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How does it prevent you from receiving and/or giving feedback about endgame content?
Have actually traveled about 60 - 80 maps away from your starting point in on direction and looked around in the fog?
In repeated endgame attempts, they promised a wealth of content, but the current endgame is just a repetition of repetition, but if even that is lost due to a single mistake, all the time invested on that map is lost. Do you really think there is nothing like this? Not everyone sits around all day and plays poe2 until the warehouse is full.
I have to agree with this..
When people say stuff like this.. I instantly think low IQ.
Very sad honestly..
Edit : Like other players, I maximize resistance as possible (70-73%) and use a node that takes damage with about 8,000 energy shield and mana. But it only buys a little time.
Thing is choosing armor is ironically a glass cannon
Sure chip damage becomes a non-issue as it would be with a lower amount of ES starting out a build
But since armor works worse the higher an attack deals damage, it's quite punishing later on in maps where you do get tapped if not running ES
At least for a primarily a boss map they added multiple retries for said reason
Yeah I am against such mechanics, but if they were fixed then there's no reason to also remove 1 death per map limit.
73% all res is pretty low, my character is closer to 90% all res and it never dies with 4k hp, armour build. I would be down with removing the 1 death limit per map until the end of Early Access when they finish polishing visibility of dangerous mechanics.
However, speaking of the builds faced by summoners, the summons themselves also have problems.
Since they share collision with each other, this places a lot of restrictions on the build, especially since it is affected more heavily than other builds by the map's environment.
We must prioritize the level of the summoner first and have no choice but to rely on spamming energy shields for survivability as much as possible, because we're witches it's hard to invest strength stats for hp,
So for users who start with a witch base, we naturally choose builds that eliminate visible mobs as quickly as possible rather than survivability. Otherwise, it is difficult to guarantee survivability.
I am not suggesting you invest into life. Increase your maximum res. If you go from 73% all res to 80% or 85%, you will realize you are unkillable. It's not a small difference.
The Arbiter has 5 respawns right now, and other pinnacle bosses will be getting them too. I really don't see why Citadels should have respawns as well. They are the Arbiter equivalent of farming Breach Splinters or Simulacrum Fragments.
With 5 respawns all but the most scuffed of builds would be able to easily kill a three fragment Citadel boss getting a total of 18 potential attempts at the final boss of the game. That doesn't sound like a good risk-reward balance.
This isn't unreasonable for a game made by a company called Grinding Gear Games.
mad cus bad
getting upset = feeling personally offended cus you also die in maps. LOL
And for that to happen there has to be progress and that's why I posted that one life per map should remove in the first place.