaos damage-was purchased from a vendor in Act 1. Relying on one item for 100 hours is frustrating and makes the game feel unrewarding.
Crafting vs. Trading: The crafting system feels almost pointless because it’s far easier to trade for powerful items with a few orbs. This undermines the crafting system, making it risky and rarely worthwhile. It diminishes the experience of exploring and earning meaningful rewards through gameplay.
Auction House Suggestion: Introducing an auction house would streamline the trading system and improve the crafting experience. Faster sales would allow for better currency flow, encouraging more crafting and making the process less frustrating.
Improved Campaign Rewards and Delayed Trading: One solution could be to restrict trading until players reach endgame maps. During the campaign, the game could drop better items to give players a sense of progression and excitement, similar to Diablo 2. This would allow players to collect and hoard items throughout the campaign and sell them once they unlock trading. Such a system would ensure that when players reach endgame, new waves of items enter the market, creating a dynamic flow of gear.
These changes could make the game more balanced and rewarding, particularly for new players who often feel stuck or unrewarded during the early stages of progression.
I'm a new player too. One Shot Mechanics are fine. Learn the mechanics of the boss. If you play Act1-Act3, Act1-Act3 cruel there is no punishment except time for failing at bosses. Learning the mechanics comes in handy later in the endgame since you will encounter them again and this time there will be punishment like XP loss and Waystone loss.
Yes, there is information as little symbols below the HP bar of enemies. If you don't know that until the endgame. Idk what to say.
Hard to believe that you have not found a single useful item. And yes, Traders are actually good in this game. Checking them after every level up is almost mandatory since level up will reset their inventory. If you don't like trading then play solo self found. I play with trading and I mostly only sell. Have bought 2 items in total. I have endgame gear, mostly found and crafted. To learn how to craft and when to slam exalteds, I recommend watching some friendly streamers that also will answer your questions. Or check Craft of Exile PoE2 website.
I also find it hard to believe that you have not found a single good item, however it can be quite difficult to know what a good item is if you are new, it will come with experience, just know it is ok to not have an amazing first character or second or fifth, play the campaign a few times on different classes and you will learn a lot
I am new to PoE (just started with PoE2 beta) and also quite new at ARPG's. (I did play some Diablo 3 back then but just a for a few months, not much experience) and I disagree with the points you made.
1) I think the balance between difficulty and rewards is very well there. It differs a lot from class to class, which make total sense. I like the "not too much data" on what are my foes going to do. I like the challenge of having to discover is this is a boss I can defeat and learn from mistakes and learning mechanics. I see it as part of the gameplay to be honest.
2) Item drops are hard for the common foes but from bosses I found it quite rewarding. Maybe you just were really unlucky.
For the rest of the points I can't really voice any opinion as I am not on that level yet to speak about it.
@@alextompa2669 a good i tem is for example wand itsh 80% chaso damage 80% spell damage +3 to all abilites or chaos abilities exetra .. thats a good item havend seen one after 200h
I hate the fact that with one death in a map, EVERYTHING FUN in the map gets removed. Maps die when you die.
Don’t die 🤣
Fix your build.
@@dingostar2620 go to red tier maps or atleast yellow and then write your useless opinion
@@kooshappreciator4773 He's right. If the game wouldn't punish your for not building defense no one would do it and we're right back to oneshot everything before it can oneshot you. There are builds that can literally stand in T16 trash idling and can't get killed. It needs investment tho.
The problem that now has been resolved hopefully was that dying often felt unfair due to insane chaos damage scaling and poorly visible on death effects.
@@kooshappreciator4773 Lol im doing red maps on 3 diff charts. 🤡
"i think the mobs are too easy" he says as he is playing one of the only builds to get a nerf in early access and constantly says his build is overpowered.... hey asmon, why did you quit playing the warrior? what happened to defending "git gud"??!?!?
For me maps is the best part of POE. The whole game before felt more like walking through areas looking for loot obliterating everything.
However endgame "maps" feels like I need to lock in and make tweaks to my build, before it I never had a single stat invested in anything defensive (got to maps lvl 68).
Every time Asmon talks about how easy PoE2 is for him, I leave the stream for 10/20 minutes. He is playing a minions build, even with your screen turned off you can beat everything. It's not an achievement.
The fact is he's half bragging about it is pretty eyerolling.
Exactly, i wasn't even a witch i was a sorc when i first started and picked up a minions wand and used it. i was shocked at how easy the game became, i definitely noticed a drastic difference from constantly rolling, always tense and almost dying to suddenly just standing still and letting my minions kill everything in sight, it was like a relaxing walk in the park in comparison.
Sounds like an issue with the game 😂 you fanboys are coping. If the game is easy whenever you play a certain build or role, then the game is easy. Any difficulty is artificial.
@@ponli7532 He isn't bragging about it though. he specifically says the build is broken and boring and also that he prefices everything he says with that information BECAUSE he is playing a minion build. He knows how OP it is right now
@@dangerousfelon go tell that to asmon, the guy that switched from warrior because it was too hard.
5:07 - I have 75% elemental resistances. 10% chaos resistance. Zero armor. I am a pure evasion build if I do not evade an attack I get hit like a truck. I have progress from tier 2 to tier 9 maps without dying. The difficulty in the game is getting your resistances to 75%. Once that happens, you’re likelihood of dying drops 50 fold. I had a lot of issues with dying before my resistances were capped out once I got them to max, it was like a whole New World. And now that they nerfed how much damage chaos damage does to players, and stop penalizing our resistances in later maps, the game is even easier.
