|
1. I agree that it feels like a lotta walking around in the Levels that could be reduced but I dont want Movement abilities otherwise the whole combat system of the game will fall apart.
They announced way more checkpoints and teleporting around in the map I think that will fix it.
2. Here I agree that much HP isnt hard but this isnt a common issue in this game imo.
I rarely see an enemy where I feel like he has way too much HP and im someone who never played ARPGs.
3. Flask System is good imo I really never had a problem with it.
4. I have no opinion on this I played through the whole game without crafting.
5. I wish less loot would drop but more Rare stuff. Not a huge fan of generally looting. So when less stuff would drop and the stuff is way better I would be happy.
6. No opinion on this since I dont know POE1 but I can tell theres definitly not big creative freedom in this tree.
7.I like the Skill / Passive / Spirit Gem System tbh didnt have any problem with it.
8. The Campain isnt too long because of the Storyline but by how fking huge the Levels are.
You run around there for almost a whole hour per Level because they are way too big.
They need to WAY smaller it would be so much more fun.
9. Trials is so fking trash. I get the idea of "Rogue-Lite" but all those boring traps and the Honor System fk it up.
Get rid of those traps and they need to add way more cool stuff you can unlock to make the Trials easier when you do them over and over.
More different Bosses you can get in the end too.
Its like the worst and most boring Rogue Lite I have ever seen.
I think you are overall a bit too dramatic tho.
The game is still amazing and huge fun for most players.
|
Posted bySchiggy#0015on Dec 17, 2024, 4:35:47 AM
|
|
Is d4's campaign as long as this? I'm trying to understand the decision to make the campaign this long as in current state I just don't see people playing leagues.
Chris Wilson also said the dev team thought PoE1's campaign was too long and wanted PoE2's campaign to be about 70% what PoE1's was.
Most players either don't want to the do the campaign or want a shorter campaign.
GGG's affinity with D2 - the D2 dev's also thought they nailed the campaign length and pacing, I would agree and it's much shorter than PoE1's.
Yet here we are.
Last edited by AmpegV4#2473 on Dec 17, 2024, 4:52:22 AM
|
Posted byAmpegV4#2473on Dec 17, 2024, 4:50:41 AM
|
"
Is d4's campaign as long as this?
I've no idea how long D4 campaign is because I was asleep for its entire duration.
|
Posted byjust_dont#6539on Dec 17, 2024, 4:57:20 AM
|
|
FLATTTTTEEEEEN!!!!! TENDERIIIIZZZEEEE!!!!
Oh i love PoE2 so much more than the PoE1. Coming from DIV i have awesome fun.
- bosses are nicely done. theyre actually fighting, yelling and if i do a false step i get tenderized <3
- the controlls with xbox joypad and the option to go backwards while shooting is just genius and easy to play.
- flask system is good
- thanks to some hard hitting monsters you always have to be aware. theres a bit of tension which adds to the atmosphere
- soundeffects & music are nice. theres also a map tune that sounds sooo much like the first 2 Diablo games.
- STEREO sound?!!!! in 2025??? (ohh im already in the future) Imagine having the black chamber music at least in Dolby Digital 5.1. WoW... would be awesome.
- The huge ATLAS endgame map. Ohh i cant wait to explore further today.
- i also like the drops. sometimes it takes ages till i get something new i can use but then it feels great. Theres also gambling to get better stuff.
- slow gameplay: at the beginning, later having movement speed on boots it gets a bit faster and you get much more stronger at the later levels and you can quickly pewpewpew like a D2 bow amazon through the monster hordes on the maps.
Yes. I totally have fun.
What i dont like:
- No facial/body character customization
- prices for cosmetics are totally mad. 80 bucks just for a backpiece? hahahaha...
- When x-box batteries are empty and you put new ones in then the game throws you out of the map instead of just pause the game.
Last edited by Bitslappa#8832 on Dec 17, 2024, 5:35:09 AM
|
Posted byBitslappa#8832on Dec 17, 2024, 5:00:59 AM
|
|
At this point I honestly just feel bad for you Pathological.
Last edited by Seanprice798#2395 on Dec 17, 2024, 5:29:47 AM
|
Posted bySeanprice798#2395on Dec 17, 2024, 5:29:15 AM
|
"
2. Difficulty Isn’t About Tedium
I keep hearing that POE2 is “more difficult.” But is it? Difficulty isn’t about giving enemies inflated health pools and forcing players into a boring loop of poking, retreating, and poking again. That’s not engaging—it’s frustrating. True difficulty should come from well-designed mechanics and meaningful decision-making, not from artificially drawn-out combat.
