Hardcore full loot permadeath PvP makes sense in an MMO. From a money making standpoint it probably doesn’t make sense to Blizzard for D4 or any other game. You will always find players who want to take risks to the absolute maximum. Just as you will find players who will never risk anything.
The thrill of hardcore is the potential to lose it all in a heartbeat. You lose a lot of that thrill if the penalty is just that your hero gets turned into softcore. Sure, more people might try it, but it would no longer be proper hardcore.
Also, if you got some really tasty primals in hardcore, put them into the inventory of a level 1 hardcore hero, send it out into the world, watch it die, it transfers to softcore and, hey presto, those tasty primals are now available to your softcore heroes instead.
Yes, this is definitely a reason for more casual players to try it out at least. The other one is PoE streamers all play SSF HC since this makes most sense from a competitive pov.
Yes, true HC players simply delete/ignore the SC chars.
The only HC mode I would be interested in D4 would be one life per Season HC. That’s something I’d definitely play since it takes away mechanics like stacking HC characters (aka lives ) before the final ranking push, although I doubt something like this is coming with D4. There is bigger chance PoE 2 to embrace it (in which case I’ll play it too at least once).
Did they fixed the ALT+F4 trick for PoE Hardcore? Last time I heard from my PoE friends that most of HC players were using ALT+F4 script or something to instant save their HC characters from dying.
I honestly have a hard time believing that people actually like HC for what it is but rather for some weird reasons… Tell me something which of these two is better:
A hard to reach checkpoint/save where you die at least 20 times before you get a grasp how to even make it possible
A “hard core” mode where things are made possible to beat in one go as long as the player knows how much of toughness-dedication is needed for survival
I’m personally on the vote for option 1, and I DO frankly have a hard time believing that people would prefer the option 2. It seriously dumbs down the challenge potential/s in favour for an “overly cautious” playstyle (or even farm before Zerg, BOTH of which I’ll admit tbh I’m not a fan of)
This can be possible in a hardcore game mode too. It would just require you to start over on new characters each time. That is generally how rogue-likes work.
A HC mode does not at all need to be designed to be realistically beatable in the first attempt. There is no need for dumbing down the challenge. If anything, a lack of death penalties tend to dumb down the challenge, since you simply dont care what happens.
As for being overly cautious. That is just a game design issue. I dont think it is ever a problem in A-RPGs, since efficiency is the goal of the game, so people will try to play aggressively - if anything, one of the many benefits of more severe death penalties (or survival bonuses) in an A-RPG, is that it helps the more defensive builds to be more viable.
Sekiro is a decent example of a game that punishes death somewhat (though of course not to the degree of a HC mode), but also punishes playing too cautiously (while the Dark Souls games tend to let you play cautious if you want to, though it is of course less efficient)
It is not about knowing how much toughness is needed. That wont have a single answer anyway. It is about learning to play well, and knowing there are consequences when you don’t. That can make the gameplay more engaging.
I would prefer a middle-ground though. Like Dark Souls etc. Where death feels like it matters, without being a reset. That should happen in SC. But HC should still remain.