I was against one portal maps. But having played it for almost 30+ hours now, its fine and I dont mind it. If you have to go down in maps thats fine it means you arent read for higher tier anyways. If they want to give us one or two more portals for the unskilled gamers, that is fine. But I think six portals is too much. One portal feels great because it makes you pay attention to what you’re doing and you can’t just turn your brain off. It makes you engage with the game which POE one mapping did not.
If you roll your maps right then you get plenty of waystones. Most 2 suffix maps give 250% drop and Ill get 5-10 waystones a map with atleast 2-4 being my level map or higher, especially when you take the waystone drip chance nodes on the atlas. Have I had to go back 1-2 tiers sure but its a part of the game play you arent just suppose to be handed everything. And going back down gives exp so you still benefit while farming back up to tier. Ive only had to go down twice and one I hit Tier 5 maps my sustain has been better since filling out the atlas tree more.
11:34 - now im doubting how much he played poe 1. Cause you just kill normal mobs to kill them in poe 1. Also he flip flips so much. First the game isnt hard because he just holds up shield and lets minions kill but now suddenly the game is stressful killing greys. Like okay mate
12:29 - bro is comparing 10+ years of content to mapping in poe 2. Thats funny
Wow. Someone with a brain. I 100% agree with all of this. I am really dissappointed with some of asmon's takes here.
I think he is just simping for Paul. I think he is being overly generous with Paul's terrible takes. It's funny Paul seems to mostly take from krips video but doesn't cite examples of his character or build outside of saying it is a ranger. When I got stuck I took some DPS off my character and added resistance and more shield and then I cleared the boss after maybe 3 tries when the day before I spent maybe 15-20. @@TheHurugaI dunno if Paul actually played that much I have my doubts I'd like to see evidence
Most of it is true but 5-10 waystones a map is not a real thing
I'm on the same evasion stacking build bro, got up to 70% evasion with acrobatics on, it's amazing already with resists at 50%.
People just don't read or have patience to plan their own build.
I play with my brother who regularly rage quits because he simply just wants to feel powerful yesterday. Cries about how he died 10 times on one map lvl 14 sorc with his stupid unique build thats supposed to trivialize everything, makes fun of me for not trading for BIS stuff on market and relying drops and tells me I only have fun cause I made an OP build first try. Which I made without guides btw. Pets are at fault, GGG at fault, loot drops at fault, everyone except him.
I then made a hardcore sorc and bet him I can make it to the count on the first try. I did it, and he stoped doing alts immediately, and an hour later rage quits, cuz he can't see shit with his adderal brain demon form spark build. Dude is 36 and has his own business and multiple degrees btw.
What I mean is certain people should just go the F back to helldivers. 😁
This game is designed around trading on the POE2 website. If you're not buying/selling items on the trade site, you are makng thew game 10x more difficult.
Valheim has a very very comfortable system of preventing you from losing skill a short while after you die which feels really good when running back at boss fight knowing that I have a little time to dumb all my rage on the boss and it feels amazing, maybe I could work here too with the time stretched to 30mins or 1 hour where people could just go nuts after they have to hold back and play carefully for so long, it will help stop the pattern of grinding through a level and do all the fun thing only when you have just leveled up.
Him and Shrier been trying to gaslight gamers for a decade,
I'm glad most gamers disregard both of em.
No criticism of my favourite game allowed
@@jamesmmuNah, it's just not listening to people who don't even play games.
What part of what he said is untrue? Explain it without attacking his character.
we need to build a endgame wall
And Diablo IV will pay for it
I find that statement true about POE2, Endgame is a wall. Its horrible right now and a huge waste of time because of the scarce waystone drop and far too harsh punishment but up until then it is a joy to play and very lovely.
There are also some extremely horrible modifiers that can get you instakilled which with the harsh punishment is just not fun at all and a timewaster in the bad way.
However, they already adjusted a bunch of problems and modifiers so the game is going in a good direction. I will keep playing the other characters and check fun builds but dont think I progress beyond level 80 for the time being.
@@PuellaMagiHomuraAkemi I drop a ton of waystones, usually 2-3 per map. I'm a little confused, do you run your waystones white if yes then maybe consider throwing a transmute on em.
And make the journalists pay for it
@@Lyrantes
Even transmutate + chaos its bad. It can still only be 80% or 400% and if you die once thats wasted.
The worst is getting a waystone thats even your level. Its a huge time waste and if you die once you gotta get up that higher waystone again and again and make overall minimal progress.
Maybe if we can get like a little bit harder white mobs(more HP, damage is okay) on maps and checkpoints for like 2nd and 3rd life to get back if you die.This will be not that punishment, and also option to travel between this checkpoints. Because maps are huge and we don't have lot of movement skills that we can use.
Minions aren't a reasonable metric for difficulty if you, the player, aren't actively doing anything.
Have you seen half the builds in this game? Most builds “actively doing something” is simply grouping mobs for aoe..
I get minion builds require no skill to the point you could almost be napping, but pressing q, e, and a mouse click after grouping up enemies isn’t exactly rocket science either….
