Ascendancy Trials Feedback: Understanding Player Concerns
Very well formulated post and i fully agree.
Shortly before the EA start i was even joking with a friend that since now theres no more lab we will probably have to do sanctum to get the ascendancy points, we had a good laugh about that frankly ridiculous idea. I guess GGG had the last laugh there.... |
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+1
Только вкачал - уже понерфили.
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" Good to see I'm not the only one! I check back regularly to see if it's still high on the front page, if not I bump :P |
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" Thanks for taking the time to write this up. It might just be me and where I'm coming from, but writing all of this in favor of the trials (while incidentally supporting one of my points about specialization with details about specific builds, movement speed requirements, and relic combinations), only to conclude that "trials are fine" feels like even more damning feedback than what I provided ;) |
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Very well written.
+1 |
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Totally agree. It's hilarious and disappointing to me when I see that low-level coins are more expensive.
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I'll give TLDR bullet points:
### TL;DR of Feedback on PoE2 Trials System: - **Core Concern**: Locking fundamental class progression (ascendancy) behind optional mechanics that feel disconnected from core gameplay is a puzzling and frustrating design decision. - **Randomness**: - Trials are overly random, with difficulty ranging wildly due to unpredictable modifiers. - Unlike PoE1's Labyrinth, trials lack predictability, making progression feel inconsistent and unfair. - **Specialization**: - Trials like Sekhema/Chaos require specialized builds that deviate from core gameplay, unlike the Lab, which was build-agnostic. - **Mandatory Mechanics**: - Previously optional, niche mechanics like Sanctum (Sekhema) and Ultimatum (Chaos) are now mandatory for class progression, alienating players who disliked these systems in PoE1. - **False Choice**: - The illusion of "choosing" your ascendancy path is invalidated by the universal desire for immediate access to class powers. Players are funneled into a specific order. - **Mismatch with ARPG Expectations**: - Trials introduce gameplay styles (e.g., roguelike, survival, autobattler) that deviate from core ARPG mechanics, breaking the player's expected progression loop. - **Misunderstanding Player Sentiment**: - Lab was disliked not due to its structure but because it diverged from expected ARPG gameplay. Trials double down on this mismatch instead of resolving it. ### Recommendations for Improvement: 1. **Adjust Honor Mechanics**: Remove or minimize the impact of honor to make trials accessible for all builds. 2. **Reduce Randomness**: - Standardize modifiers and difficulty to ensure predictable progression. - Remove randomness in access tokens—tie trial access to player level instead. 3. **Create Build-Agnostic Content**: - Introduce boss rush modes or class quests as alternatives that align with the ARPG core loop. 4. **Alternative Approach**: Scrap trials and create narrative-based class quests for ascendancy progression. ### Closing Plea: - The current state of trials risks alienating players and creating a significant quitting point in PoE2. Listening to feedback and adapting mechanics to align with core ARPG principles will safeguard the player experience and long-term success of the game. |
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+1
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great post, but will GGG actually do anything about it? Not one word from them about any of this and people have been saying it for the entire week it has been out.
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+1, delete sanctum, or at least delete the honor system
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