Poe2 feedback after aproximately 60 hours of game play for this league
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(and possibly related to 0.1, 0.2 as well) 838 hours total
Thing that I found great this league: the progression from start until entry of mapping had become better since I got access to more loot, however, if you don't build properly or choose a bad acendancy, it will be a nightmare when trying to kill act 2 final boss(not all things are viable, I was just lucky because oracle vines is somewhat okay) and respecting is going to take longer than creating a new character and rush it again from scratch because it cost so much resources. the vaal tempal offer great progression in the early on, but fall off after in the late game, need reroll opportunites, there are no/not enough traps. Core Issue that I find: - I like to play the game alone(group play's logistic nightmare) and enjoy it myself, exploring ideas and builds by myself without having to watch guides, the game has so many things to learn and explore. However all of that has become very limited, I can not compete(as in to acquire enough resources) against people who play in group, who has a sea of amount of currencies to trial and error when it come to crafting, or doing builds testing, because they will have more time, rarity, resources funneled into 1 person. > I just want to be able to enjoy the game at it's fulleast as well, maybe just give me an easy mode league where I can control the loot that can be dropped just like playing with 4/5/6 other people which somewhat increasing difficulty and let me figure it out myself and have more loot rarity? and when I am ready I will hop into big boy league. I don't consider doing the same t5, properly juiced, and occasionally drop a divine every 10-15 maps to be fun when an item that I need to acquire for my build testing is costing 200 divs because everyone want it(clearly I am not in the same league as them). I don't have any special feeling about the game economy, it is not in my interest, I am here to enjoy the challenges from boss fights, map mechanics, and builds > I love solo self-found playing, but acquiring currency(to even learn how to craft) is a hindrance because I know i would have to invest so so so much time into playing(little progression made/feeling) overcoming challenges is fun, overcoming hindrances isn't. > I do not plan on becoming a hideout warrior, I just want to be able to craft an item I want or acquire a rare unique drop with the understanding that I will actually have a chance of getting it if i was to constantly grind for 4-5 hours, instead of wating for the lottery ticket to drop through out the entire 2-3 league(I would have just quit). => game is fun, min maxing is fun, but gear-gap and luck factor is too much of an impact. Side issues I have with the game: - the skin transfer should create a skin on use and cost 50 coin instead, I constantly have to switch up gear for little improvement, But i can't play with the look that I like because the skin transfer can only be used one? that's suck. (elementalist's robe is goated) - There should be a pinning skill effect rtx(vines warping the target will be a great theme) - Character with higher armor should have more resilience to stun when running? - Vendors across the map(the one in the jungle for example) should sell identification scroll > there should be random merchant during end-game map game play as well, so help with earning some extra gold if the player to put in some effort picking up stuffs to sell, this way we don;t have to deal with backtracking portal(loading screen). and there should be an ingame merchant system progression as well, will be so fun - Proximate tangibility should have an aura displaying the damageable range. - Mana issue/meta skills efficiency cost is high. - doing uber bosses should have infinite attempts, the only downside should be xp level instead of entries. losing all my progression(entry key) because of not knowing my character limit and decided to do a higher difficulty than I can handle is so discouraging when it come to limit test and exploration(given that im playing in a standard league, to chill and have fun, no trying to acquire frustration of losing things). > those who complain about if the changes that I propose will make the game to be too easy? well go play hardcore and do your screen pause game play if you like losing your progression on death, maybe that will be more challenging for you. - charges require a little to much effort to acquired/setup/consumed, lucky me because I can just plant trees and water them and monsters dies, unlike some other classes, but at the same time. perhap there is more later. Last bumped on Dec 21, 2025, 5:56:06 PM
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