@@SirDerpington-e5i exactly this. Maybe tweaks in the passive tree could change that. Not every damage bonus should scale on screen-wide AoEs and maybe mobs should prioritize damaging you more than your minions. Would bring build balance closer together which would make balancing map difficulties much easier in my mind.
16:22 on death affects are even worse when you see some nice juicy loot sitting there looking at your corpse…
they made best loot come from chaos monsters , they did a little trolling
Or when every rare has the stupid beast tenticles coming out of it and you can't even tell if there is an on-death effect. I now instinctively roll away and wait a bit whenever I kill a rare because you never know if you're randomly going to get fucked.
@ same lol
Increasing the punishment just makes people not attempt the content until it's completely safe and faceroll for their character.
And if they can't scale their character to that point, they just quit the game.
Exactly. Like I attempted Xesht the first time only when I could literally one shit him because at the time 70 exalt investment was too much for me to fail.
I then immediately one-shot Xesht +1 and +2. 2-shot Xesht +3. Died to Xesht +4 once and then killed him as well in under 15 seconds.
As a result I haven't engaged with any of his mechanics because I killed him before any of his attacks (or after the first one if the difficulty is +4)
Paul Tassi has the worst reviews ever. Id never listen to a word he says
While normally I'd agree with you, even I have to admit his articles around Destiny 1 and 2 are shockingly fair and unbiased for the most part, not to mention on side with the majority of it's players.
@surtr2538 Because when you only agree with someone some of the time it forces you to think for yourself. Most of these people like to find someone they always agree with so they don't have to think about it and just nod.
@@Damonvile
He gave a clearly garbage game like Starfield a 10. His reviews are completely irrelevant.
majority of the playersa are casuals and gonna leave later on lol GGG doesnt even give af to those plebs
@@sandboy5880yea that’s actually crazy . Idk how people find this guy reliable then
This grandmas Christmas sweater vibe is fire.
I think, instead of losing your waystone completely, it's bumped down a tier.... If you have an XI tier stone, and you die, you get the waystone back but now it's level X. Furthermore, if you beat the map, (and yes, I agree there should be a boss every map; even if it's a recycled boss) the waystone should upgrade from tier XI to XII. Maybe needs some balancing. You can basically use the same waystone forever.... Unless waystones themselves are tier's. ex: 1-3 is a waystone. 4-6 is a waystone.. ect.
I dunno. I'm just spit balling.
Asmon "The game shouldn't get easier as you play" - Bro, is this your first ARPG? YES IT SHOULD. It's hard starting out and then you get gear and level up and become stronger. That's the whole point.
I dont think all of cruelty should be a joke compared to act 1-2. That's fucking absurd. Yea when u hit hell in d2 and everything has immunity to resistances. Much harder than normal and nightmare. Have u even played other arpgs?
@ it shouldn’t be a walk in the park. Also this isn’t D2. If you want that in D2 then go play D2R. I think that there should def be a good balance between feeling like a god while also having challenge.
"meanwhile, on my act 3 Monk I'm just walking through everything on the map with Icestrike"
And then you get to end game and everything starts walking through you 🙃
@@TheXboxSuxtrue especially because he’s playing ice strike 😂
@@kurtt06 one day Ice strike shall be Pinnacle. But I want to see a ice/chaos build on monk
@@TheXboxSux I'm a monk invoker playing ice strike and I've done the t1-t15 maps and now I'm farming t12+ maps. I rarely die. Nothing is "walking through me".
@@TheXboxSux Monk is genuinely OP.
i think the Biggest issue a lot of players have with the 1 Death thing, is when a Map has an Area Boss on the map, the boss one shots you and then its like "Whelp that was fucking garbage" and you lose not only the map but the Boss on the Map, If they changed it to where you had a Certain number deaths for Boss Maps maybe it would feel better. Maybe what they could also implement is a "Death Pool" based on The Tier of Waystone you use, like Tier 1-5 Waystones you get 5 deaths per map, tier 6-10 Waystones, you get 4 deaths per map, Tier 11-15 Maps you get 3 deaths, Tier 16+ maps could be where you only get 1 death.
Lets be honest, if you have to attempt a boss in poe as many times as you do in Elden Ring people would be losing their minds
I know some people that took 8-12 tries on the act 2 boss lol
@@chloesmith4065 It took me like 25, and I loved it. In fact that's my issue with the endgame, they don't let me git gud, you die and its over, like wtf.
It took me like 13 to 14 tries just to kill that fucking cemetery boss. The act 1 boss about the same. Granted me and the wife are playing couch co op and she's playing ranger while I'm warrior and she's running around frantically leaving me perpetually on the edge of the screen getting shmobbed by off screen attacks but still.....it's rough lol and I love it
Yeah no thanks. I've beat all bosses on my 2nd attempt if not first. Jamanra.. is a pain in the ass even so. Mechanics in that fight are a mess in phase 2. Even when I beat it was like wtf was that shit..
@@1000byakuyaJamanra is endgame worthy boss not act 2.
1st sentence: My experience [...]
2nd minute: So I came to this conclusion after watching videos and reading an article
Paul Tassi does not play video games.
and you didn't watch the video
What's wrong with referencing opinions of someone who spent countless hours in the game?
While the losing maps isnt a great mechanic, i dont want them to make the end game easier. I would have less fun if it was easier.
I would like to see more diversity in maps and events etc, but this is something that will come with time.
