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There might be a death penalty akin to PoE 1, where you lose experience (but can't unlevel from it). They stated they want no/nearly no death penalty early on (kind of like in part 1, where dying is free during the first 5 acts, 5% exp loss in the second part of the campaign (so about 2 groups of monsters to regain)) and an increased on later.
They've now announced that dying in a map (so during most (?) endgame gameplay) prevents you from reentry. That might very well be it. It'll likely be costly enough to run juiced maps though, so it could be rough, depending on your gamble. (Expect non-juiced maps to be basically free.)
PoE2 will have an XP penalty in end-game only confirmed during an interview with Kripp. We don't know specific details, in PoE1 it's 10% XP per death. You can't de-level though.
And how’s the difficulty for noobs? Is it more a Souls-like or can you enjoy easy gameplay, follow the story, be able to save game whenever you want, …? Are there difficulty settings? I‘m interested in a single player experience like Grim Dawn…
D4 is not like that because too difficult for me and has durability and punishment for dying…
If you die during a map in PoE 2 you won't be able to get to that specific instance anymore, regardless of entrance portals left. Your teammates can still continue it. There are enough other instances you can create to continue gameplay.
BUT: Many players invest currency into their maps in some form to spice them up, juice them, if you want. Risk vs reward. You add enemies, modifiers to the environment, enemies or yourself to increase the risk while also improving your chances or getting more chances at loot. You could e.g. have enemies do more damage in return for a couple of % of item rarity, that sort of thing. The more you invest, the more you risk and the higher the rewards get.
It's not always in the form of currency directly, might be one of those "tablets" that modify maps when put into a tower nearby, they might be worth something (and are craftable themselves, so you can use your currency items to modify them to... get better rewards with some added risk)
Through the risk/reward thing with modifiers everywhere, on the waystones to open maps, on tablets to modify maps, your atlas passive to modify maps, through the specialized trees for content (e.g. bossing; bosses and specific mechanics have difficulty tiers through trees) you can fine tune the difficulty. Also, there are 16ish tiers of gameplay at endgame, that link to the level of enemies (In PoE 1 tier 1 maps are monsterlevel 68, then add one monsterlevel per tier of map; PoE 2 might have slightly different values here, seeing their slide with lvl 65 for endgame).
Monsters don't scale based on your characterlevel, so you aren't punished for leveling up.
The campaign before the endgame probably can't be influenced in difficulty too much, but as you can just get a few more levels, do some optional bosses you skipped to get permanent bonuses or grind more items you shouldn't get stuck indefinitely.
That being said, and balance being up for change, gameplay demos of the camnpaign generally seemed have pretty short time-to-kill (you).
If you think diablo isnt beginner friendly, then you will want to scratch your eyes out in this one
but no there is no durability loss in this one, that doesnt make it easier though
PoE2 is gonna be 10 times harder and 100 times more complex
That's worse than durabilty lose tbh :(.
No. there needs to be some kind of penalty for softcore players when they die. otherwise there is ZERO incentive to try to survive, which makes it in turn boring because nothing matters.
If you die that often for it to hold you back then either your build is garbage or your skill is garbage
For people like OP this doesnt even matter though cause he only wants to play the story and leave.
But if he found D4 hard, then he surely will find this game even way harder anyways
There is a reason it's called softcore, it's for casual players that just want to have some fun from time to time. Losing xp for dying will be just annoyance. If you want hardcore experience, go HC.
Maybe you should go back to your korean p2w games, in which good game design gets replaced with MTX and p2w
Good game design = punishing casual players.
Nice logic there.
You might say: then this game is not for you. But that's why I was asking... ;-)