The integrity of the progression is the most important factor of Path of Exile or any other action role-playing game. From being naked at level 1 to becoming a monster-killing machine at the 80's and 90's, the reward of getting stronger the more you play is what PoE is naturally for. But it all seems linear and predictable, which is something that ARPG players are used to.
That's why Grinding Gear Games bring in some one-hit mechanics in bosses that make them kill player characters when players are not careful. Chris Wilson has stated that he likes the idea that most of the game is predictable, but there's 1% chance that you may get shocked with something beyond your character and puts you in a state of shock.
The idea of making predictable gameplay is really good on paper. When you can convince players to pay attention and not go through the motions during gameplay, then the longer the game stays fresh for players. The sheer difficulty makes for a challenging game that rewards to those who put the effort in, and that's a good thing. But one-hit deaths may not be the best way to deal it. Suppose that you've built your character in the Hardcore league from the beginning and reached a point where can be proud of what you've accomplished and all the PoE items you’ve obtained. It is a character that you've played laboriously for months and you've completed your goal build finally.
You go off to kill a particular boss, and you happen to be standing in one place for too a long time for some reason. Then you get hit by a wallop, and your powerful character is suddenly lifeless. The Difficulty is no problem, but getting hit that makes life from 100% to 0 is so cheap. It looks like you get scammed, with your effort and time becoming null and void nearly as your character is given one-off treatment. For most players, it's not the trading or buying PoE items in the game, but the combat. It's the largest part of the gameplay, and perhaps the most extensive skill diversity feature in the ARPG genre, as well as the most spectacular visuals for gameplay.
That's why lots of players like this game, also where they get punished for daring to go further, even though they're ready for almost anything indeed. Constant danger is necessary to keep the game intense and lively, but this isn't the best way. With the constant power creep hanging of the ever-growing game of PoE, perhaps they only think it is a good idea to make enemies hit you harder than what the game design should deem necessary. For more poe news, you should visit MmoGah.com. Just a reminder: you can get 2% coupon code for free from the reps if you place an order from this article.
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