Idk why people defend a game that release intesionally in early access for getting player feedback (casual or hardcore) when the dev is love to have this kind of feedback.
If you just want play the games, then wait until its done with early access. And let people who are in early access test the game while you monitor it.
I agree with you, but I like that one death on a map punishes you. It makes the maps way more interesting because there are stakes involved, it's forced me to rethink my build mulitple times, and my skill gem setup for more survivability. Just face rolling maps and dying 4 times, which will drop higher tiers, and then doing that over and over again, you're going to hit the same wall, just much later.
@Mr12kicks tbh i dont play it yet, im waiting till it finish n release. So you and all early accese player have to keep feeding the feedback to ggg so i can get amazing game later XD
Early access is the same crap as full release 😂😂😂
@@Overdozeme maybe, maybe not
@Mr12kicks I disagree fundamentally. Keep in mind, I am a min-maxer who makes builds that literally cannot die to anything but Uber pinnacle in poe1. I am the main build guide and meta decipherer for my guild. This game is not hard for me.
PoE2 has been amazing. I love it so far, and I think it is extremely well made, for an early access.
However, pretty much everything I've seen to criticize the end game is accurate.
What you said is factually false. Most deaths currently happening are due to a lack of build diversity and options, propagated by the low amount of uniques, missing classes, missing gear types, missing node types, and unbalanced ascension paths.
Outside of those factors, all of which should be fixed over the duration of the EA, everything else is GGG's fault. Invisible projectiles, unavoidable map-wide corpse explosion chains, random white mobs one-shotting full tank builds from full health with no warning, boss mechanics that out-the-box have multiple guaranteed failure states you can easily activate. Just to name a few.
I don't know what the game will look like on release to judge the validity of one-death mapping, but what i do know is that it will castrate player retention.
I couldn't care less if it gets your adrenaline pumping. I would rather you have slightly less fun in the base form of the endgame loop, than to see the extreme player attrition this design will cause.
In PoE1 maps had far less significance, and were under far more player control, and we STILL see extreme player attrition at mapping due to the loss system. Maps in poe1 are the 2nd great filter, the first being the initial moment of opening the skill tree.
PoE2 has the chance to change that. PoE2 isn't going to lose its hard-core masochism CBT enjoying hyperfans if its endgame becomes approachable. It might even gain a few.
The ubers should be hard. The basic endgame mapping system should be fun and engaging. It's what you grind to access the real end game. Your grind should never be undesirable, because if people don't want to do it, they won't. Then we'll be right back to PoE1's constant level of player activity, with no growth in player count to show for this massive undertaking the dev team went through.
The reason that you only get 1 life in maps is due to the fact that in poe 1 mapping in softcore is a Max dps zerg fest where a lot of builds use a "6 portal defense" the 1 death per map of PoE 2 makes people think about there defense. Right now GGG said themselves that even after these most new patch notes (12/17) the endgame is more punishing then they want.
In my opinion, 1 death per map isnt really the issue. Its getting the endgame balance good enough where you feel as though you can solve these defence issues reasonably.
To me, it's either you do the 1 death per map approach and leave out the 15% XP loss on death, or vice versa. Not both. You're basically punishing players in multiple ways for figuring out certain fights. Not only do you give them one chance to learn the map, you throw a 15% XP loss on top of that, you lose all the good stuff on that map (i.e. mechanics and bosses that give the most XP and the best items), and you force them to farm some more waystones to try it again.
And they want people to say: "Oh well... guess I'll farm some more to get 1 more chance at that map."? Yeah... no... If you want people to quit the game... that's a fine way of doing it. Making boss fights hard is fine, a little punishment (like in POE 1 with the XP loss) is fine, but forcing the player to first trying a map against a hard boss, removing XP, removing items, XP and mechanics by bricking the map and forcing them to farm again for 1 more chance. It's downright ridiculous and unrewarding.
@@tominatorxx I certainly see where you are coming from and I wouldn't mind them changing things during this EA period to see what sticks. I feel as though there has to be some happy middle ground where it doesn't feel like you only really need to care about offence while also not making the game feel like its too punishing as well. (For the record I am playing the game and I am in Endgame, I love it the way it is now)
Personally I think losing out on exp is pretty harsh. Sure you can miss out on loot and currency. But I feel like exp shouldn’t be touched so there is at least some form of progression with a character. I haven’t made it to the endgame yet though so I’m not exactly sure yet.
If you didn't need to use a new stone to redo a map that is the only thing that would change, the requirement for the stone. The map would still reset so you couldn't just cheese it. By all means remove events except bosses on death to give a reason not to die beyond having to start over but remove the need for another stone. It doesn't even impact map sustain anyway because if you need to use another stone on a failed map to move past it you're gonna just cheese it with a lower tier map anyway. Remove the need for a new stone and the map remains the same difficulty so people can choose to clear it to access maps beyond it or go in a different direction whilst simultaneously making it so people can't cheese it but don't feel bad dropping good stones on it.
I agree that every map would be better with a boss. I would love more of the mini-bosses as well (Silverfist, Crowbell, Manticore, etc.). Would also be nice to have some random in map quests (think Einharfrom poe 1). Would love to see some interactive environments too.
People think that the game should have a ton of extra mechanics and forget that PoE 1 took a half a decade for the first few of the extras that you talked about to get into the game.