Totally agree - and not just on this one.
I have decided not to take on any more bosses on my own. That in itself is frustrating but less frustrating than the endless boss battles where the 'game' is to find a sliver of space to do damage in between the endless rolling and dodging.
|
Posted byPhloryn#6989on Dec 17, 2024, 5:29:24 AM
|
"
I’ve been playing Path of Exile since its beta days. My Steam account alone shows over 6000 hours, and with the standalone client, I’m well above 8500 hours.
I’ve seen every league, every major patch, and every meta shift. I want POE2 to be different. I want it to evolve beyond POE1. But it also needs to respect the core elements that made the original game successful. It feels like some fundamental missteps are being made, and they’re hard to ignore.
One of the most frustrating things I see lately is new players, many of them ex-D4 players or people who barely touched POE1, saying GGG shouldn’t listen to veterans who want POE2 to hold onto certain aspects of the original.
These players also argue that POE1 veterans "don’t understand Souls-like games" or "slower, more methodical gameplay." This is just laughable. Many of us have played and loved games like Elden Ring or Dark Souls. We fully understand what makes those games great.
But comparing them to an ARPG like POE2 is like comparing apples to oranges. Souls games are about tight, deliberate combat, exploration, and immersive design, whereas POE is about progression, loot, and player creativity. Slowing down POE2 doesn’t make it feel like Elden Ring—it just makes it feel tedious.
Here’s my Steam profile, just to put things in perspective:
We’ve been playing this game for years. We’re the players who’ve kept coming back, league after league, supporting GGG with time and money.
This isn’t about “clinging to the past.” It’s about wanting POE2 to succeed while still respecting the core of what makes Path of Exile such a beloved ARPG.
Let me break down some key issues:
1. Slow Doesn’t Mean Better
A slower-paced game can be good, but it doesn’t automatically make it better. If you’re tired of POE1’s "zoom-zoom," I get it. But removing movement skills entirely, especially in massive maps that often require multiple trips through the same areas? That’s not challenging—it’s tedious. Even with rolls and movement speed buffs, traversing the world feels like a slog.
2. Difficulty Isn’t About Tedium
I keep hearing that POE2 is “more difficult.” But is it? Difficulty isn’t about giving enemies inflated health pools and forcing players into a boring loop of poking, retreating, and poking again. That’s not engaging—it’s frustrating. True difficulty should come from well-designed mechanics and meaningful decision-making, not from artificially drawn-out combat.
3. Flasks and the “Vision”
Yes, flasks now refill on kills, which is better than the original POE2 reveal. But the addition of refill wells still feels unnecessary and redundant. The whole system feels like a solution to a problem that didn’t exist in POE1. Instead of adding depth, it just slows down the pacing. It’s another example of the “vision” overriding what’s actually fun.
4. Crafting Is a Mess
No deterministic crafting is a joke. The devs say they want us to craft more, but how? Without reliable tools like crafting benches or alt rolls, crafting feels like throwing currency into the void and praying for a miracle. If the idea is to encourage players to build items from scratch, it’s not working. The lack of control isn’t engaging—it’s exhausting.
5. Drops and Vendors
If you like the current loot drops, more power to you. But even if you do, they’re still poorly designed. Vendors have been given more power, but drops feel so sparse that crafting currency barely exists. The balance isn’t there. You can’t expect players to engage deeply with crafting when you’re starving them of the resources to do so.
6. The Skill Tree Is Disappointing
The new skill tree looks like POE1’s tree but feels hollow in comparison. The nodes are uninspired, and the restrictive layout makes it harder to create unique or unconventional builds. The inability to travel across the tree freely stifles creativity. And the absence of masteries? It’s a huge loss. Masteries gave builds flexibility and depth, allowing players to specialize and fine-tune their characters. Without them, the tree feels rigid and unexciting. Even basics like Life nodes, which helped define different defensive strategies, are missing, limiting creativity in ways that hurt the game.
7. The Gem System Isn’t Fun
The new gem system isn’t engaging. It’s clunky, and the fact that gems don’t stack just highlights how half-baked it feels. The uncut gem mechanic might seem like an interesting idea, but in practice, it’s just another layer of grind. Gems should feel like an integral part of progression, not a source of frustration.
