Hard or punishing but not both

Coming from a mediocre-ish gamer who's not mechanically gifted, I don't mind that the game is difficult but it's far too punishing.

For context, I'm not terrible - played mobas my whole life and peaked in low plat probably a decade ago. I also know how to gear/fix my build etc.

The fun part of the game for me is experimenting with new builds, puzzle piecing different mechanics together in fun ways. I don't mind the game forcing me to be mechanically precise, but every mistake feels like an hour of progress lost. Consider what happens when you die:

- You lose 15% of your xp: ~15-30 mins of gameplay if you're not blasting maps
- You lose the map
- You probably have to rerun the same map without being able to put in any tablets.
- (or in trials) Literally the whole trial and 45 mins of progression lost.

To be fair, you likely have 1-3 portals to do the encounter. The problem is that *consecutive deaths are correlated*. Whatever killed you the first time (random abyss mob lazering you to death, boss mechanic you're still learning, etc) is probably going to kill you the second time, and then the third time. Better gamers than me can learn quickly, but I'm old and senile. The consequence now is that your 15% xp lost is 3x-ed (~45% xp) and maybe the specific map you've been pathing to is now bricked. For a game that wants to be more action-rpg like, you really don't have a lot of fun options to get stronger or course correct:

- acknowledge the fact you didn't play a meta build - your homebrew build is trash and it's time to start again
- if you died in a map - trash it (you're more likely than not to die again)
- incrementally make your build tankier (significant diminishing returns)
- grind lower level waystones to level up
- buy a omen of amelioration for 0.2d
- walking back 30s-1min if there's no waypoint

None of these options are fun.

I get that the game is trying to gatekeep content that you're not ready for. But honestly, I'd like to play a slightly less tanky build just to try things out. I accept that I'll probably die more than other characters and honestly don't mind it. The game *should* stall me for making mistakes - nudge me in the right direction. *Actively* setting back my progress feels terrible.

The actual gameplay loop is exhausting because 90% of it is vampire survivors where you're not allowed to die. The parts of the game that *are* fun to me (theorycrafting, economy, crafting) are harder for me to do.

I know this is antithetical to the game design but removing the xp loss, portal loss, etc would keep me in the league for longer - especially when there are so many one shot mechanics and overtuned monster abilities etc. A mechanically easier game like poe1 can be more punishing because well, "I should've known better". But for a game like poe2, it's just not fun.
แก้ไขล่าสุดโดย yuzuquat#2253 เมื่อ 19 ธ.ค. 2025 22:11:00
ขุดครั้งสุดท้าย เมื่อ 19 ธ.ค. 2025 22:46:26
"
yuzuquat#2253 เขียน:

- incrementally make your build tankier (significant diminishing returns)


Doesn't work for melee. At 24k armor, 2.6k health, 75% res across the board, 100% of armor applies to chaos dmg, 170% armor applies to elemental dmg and 52% block chance I still get occasionally one-shot by rares and map bosses.

You are absolutely correct. This game is stupidly punishing for every mistake for absolutely no reason. This is doubly weird, since the game devs have said that they create the game in a way that people will die.
แก้ไขล่าสุดโดย Slart1bartfast#0332 เมื่อ 19 ธ.ค. 2025 22:49:33

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