5:28 Play Warrior again and see if it's boring...
Exactly 😂
I had fun in the beginning as warrior, I liked the challenge and it felt good beating bosses even if it took 20 tries, because I could just keep at it and get better. Playing warrior in endgame and just getting shit and have to restart the map with 0 improvements is boring as fuck. A challenge is fun but being hardstuck or even losing progress feels horrible.
Playing a shitty class that's actively unfun to play doesn't make the game more fun.
@@theshinwhisperer8279I actually enjoy the challenge of restriction sometimes. Much more fun to beat armored core 6 without tank treads and chainguns and stun needle, for example
@@Supbrozki It happened the same to me. Now I'm playing Monk and the difference is huge
I'm so damn tired of people mindless spamming "SKILL ISSUE", it's not a skill issue if you get one shotted by a single source of chaos damage that you can't even see coming.
Dying to exploding bodies due to visual clutter, archers cutting you down from a vantage point you can't fire upon and sources of poison damage lingering a half second longer than the cloud animation. The game does NOT have good telegraphs at the moment and they refuse to give us a damage recap (Last Epoch gives us one and it's concise and helpful). 90% of my deaths on maps is not "Ahh damn I should have been paying attention more and being safe" it's more of "WTF was that? I don't even know what killed me? Was it the plant? Was it the archers? I have no idea".
that actually IS a skill issue lmao
im an extremely casual gamer. played as monk, i was, still am clueless and randomly built passives and no real thought to build. i didnt even bind quarterstaff as just use spells. i found the game well balanced for me - challenging but fair. i mostly beat bosses in 1 to 3 attempts. there are still element of the game i dont understand. iv just started cruel mode but not that excited to do the whole map over again. seems like a waste as iv got my attacks down pat.
Having cleared the dreadnought I honestly felt like it was extremely satisfying before the added waypoint. What made it less so was how when you finish it the boss didn't have a waypoint to return to. That meant I had to deal with the dreadnought and the boss in one sitting one go and if I don't and log off I have to go at it again.
Wow, really ?! How come, did the Act 1 boss not have one either ?! Sounds awful !
It's something that I also mentioned about the Djinn Trials : In PoE1, while you are doing the Labyrinth, you get to face Izaro 3 times. And the layout only changes daily. Meaning that you can get a lot more practice on him than on the Djinn Trials boss.
And this is also what bothers me with rare mobs, long before maps : because their affixes change when you die, you don't get the opportunity to practice for their affixes !
that’s how every boss works. And you can’t leave the area for more than 15 mins or the instance resets, town included.
Oh, wait, I confused waypoint and checkpoint, my bad.
I've logged out for a whole night and came back to my character right outside the boss room on the dreadnaught. Maybe it was just something on my end.
@@wowledgend Nono you do log back in on the checkpoint you are on but if you want to help a friend, go somewhere else, anything. There is no way to return to the boss other than running the entirety of the the dreadnought again.
At least that was how it worked. They in fact fixed it by turning checkpoints into mini waypoints you can teleport to. Showing once more that they are working and implementing on feedback. I just think it removed a bit from the challenge of the dreadnought but if it was even more difficult for classes other than mine (monk) I can see why.
A few changes I would like to see is that the "map bonuses"(Boss, ritual etc) did not go away on death so you can retry with a new way stone.
If GGG what to make deaths a bit more punishing remove 2 portals on death instead of one, I think that would be enough punishment. Then you would get about 4 try's per map.
I would like to see the boss being the default and the "rare hunt" be a "map bonus instead" but reworked to be a bit more interesting. Extra rewards for killing all rares within a time window for example where killing a rare gives you more time to kill the other for example. The map would still complete regardless if you make the time limit or not.
It's interesting to see someone who isn't even at the end game, repeating every point made by Krip and even inventing false point like 14:13 in this video, he says you lose the connections if you fail the map, Paul Tassi as usual contribute to nothing
his video is like... a midwit's take on a good take.
can't even copy the kripp video right, lol
I still laugh at people who build glass cannon characters, get evade instead of armor, ignore their elemental resists and then complain about getting 1 shot every once in a while. I think I've only had one true 1 shot that I couldn't avoid, and that was likely because my elemental resists are bad atm since I can't get any new gear to roll.
I think that the one death could instead be turned into an incentive. Go back to the six portals, but you can reduce the number of portals that spawn / The number of deaths allowed as a loot incentive or something like that
Okay, listen. The game is getting easier in acts 4 through 6 because they're placeholders and probably don't scale as well as the actual acts that haven't released yet. Can people please stop complaining about placeholder content difficulty as if it's reflective of anything final? It's not 'stupid', it's temporary and not worth balancing.
Yeah, the focus should be on the actual underlying gameplay concepts and which of them need tweaking in the first three acts; that's clearly the information the developers value. They want to know if the early game content holds together, before they pile on the complexities of additional weapons and classes, and before the actual endgame is released.
Every boss in POE2 is 10/10. Except Viper and Chimera, who don't stop flying the F around all the time
I'm fine with Viper but Chimera was so cringe the worst boss by a mile
They were right when they said both runs through campaign should take about 45 hours... 37 hours on normal and about 8 hours on cruel.
