You lose your item?

So if I put my item in the Nemesis, and then die, my item is gone forever?

No, it will keep it for your next encounter.
You only lose the items if you chose challenge and you both die at the same time, meaning he drops the loot while you’re in the respawn animation.

As long as the item doesn’t drop on the ground you are fine. You can kill the Nemsis you empower and they will drop your item afterwards. However if another mob or some dot kils you. Then you will lose that item because it’s on the ground and you can’t pick it up because you are dead.

Someone lost a +2 LP Nihilus that way.

This is what happened to me. I lost my 2LP Ladle last night.

Ragequit and won’t be back. At least poe league starts in a week.

Sorry to be an ass…thanks for the info guys. o7

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Sorry to hear that. Sadly if an item is on the ground and you TP, Die or the instance ends it’s gone. They definitely should fix the mechanics on this. All legendary drops or Nemesis drops at least go to your stash.

Yea unfortunately I feel that. I’ve rage quit once in Temporal sanctum and quit for 2 months.

Enjoy PoE and I do think LE has good things going for it but it’s very rough right now with a lot of sytems and mechanics that need to be straightened out. For their first cycle though I think they have done some good things. However it likely will take several cycles and really changing some core things if they want to compete with other games.

TP out or using WP i agree. Items shouldnt be lost here.

However loosing loot when u die is intended. This i dont think needs fixing. Loosing loot when u die is LEs death penalty.

Ill take loosing loot when dying vs loosing xp

Disagree here. This would just remove the risk of dying

Im also a firm believer in u want the power said item gives u players should have to pick it up.

There doesn’t need to be a penalty though. That isn’t fun for people full stop. Losing a really powerful item will always feel bad and just cause you to stop playing.

I just don’t agree and look at it as QoL. I think you should be able to enable all Uniques auto pick up and go to stash in case you miss picking them up.

There does need to be a penalty. Otherwise u end up with a D3 situation. Nor is there any reason to even try to not die.

A death penalty is a good thing. It makes players pay attention.

That isnt QoL. This is nothing more than 1. Wanting things handed to u 2. Is another form of auto loot. 3. This isnt borderlands

Alot of times what gamers think is QoL really isnt. Having this as an option will doong nothing but gimp players that dont use it. Thats not QoL.

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If you die you still lose the Mono rewards, you still have to redo that mono for no reward if its in a path you need. You still lose the time doing this. Those are enough reasonable penalties without losing an OMEGA GG item that makes you want to uninstall.

Sorry disagree.

It is QoL. Other games players asked for it and have it implemented and people love it. There is no question that it is QoL :rofl:

Its not QoL no matter how u spin it.

This does nothing but remove the risk and reward factor. Thats not what QoL is or does

As for monos yes it works that way. Doesnt change the fact of what i said about removing it.

U also further proves my point about loosing loot on a failded echo or dying . If u fail that echo. In no way should u be getting the rewards from a nemesis.

That defeats the purpose of failing an echo

So i the nemesis had an egg option and i put in an item that already was upgraded from the nemesis by mistake and my item just disappeared. it’s not in my stash, inventory, or on the ground. I didn’t die or anything like that I just dropped an already upgraded item into the egg and now it’s gone.

That has been reported before. You should consider it a bug. Items that aren’t appropriate to place on the egg (either because they’re legendary or because they already have LP or even because they’re not uniques or are quest uniques that can’t get LP) shouldn’t be allowed to do so.

There does need to be a penalty. Otherwise u end up with a D3 situation. Nor is there any reason to even try to not die.

Any reason you are specifically saying D3? All diablo games give you the ability to go back for an item on the ground

I think majority players would agree with Abomb on this one, especially with how laggy servers can be and random crashes. You could be paying attention and have the realization that stopping to loot or look through loot on a spire map might kill you, so you move on to clear the map and the spire for safety and disconnect before you are back at your items.

Any suggestions on a disconnect penalty? LE-65? I know it won’t be “pay attention”

Easy approach: when Nemesis has a really great Item you dont want to lose, go to Temporal Sanctum, run it at T1 and kill the Nemesis. No risk involved.

Because in D3 (and D4) death is totally irrelevant. It’s kinda annoying having to fix gear, but you only have to do it once in a while. So there really is no incentive to try not to die. You just gung-ho the whole thing and eventually you even get lucky.
Whereas in D2 you did have a XP and money penalty. So dying already had a penalty and you had to be careful not to die. Which is also what happens in PoE.

No, I don’t think there’s a single issue where the majority of players would agree with him, given his personality and stances on the game.

If you stop using skills the spires stop shooting. This isn’t an issue. Especially since they tweaked a couple months ago and made the void spire stop spawning mobs.
Not to mention that you can simply pick up what goes through your filter and just examine it when you leave the echo.

As for Nemesis, which is what the OP was talking about, if you die and then the Nemesis dies from a DoT, then the loot doesn’t drop and you don’t lose it anymore. You only lose it if you kill the Nemesis and then die afterwards of something else.

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Whereas in D2 you did have a XP and money penalty. So dying already had a penalty and you had to be careful not to die. Which is also what happens in PoE.

You lose specific mono rewards if you fail a node and if it is in front of another reward you want you will need to run it again to get there… that is a penalty. This extra penalty of having no way to return to items on the ground after killing a nemesis or fulfilling a prophecy most likely kills the fun for most players.

Not to mention that you can simply pick up what goes through your filter and just examine it when you leave the echo.

I don’t think many players are going to get a spreadsheet going to keep track of up to 48 prophecies and when they might be fulfilled in order to complete them on low corruption or safe spaces. I have had way more items drop than I could carry and this is because of a new filter I made to be able to gear multiple alt characters, so I have to stop and look at the values of items to decide on what is worth leaving behind. I don’t just simply grab it all and examine it after I leave the echo.

To be fair, it’s not actually a penalty. It’s just a limitation of the game engine for now. EHG has long said they want to do persistent zones, they just can’t for now because it impacts performance too much.
So when they find a way to fix that, this issue will go away.

That’s fair, I wasn’t aware that it was a limitation, it’s good to know they want persistent zones.

Cheers

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