Diablo (casual) Player, New in PoE: these are my thoughts :| (my first ever feedback)

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Wo0olfgaNg_ wrote:
On the Ruthless part, it was only mentioned that the items are more scares. Which I really like. When you find an item should be more meaningful.
If there is more to Ruthless than that.. well.. sad :). I`m not going back to the game. I`m sure the other points are still there (like TP, map navigation, long learning curve, etc).
I`ll go back to watch some more POE2 news :)

EXP penalty on death sounds interesting though. I actually like the idea of some penalty for deaths.



Well, here's the thing: Items do have meaning in PoE. You may get a ton of items to drop, however the quality of them is questionable at best. The vast majority of drops in the game are pretty bad overall, and playing the game in SSF is a struggle on its own to find things that'll make you strong enough to tackle big and tough bosses.

If you want to play Path of Exile and experience items having value without the game completely wrecking you, you should try SSF instead. You can't trade by design, so anything good you find is entirely on you, thus giving value to the item.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
You know they should probably list what ruthless does better.

I can see a diablo player opting into difficulty from the get go because that is how you enable rarer drops and bonus xp. It is like going up map tiers in the atlas.

Hope you find a game you jam with though.
Ruthless also changes skill availability, certain keystones, ascendancies, and other things to make them far less powerful. Nothing that would really matter to a total newbie who doesn't know the regular game, but definitely not "normal" game experience.

Passive Skill Tree linear: this I have a major gripe about. It is most certainly NOT linear, and there are complexities and nuance and power that you simply didn't spend enough time exploring. Nearly every single wheel offers game-changing stats, not just life/defense/etc. Only the "pathing" nodes are straightforward but even then, finding and creating an efficient path isn't linear. In this way, it is practically the OPPOSITE of the Diablo system.

It's a shame you started on Ruthless, and its a shame you gave up. Most of the complaints you have about the game are actually in pretty much the opposite camp than what you describe.

Regarding TP: you DO get a gem available later (too much later) that casts a town portal, which you can equip as a skill on your toolbar for unlimited use. Not a defense of the oldschool tp system, just a minor point that it IS available in-game.
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if it seemed like he didnt give an answer, allow me to elaborate.


well, it seems "he" summarized PVP pretty accurate :)
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Items do have meaning in PoE


Yeah.. this needs to be fixed in the next game. I think it`s a must. Item drop should be exciting.
For the town portal there is a keybind go in your option in control I think and the last setting allow you to assign a key
Why am I still here
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Passive Skill Tree linear: this I have a major gripe about. It is most certainly NOT linear

All I saw was that every skill point gives me slight buffs on smth: damage, regen, life/mana, atk speed, etc. There were very rare I saw anything that seemed interesting. Even from those major skill points (whatever they are called..) were not changing tooo much in my combat style.

I agree I haven`t explored enough, although I also agree that the skills (at least those main ones) should be more exciting. Better make less skill points, but with more impact.

Same with the artefacts. They are very dull, as I wrote above.


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its a shame you gave up

It was more of a tryout waiting for PoE2. I hoope all these points will be changed then.
Last edited by Wo0olfgaNg_#7323 on Jun 21, 2024, 7:31:37 AM
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Wo0olfgaNg_ wrote:
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Passive Skill Tree linear: this I have a major gripe about. It is most certainly NOT linear

All I saw was that every skill point gives me slight buffs on smth: damage, regen, life/mana, atk speed, etc. There were very rare I saw anything that seemed interesting. Even from those major skill points (whatever they are called..) were not changing tooo much in my combat style.

I agree I haven`t explored enough, although I also agree that the skills (at least those main ones) should be more exciting. Better make less skill points, but with more impact.

Same with the artefacts. They are very dull, as I wrote above.


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its a shame you gave up

It was more of a tryout waiting for PoE2. I hoope all these points will be changed then.


Well...it works quite a bit differently than most other games. The REAL skill customization comes from support gems and the skill itself, and NOT the passive tree. You aren't really going to find gameplay-altering nodes on the passive tree. It simply wasn't designed with that in mind. It will change build function, but not gameplay. I would compare it to D4 aspects and legendary items and how they change gameplay (rather than from your passives).

PoE 2 is likely going to be rather different than this game...I predict it will be as different as D3 was to D2.
Last edited by jsuslak313#7615 on Jun 21, 2024, 8:03:58 AM
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gameplay-altering nodes on the passive tree.


Yeah, I think this is the word. And this is how it should be in PoE2 at least:)
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I predict it will be as different as D3 was to D2.


I hope you don`t mean in a bad way :)

I don`t think it will be like D3 vs D2, since D3 had so bad reception. Of course a bunch of POE1 players will be disappointed because they are used and like poe1. And they can stick to POE1.
But poe2, as far as I`m seeing, will appeal a much broader audience. Hopefully me included..

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