POE nerfed ground effects (last 4 sec instead of 8 in many cases for example), nerfed on death effects such as volatile crystals, nerfed crit damage on mobs (which were the cause for many one-shost), nerfed the siphons flask charge mods by 90%, and chaos damage from monsters got nerfed. GGG acknowledged the issue and corrected it
To be fair it became effective today and just shows that there was a real problem
Yeah and you see POE's "riveting" gameplay right? Creating a giant death ball around your character and killing everything instantly by walking near it. Things kinda need to be dangerous to prevent that...
@@Shaelann If you don't allow live-service games to correct course during their lifetime, especially this early, then you are just being disingenuous. Yeah there was a problem, they fixed it almost instantly, problem solved, no need to talk about that particular problem anymore.
@@kahlan1amnell Never said otherwise tho, its an EA, things will be fine tuned with time
The 1 death thing when they have insanely inconsistent damage and invisible attacks and death effects is beyond stupid. Wish I could get my passive points instead of that being glitched too.
Yeah the 6 deaths/portals in poe is way better. Really hope they just revert back to that. It doesn't affect the game in any negative way
@@mattb6646yes it does. GGG has explained this better than I can in several interviews.
The best way to do maps in poe 2 could be some maps with lore and a epic boss fight,like a tower model you kick generals asses till you get in the boss room,and every general kill rewards you with options to help you for the next room
You say game is too boring cuz easy and then too punishing...which is it?
Both can be true from different perspectives.
If they end up trying to make everyone happy this game will become so bad...
I like how you show his nick and sub amount on the thumbnail. Much of the respect Asmon ❤️💪💪😎
Dieing isn’t supposed to feel good. I appreciate the game has a real death penalty. Building defense is actually rewarding as opposed to D3/D4 where you’re wasting your time if you’re not playing a glass cannon
>build defense
>it's not op ES stacking or op lucky block with block cap
>still die
Wow, such a great experience, might as well go 1000 life no resistance cap because nothing changes
The dying part isn't the issue, its the penalties attached to it, more specifically losing possibly hours of progress or worse, regressing your character development. That alone would make me not want to play an otherwise very enjoyable game.
I agree. If I never died, the game would be very boring.
@@kooshappreciator4773 yo evasion is lit tho
i ain't gonna watch a 30 min about paul tassi
Yet you're commenting.
Backwards AF
@@AwesomeNukeHonestly seeing u in multiple replies makes me think you are backwards
@@antoniox2241 Honestly, nobody really cares about what anything makes you think
I think the problem with the 1 death thing in maps is related more to the current death design in the game. When you die, everything respawns. Because of that, they'd either have to respawn the map (which can encourage dying on the last mob alive to allow farming all the mobs in a map 6 times over) or they'd have to implement some way to prevent the respawns on deaths only in maps. But that would also mean more than one attempt at the lieutenants before they relocated at well for the pre-pinnacle stuff. So I'm torn. I can see why they have it the way it is.
Reads other high level player takes on the game, misunderstands and misinterprets said takes, then proceeds to cry about games being challenging. Paul's name is an anagram for: Taal Pussi
Ah yes paul tassi. the xbox defender who loves any and all bad and woke games. And hates the absolute masterpieces.
A true modern gaymer.
Last epoch end game had a good system, you die in a “map” you lose access to *that* “map” and have to progress from a different “map” on a branching path
Good gamers - "not challenging enough"
Me - "how the hell do I beat this act 1 boss?"
Not saying this to be an ass but it's definitely learning to dodge roll, I feel.
Roll dodge, learn his combo and don’t rush it. Take your hits when you can.
Pretty much Dark Souls…
@@dariusshojaei5036 Except if your build/stats/gear are not great, you will struggle massively.
I mean Act 1 final boss took me 10 tries, usually taking anywhere from 5-10 min each, before I just gave up, and went on to gear up. Except gearing up is just a bunch of rng, so you have to re-run the same campaign maps again and again in hopes of getting an upgrade you can actually use.
Then when cruel hits, it's basically easy-mode, assuming you have a decent build, and decent gear. Everything just becomes trivial, the previous boss mechanics you had to do over and over again, now you can just IGNORE COMPLETELY by killing the boss in 30 seconds.
@@_Diktator Yes. The act bosses currently feel like DPS test. If you cant solo the ACT 1 boss on a character, make a new one. Because you will never be able to beat Act II. What got me through it all was i re-rolled a Merc from my Warrior to give me that range advantage. Also, my second go i focused on buying items from the stores in Act I, and also looting whites and blues and using a lot of the orbs to upgrade. You need to upgrade in stats that will help your character. I had to focus on Health and Resistance. Every armor I used orbs on had to have life on it, and resistances to elemental damages. You want to get your elemental damages as high as possible. (focus on chaos end-game). With health and resistance and a good weapon with the stats needed you can beat Act 1 boss easily with a lot of Dodging.
@@dariusshojaei5036 I've obviously gotten past that point, and played endgame, but it's just so weird that the game is the most difficult early on, and then becomes easy.
For a first time, new player, it's like hitting a wall. A wall that many people will just quit at.
Experience also varies so much based on the class, gear, build, that when people just say "Skill issue", they fail to realize not everyone wants to copy a meta build online.
Imagine having to do dodge-roll mechanics for 10 minutes straight. It's incredibly difficult to perfectly execute it every single time, and if you just slip up once you are dead.
