are we talking about the same game? you do realize this is not a game where we have unlimited portals that we can chip a bosses health, die, port back in and repeat.
hardcore is not as hard but it has “harder” punishments. i do agree with what you mention about spectrum.
i m not going to pretend that softcore players are elite players that want to be punished in multitudes of ways. most of us arent. and the ones complaining in this forum like OP are definitely rare.
mainly because casuals/weaker players dont go on forums. we are the outliers.
to me its all about fun. i m too old to care about being an elitist gamer. i dont touch hardcore as i dont see the need to punish myself. i also didnt touch the reset league. i m playing on legacy. i dont see the need to punish myself by refarming everything all over again. bottom line is i m having fun with all these “ease of access”.
the less punishing the game is, the less chance i get frustrated and rage quit. i rarely ever lose my temper in this game. in contrast, i realized i have legit temper issues while playing poe lol.
also when talking about punishment
do you guys realize that many woven echoes do not “disappear”? you get to run them again if you failed.
i love it. i m not heavily punished for failure. what it does is make me play even more.
when players have fun, they will want to be stronger to challenge harder content. its a climb.
Just like every other echo. And just like every other echo, you loose rewards if you die & then re-attempt. Just like loosing a stack that the OP was talking about…
lol you’re just making things up now with bad correlations.
you’re smart enough to know what i m getting at. this is starting to become a bad faith discussion.
oh really? if i recall correctly theres no real penalty for failing uber abby.
also if you have zero orbs, you can keep spamming the shades and lose nothing.
why aren’t anyone anywhere posting about how we should be punished for losing such attempts?
Because it’s not a popular opinion, so there’s no point in trying to change it.
I personally wish respec was a lot harder, for example. However, that is not a popular opinion and it would lead nowhere.
Personally, I think that if you die to a shade, what should happen is the same that happens on any other echo: namely, no rewards. You can complete it if you want, but you don’t get a corruption increase and should find a different shade.
With that system, you could then keep your stacks, since the penalty would be to have to path to a different one.
However, the Shade is a boss, so it applies the same logic as the other bosses do: you die, you lose progression. In the case of monolith bosses, you lose stability, in the case of the shade, you lose an orb.
As I said before, it actually makes sense, because if you’re having trouble defeating the shade, you’re likely not prepared for a big jump in difficulty, so the corruption you get is decreased.
As for Uby, I don’t really agree with that either, for the same reason I disagree with the proposed change here. Because you only need to get a somewhat viable build and keep trying until you manage to get lucky and avoid a few of the big hits and manage to kill him.
This is more the case for shade than Uby, because Uby is very challenging, but the principle is the same. You’re not encouraged to actually improve your build but to give it a go until you’re lucky.
I’ve never tried Uberroth, but fair if that’s the case, though there’s consequences for everything else below/before that, so I’m a bit surprised that there’s nothing for Uberroth (like you get an Uber eye from Abby & you use those to attempt Uberroth).
You won’t get any stability from them. I know it’s not the main focus of Shades, but it’s not nothing.
the distinction is that the devs have identified that orobyss being a boss is an important event, not a simple echo.
look at what happened to GGG and their implementation of “monoliths”. players had to travel the map to find a boss map. attempt it. DIE. and LOSE the map. it makes players super salty, it even to the point that GGG reluctantly changed the game so that players get a few retries on the bosses.
EHG prevented all this saltiness from the get go.
why isnt EHG also voiding woven echoes? its very simple. less salt. unlike regular echoes, woven echoes require resource. if players failed woven echoes and they got it voided the same way as regular ones. players would simply be very salty. imagine farming 2k to get an echo. make 1 mistake and lose it.
but then again, since you’re happy to eat all these sorts of punishments. its a waste of effort for me to even ask you to imagine since you’re ok with it.
most other players simply prefer not to lose resources. we already lost our time and effort.
just look at POE2 and the backlash they have with their “try once” boss maps.
but on the flipside. i would be open to the idea of having a new weaver tree passive that introduces punishments for more rewards.
such as “If you fail an echo, the echo is destroyed but you have 30% more item drops”. this will reward players like yourself and players like me can choose to opt out of such difficulty
Yeah, woven echoes are treated a bit differently. If you fail a woven echo, you still get access to the main in-echo functionality (eg, set items turned into shards, uniques with LP being turned into 0LP uniques, etc) but you lose any weaver tree benefits (buffed champions/mages/etc) and the post echo loot chest. So while they ate treated differently, that’s likely because the main thing happens inside the echo rather than after it.
Yes. That is what I said. In LE, bosses lose you progression. You die to a monolith boss, you lose stability and have to farm it again. You die to a shade, you lose a corruption stack and have to farm it again.
Each boss makes you lose part of the progression.