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I'm just some little Softcore player, who still hasn't defeated L66 Izaro with my level 77, because he was one-shotting me repeatedly and I just gave up. Likewise there's a T1 (or is it T2?) boss that's one-shotting 4.5k hp.
Theres basically only two ways to deal with this problem on their end: allow one-shots, or severely nerf healing. And by "severe", I mean removal of most regeneration, removal of all instantaneous healing, and limiting the number of consumable single-use potions to, lets say, 4, per map.
They made their choice on which direction they wanted to go, 7+ years ago.
So lesson learned: 4.5k hp isn't enough. Try getting it to 6. Or accept that fact that since you can just respawn anyway... is it truly a problem?
It is a problem I was playing on HCSSF. 4.5k life isnt great but thats not the point the amount of damage mitigation i had was way way more then what 90% of builds have for mitigation to hits. Along with that I fully understand that healing is just to strong, but for HC there's only so much that you can do, since you are limited in gear. Also, IMO if a character has lets just say even half the amount of mitigation I did, but also has 10x the amount of healing I did, I would be fine with that. Since at least a character like that would only need 43.6k dmg from a hit to kill them. At some point you have to think though, should a build that is very tanky even be able to die to this if they can heal it, and my opinion is no if a character can get a crazy amount of mitigation and healing at the cost of dmg and clearspeed, then they should be rewarded with not being able to be killed in 1 hit. While others that invest into nothing but clearspeed should die in 1 hit.
Now im aware that the larger problem is that with GG gear even full damage builds can mitigate as much as I had (if not even more), but at that point a character in GG gear just shouldnt be able to die to lower tier content. In hard core its almost like you have the incentive to run with evasion and dodge, to just roll a dice on if your character lives and dies if it comes to the higher tier content. Which i think is just stupid, since the point of armor is that you are built to tank the hits with mitigation, while evasion has to rely on rng to not get hit, and ES has to rely on having a high total hp pool. all have their own methods to become "tanky", but it seems like no matter what you do you cant stop somethings from killing you in 1 hit.
It's needing to grind, grind, grind to progress in the end game that's horrible, since the XP loss from deaths can be like taking two steps backwards for every one step forward (or worse).
Without the grind, it wouldn't be a problem. You'd die, suck it up, and just move forward.
As it is, a death means hours and hours (or days even at high levels) of grinding to get back to where you were, progression-wise.
What a waste.
Solo self-found Hardcore. There is no respawn. You die, that's game over. Start your character over. One-shots should not exist for the sake of existing, they should only exist if you are not built right, and clearly the OP was built right.
The game should also not host different game specs for both SC and HC, it should be the exact same game, or it's not within the spirit of what HC is really about.
well deaths in softcore are absolutely meaningless. even at the higher levels of 95+ a death might be a day at most worth of progress loss (thats with a near full exp bar). The issue is that im playing on hardcore solo self found. The issue is that in POE's current state they might as well remove hardcore from the game as there is no point what so ever to play it. Things can 1 shot you when you have insane amounts of damage mitigation, so every character will eventually die no matter what you have or build. This is a problem because on softcore its generally accepted that all characters should be fully built for clearspeed and nothing else. While in hardcore you have to balance both clearspeed and your damage mitigations, to a much higher extent. which comes around to the same issue that if you even somehow have every form of mitigation possible in the entire game you would still die in 1 hit, because things can hit way to hard for no good reason, other then saying its a reset button.
thats exactly what im saying! I cant understand what possible other forms of mitigation i could possibly get, since I had nearly every max hp point on the tree for duelist and maurader (was working on the scion life wheel for the last few points). Also i had rerolled the map about 8 times to get 1 map modifier i could fully mitigate. For me I think im going to take a small break from the league, since it seems like no matter what i do i cant keep a character alive in HCSSF. I can build all forms of defense hp, and spam rerolls on maps until it has nothing that hurts me at all.
As a hardcore player from time to time, I will have to wholeheartedly disagree. One shot mechanics are fine if they are supported with hint ( visual or sound) No matter how tanky you build, these specific mechanics should 100% be one shot.
I didnt i took a screen shot before exiting. I specifically made sure that there was no map mods that could possibly hurt my character in any way. so i rerolled the map 8 times, and decided that shock ground is fine since i had 2 flasks with immune to shock on them.
https://imgur.com/a/66u5f7m
I dont know what else to say other then i disagree. If we both run a character using the exact same skill, but i take 11% dmg from the hit, and about 12% from a crit (of the original dmg), while you take 25% dmg from the hit and 50% from a crit (50% of the original dmg), then my character at that point is over 4x tankier vs crits and 2x tankier vs normal hits. If you have that much mitigation and are putting tons of points into life on tree (my passive tree is over 220%, however at that point in time i only had about ~195%) at the cost of damage, then you should get a trade off for it. The trade off should be that hits that would kill another character that is squishy in 1 hit shouldnt kill you in 1 hit. That being said I do somewhat agree if there is a visual que on the screen i dont mind hits like that doing significantly more dmg. however there wasnt a visual que for the dmg, there might have been an audio que for it but when i play path i listen to music so i prob didnt hear it (i assume most people have music or something playing in the background), but the dmg regardless is just way to high, if it can one shot a full tank character,
There's no in-between, there's no back and forth of losing some health, trying to heal through it while doing some damage. There's no 'ebb and flow' to combat. It's literally, 100%, just DPS until you die to a one-shot.
Because GGG doesn't understand how to do anything else. They don't know how to balance a game.