Then some idiot online tells you "skill issue", because they just killed the boss in 2 minutes, and ignored 50% of mechanics probably.
If anything, the first player had to have more skill to beat the boss, rather than second who IGNORED all the mechanics due to having more damage, due to his weapon, build or whatever else.
Paul Tassi is, was, and always will be, a clown. He's a poster child for access journalism at its worst.
I leveled a character all the way to maps (mid sixties) realized my build suck when I was struggling in low tier maps and rerolled a new but similar (same core build concept using plasmablast, rapid shot, and the lightning shotgun) using everything I learned and even some of the leftover gear to accelerate the leveling. Now I'm blasting tier 12+ maps with zero issues. No trade outside of currency market and a couple irl friends. The idea that you "get nothing out of failing" is a completely normal concept. Rewarding success feels less impactful if there is no punishment for failure. It's why hardcore player play hardcore.
On-kill effects reminds of martyrdom as a death streak in COD. It felt cheap to die to it. You felt cheap killing someone even though you felt glee for that revenge kill but it was cheap. They're not fun PvP or PvE.
LOL, maybe they weren't for you but I use to laugh my ass off when people died to my martyrdom. Knowing they are over there whining about "no skill" and camping.
Me personally I think the character leveling is too easy and as a result everything in the game is too easy. I play with a group of friends and we have one friend who followed a step by step guide on how to make some OP class build and now the game isn’t enjoyable for any of us to the point where the other guys are turning to looking up guides for their classes so that they can feel relevant. You take the entire trial and error and challenge out of the game when everyone is just building the same identical OP builds and one taping everything in the game. What’s the point of the game if there is no risk of dying? No chance to ever fail? It seems like a majority of the player base wants the game to just be an auto battler that you can’t die in for the sake of having something to stare at. At one point that’s what the game becomes because the game isn’t punishing enough and it’s way too easy to make a meta build. It’s just mindless spamming with no skill. I’m in the minority I get that but for me I wish they would Make the game 20x harder and limit character progression more.. I just want to have a good time learning a game and over coming challenges with my friends but instead it’s just “build the same cookie cutter OP build that EVERYONE ELSE IS USING and then spam your way through with out having to think or try” honestly who enjoys that? No challenge, risk, or chance of failure makes the game BORING AS HELL! It’s just a “how many particle effects can you display visually at once simulator”. Really took all my enjoyment out of the game when we stopped dying, having to learn move sets, retry bosses and communicate. We were working together, laughing at our failures and feeling excitement when we beat a boss that we were stuck on. Now it’s just mindless, boring, spamming. OP builds ruin the game. Bosses should scale with your character so that no build is ever OP and no matter what you do you’re going to die atleast as many times as it takes to learn all a bosses moves. That way there is an actual point to the game other than “sprint through it as fast as I can with the cookie cutter build that I didn’t even have to put effort into and then complain when I get to end game and think it’s ‘dry’”
Sounds like your "friend" ruined it not a early acces game that is still developing
At one point your opinion was the majority and the last 5 years or so it flipped the other way.
How about you and your friends not looking up guides on OP builds when trying a new game? Would solve most of your problems.
I think it would be more interesting if they give you 6 portals into the map and they are consumed when you use them, but the other portals persist when you die. That way, a solo player would get 6 tries to clear a map, but a 3-man team would only get 2 functional tries. That would also provide an incentive for multiple build types in teams where maybe one or two vanguards might be more likely to die, but tanks and healers would be there to balance that, rather than everyone playing a glass canon build and trying to out damage the map.
It's not just losing your map. You die above level 70 in a map, you lose the map and you lose 10% experience. They need to choose which one they are going move forward with and eliminate the other. Losing both is way too punishing for maybe a simple mistake.
The amount of masochists that just want punishing gameplay to say they overcame punishing gameplay is stupid. Needs to be changed if it is ruining the experience of the majority. The arbitrary wasting of time feels horrible.
Masochist is not the right term, because they would do so with self inflicted restrictions not caring how others play (eg if waystones weren't consumed and you had 3 deaths per map, a masochist would self impose a restriction to destroy their waystone after 1 death).
These are people who relish in everyone suffering just like them, and then they happen to keep playing the game instead of leaving to play a more satisfying game. Some seem to care too much about "gamer cred".
I think loosing maps is fine, but they could make it so for example when you do the quest for say tier 10 maps, get the point and any time after that you can buy the stones from Doryani for gold. This way even if you dont have enough stones to farm your current quest maps, you can always go 1 tier below that to farm more or use bunch of gold to combine 3 of the lower ones into your current mission waystone.
Currently the Doryani stone purchasing is just garbage; you're at "red" maps, get a level and check Doryani, he sells you like a t4 stone... "Thanks for nothing". I die like once per 10 maps, but I'm still struggling to push higher tier maps, even though im running rare maps, using the tablets and running bonus content like breach.
The 15% exp loss on death is what kills me. 2 hours for 15%, dies once to one shot and loses 15%
You are playing overleveled if it takes two hours to get 15%
@@snaker9er he probably doesn't get a lot of tones cuz he didn't go for the waystone nodes. I had that happen
Skill issue TBH.