8. The Campaign Is Too Long
Some players praise the longer campaign, but for leagues, this is a disaster. Every league, we’ll have to slog through this overly long campaign multiple times. POE1’s campaign is already considered a chore by many veterans, and POE2’s is shaping up to be even worse. A longer campaign doesn’t mean better retention—it just means more burnout.
9. Ascendancies and Trials
Why can’t we change ascendancies anymore? Is this supposed to be a challenge? It’s just restrictive for no reason. And Trials… who thought combining Ultimatum and Sanctum mechanics was a good idea? Trials are tedious, clunky, and far from enjoyable. It feels like GGG took the least-loved mechanics and doubled down on them, which is baffling.
I Want to Love POE2, But It’s Hard
As a veteran, I want to see POE2 succeed. I want it to be different, but it also needs to respect the core systems that have kept players invested in POE1 for years. Right now, it feels like GGG is prioritizing their “vision” over what actually works.
To the newer players defending these changes without understanding their long-term impact: you’re not helping. Ignoring valid criticism isn’t supporting the game; it’s enabling bad design. Constructive feedback is what helps games improve. POE2 has the potential to be great, but it needs to address these issues before it alienates the very players who’ve been its foundation for years.
I don't even agree with most of the points, as someone who loves PoE1 blasting too.
I love that crafting is hard and rares are valuable. It's a big improvement over PoE1 where you will skate over every single drop and spam currency on a base you buy. Deterministic crafting wasn't fun. Having an infinite amount of currency meaning you make the perfect item isn't good for the game or it's ground loot. It just means you get to have perfect affixes on the base you want. Chasing an item that is actually hard to get, and having ground loot be valuable, is way more fun to me.
You also complain about the crafting just being "throwing currency into the void" but if you are crafting on items with multiple mods you want on them.. then recombination bench exists. So every item you crafted x3 could make the item you want, and there is chaos and omens so you could spend exorbitant amounts of currency to make the perfect item if you REALLY wanted to.
After they tuned up the drops on rare monsters I am making 10ex an hour easily farming t10s, in the campaign uniques are often dropping multiple ex. The drops are fine.
I love that the campaign is difficult, and I think the bosses are really cool to fight and overcome. Sure, maybe act 2 right now you feel pretty weak but after that it's fine. Could use some tweaking, but it's not that bad.
Skill tree works. I think they did a good job on it, and I hardly think just yourself has had the amount of currency and gold to respec into many different builds and really try it out and come to any sort of valid conclusion.
Honestly, it just feels like a long post carping and complaining about it not being as easy to you as PoE1 is. Yeah mate, it's a new game. PoE1 was also pretty hard when it was new and there was less ways to play it, and less people teaching you them.
Last edited by AverBeg7#1689 on Dec 17, 2024, 5:49:16 AM
|
Posted byAverBeg7#1689on Dec 17, 2024, 5:36:35 AM
|
"
I’ve been playing Path of Exile since its beta days. My Steam account alone shows over 6000 hours, and with the standalone client, I’m well above 8500 hours.
I’ve seen every league, every major patch, and every meta shift. I want POE2 to be different. I want it to evolve beyond POE1. But it also needs to respect the core elements that made the original game successful. It feels like some fundamental missteps are being made, and they’re hard to ignore.
One of the most frustrating things I see lately is new players, many of them ex-D4 players or people who barely touched POE1, saying GGG shouldn’t listen to veterans who want POE2 to hold onto certain aspects of the original.
These players also argue that POE1 veterans "don’t understand Souls-like games" or "slower, more methodical gameplay." This is just laughable. Many of us have played and loved games like Elden Ring or Dark Souls. We fully understand what makes those games great.
But comparing them to an ARPG like POE2 is like comparing apples to oranges. Souls games are about tight, deliberate combat, exploration, and immersive design, whereas POE is about progression, loot, and player creativity. Slowing down POE2 doesn’t make it feel like Elden Ring—it just makes it feel tedious.
Here’s my Steam profile, just to put things in perspective:
We’ve been playing this game for years. We’re the players who’ve kept coming back, league after league, supporting GGG with time and money.
This isn’t about “clinging to the past.” It’s about wanting POE2 to succeed while still respecting the core of what makes Path of Exile such a beloved ARPG.