Removing the 1 death per map is the worst take... people quit when they die on poe1 too. This just forces you to actually think about building defenses and not running back through every map 6 times.
it's just a result of overtuned endgame, which is expected since they used poe 1 mechanics, but had no time to adjust the numbers well enough, so the game is still balanced around 90% res and spell suppression, people just gotta wait before judjing the 1 portal decision
having 1 death per map arguably reduces the xp loss you would have otherwise with 6 portals as now if you wish to progress you need to have adequaate defences
holy shit the amount of idiots who don't even reach probably yellow maps stating that 1 death per map is fair...
@@BuBl3gumRain That's kinda not true, in higher levels you'll gain like 2% exp per map and lose 10% per death so 1 portal or 6 portals makes no difference to your lvling progression at that point. When you get there the thing that killed you is most likely either you not paying attention or a random unfavorable combination of mods on a rare in which case you'd either not die again on the next portal or map is bricked insert a new one cuz you're not getting past that rare (and now rares are mandatory kills to complete the map). Now I'm not saying we should have 6 portals, I'm not a fan of 1 but I got used to it, I'm simply saying 1 death per map vs 6 portals per map doesn't really have any relevance to your exp gain/loss outside maybe lv 75-85 or so, definitely not above 90.
1 portal is incredibly punishing. That's not a bad take that is just a fact. It was a development decision to make the choices you make matter more, both in terms of gamplay and in terms of build making. But after testing it a lot myself I'm also starting to wonder if it isn't a bit much. Mind you, I'm running around with 5k life and 5k es (bloodmage though so it's not always that high), around 5k armour and capped resses (except for chaos which is at 50ish) and I can still get caught out in t15s when I make a small positioning mistake or I don't dodge certain mechanics. Which is obviously a skill issue, but I'm actually at least decent at the game so that is not really an argument. I would like them to move to some sort of system where you're not punished in three different ways for a single mistake (losing the t15 waystone, which is a scarce commodity, the modifiers that were on that connection of the atlas and your hard-earned xp). I also really don't see how them making it a bit more forgiving affects the gigachad gamers that never make a mistake, unless its about flexing and ego. For the record, I'm all for having a penalty for dying, I just think its a little steep atm for maps. I think the bossing situation (pinacle bosses) is a bit different, because all the attacks are scripted and well-telegraphed, so a single portal feels like a nice challenge for that type of content.
I also disagree with the whole 6-portal argument that people always seem to make about poe1. The issue in poe1 was that the difference in clearspeed and profits that you could amass as a zoomy character compared to an allrounder/more tanky build was so immense that it pidgeonholed people into making those characters if they wanted to compete in the marketplace. This wasn't caused by the 6 portal defense meme that people keep talking about. You definitely don't want to die as a zoomy character either (which you are trying to insinuate by saying that people were just running back a couple of times in every map) cause it eats into your profits (since you had to return to that part of the map and you may lose mechanics like deli or abyss) and you still wanted to level if possible because passive skill points are incredibly strong. The arms race in poe1 wasn't due to the 6-portal setup but was caused by the compounding multipliers that were put onto monsters and players alike, which caused exponential scaling of damage and profits over the lifespan of the game that resulted in demented 6-portal gameplay if you were attempting a map that was scaled through the roof by 10 years of compounding mechanics.
I'm curious how adding all the missing weapon types is going to impact the useful drops for your character when the pool gets more diluted. I'm assuming there would be some sort of scaling otherwise useful loot will be 50% more rare effectively.
Listening to Asmon spend 30min explaining to the extreme neckbeards in his audience that not everyone has 18hrs a day to grind video games and they will drop a game the second they feel their time is wasted.
exactly this, don't alienate people that actually have jobs, the people that actually have money to spend on their game lol
i'm genuinely curious, do the younger generation listen to these people? 🧐
I hate to break it to you but everybody does. Which is why in most cases the more negative stuff you hear about something the less your willing to try it. For a game that can be a death sentence.
Asmon agreed with most of his takes on this video....
@@MrDindooify no surprise there...
@@davidpowers9178 i just don't understand why. Why not watch some streamers at least; like in PoEs case there are at least 5-6 top tier streams on twitch at any given time ...
The only counter argument people seem to have against Paul Tassi's take, is "git gud", "he's low T" or "maps don't lose connected nodes when you die".
None of these make his take invalid.
I don't know why so many people hate on him, he is right.
Paul Tassi is the Destiny 2 "journalist"...🤷♂️
bruh dont know that you can buy maps from doriyani
Oh great i'm doing t10 maps and he sells me ... A t5.
Wow so usefull.
The really funny part is that in campaign there is almost always a checkpoint right before boss so it’s not too punishing when you fail a boss fight, just try again. And they remove this in endgame. Why.
24 seconds ago is insane💀
This is amazing you can't say you dislike poe 2, the community is so shit
"i think the endgame is dry" well ggg had already said that the endgame is very unoptimized so this tracks
For me, meta builds are for farming currency for your expiremental build later on, also greate way to learn how does the entire system works, discovering what's possible what is not. Its not always about "Oh i finished the game or kill the boss the fastest" type of thing.
If the devs really want to keep the one death thing in the game they should make it a modifier on the map itself that makes the map 1000% more rewarding. That way you can choose to have more than one portal per map based on the modifier and it doesnt feel like it just makes the game unfair or not fun.
That's exactly it, I haven't seen a single boss yet in maps..
currently stacking armour and evasion and STILL getting 1 shotted from regular magic mobs that are 5 levels below me. getting harder to level around lv75