Let me break down some key issues:
1. Slow Doesn’t Mean Better
A slower-paced game can be good, but it doesn’t automatically make it better. If you’re tired of POE1’s "zoom-zoom," I get it. But removing movement skills entirely, especially in massive maps that often require multiple trips through the same areas? That’s not challenging—it’s tedious. Even with rolls and movement speed buffs, traversing the world feels like a slog.
2. Difficulty Isn’t About Tedium
I keep hearing that POE2 is “more difficult.” But is it? Difficulty isn’t about giving enemies inflated health pools and forcing players into a boring loop of poking, retreating, and poking again. That’s not engaging—it’s frustrating. True difficulty should come from well-designed mechanics and meaningful decision-making, not from artificially drawn-out combat.
3. Flasks and the “Vision”
Yes, flasks now refill on kills, which is better than the original POE2 reveal. But the addition of refill wells still feels unnecessary and redundant. The whole system feels like a solution to a problem that didn’t exist in POE1. Instead of adding depth, it just slows down the pacing. It’s another example of the “vision” overriding what’s actually fun.
4. Crafting Is a Mess
No deterministic crafting is a joke. The devs say they want us to craft more, but how? Without reliable tools like crafting benches or alt rolls, crafting feels like throwing currency into the void and praying for a miracle. If the idea is to encourage players to build items from scratch, it’s not working. The lack of control isn’t engaging—it’s exhausting.
5. Drops and Vendors
If you like the current loot drops, more power to you. But even if you do, they’re still poorly designed. Vendors have been given more power, but drops feel so sparse that crafting currency barely exists. The balance isn’t there. You can’t expect players to engage deeply with crafting when you’re starving them of the resources to do so.
6. The Skill Tree Is Disappointing
The new skill tree looks like POE1’s tree but feels hollow in comparison. The nodes are uninspired, and the restrictive layout makes it harder to create unique or unconventional builds. The inability to travel across the tree freely stifles creativity. And the absence of masteries? It’s a huge loss. Masteries gave builds flexibility and depth, allowing players to specialize and fine-tune their characters. Without them, the tree feels rigid and unexciting. Even basics like Life nodes, which helped define different defensive strategies, are missing, limiting creativity in ways that hurt the game.
7. The Gem System Isn’t Fun
The new gem system isn’t engaging. It’s clunky, and the fact that gems don’t stack just highlights how half-baked it feels. The uncut gem mechanic might seem like an interesting idea, but in practice, it’s just another layer of grind. Gems should feel like an integral part of progression, not a source of frustration.
8. The Campaign Is Too Long
Some players praise the longer campaign, but for leagues, this is a disaster. Every league, we’ll have to slog through this overly long campaign multiple times. POE1’s campaign is already considered a chore by many veterans, and POE2’s is shaping up to be even worse. A longer campaign doesn’t mean better retention—it just means more burnout.
9. Ascendancies and Trials
Why can’t we change ascendancies anymore? Is this supposed to be a challenge? It’s just restrictive for no reason. And Trials… who thought combining Ultimatum and Sanctum mechanics was a good idea? Trials are tedious, clunky, and far from enjoyable. It feels like GGG took the least-loved mechanics and doubled down on them, which is baffling.
I Want to Love POE2, But It’s Hard
As a veteran, I want to see POE2 succeed. I want it to be different, but it also needs to respect the core systems that have kept players invested in POE1 for years. Right now, it feels like GGG is prioritizing their “vision” over what actually works.
To the newer players defending these changes without understanding their long-term impact: you’re not helping. Ignoring valid criticism isn’t supporting the game; it’s enabling bad design. Constructive feedback is what helps games improve. POE2 has the potential to be great, but it needs to address these issues before it alienates the very players who’ve been its foundation for years.
If you keep stuck to archetypes walls you never get new archetypes. GGG seen a chance of doign somethign new and great. Let them try. POE2 already made me swear that I will never ever play a traditional ARPG agin, because they feel utterly outdated and dumb compared to POE2.
|
|
|
And how should well-designed mechanics and boss fights look like?
The actual combat system feels great. Better than just standing there shooting at the boss and waiting for it to die or just 1-shotting it while rofling all the way through the maps. (like in DIV).
If its too easy you dont feel any tension and atmosphere wherever you go.
Last edited by Bitslappa#8832 on Dec 17, 2024, 5:38:35 AM
|
Posted byBitslappa#8832on Dec 17, 2024, 5:37:59 AM
|
"
PoE1 is not "made" for zoomers. It's a choice. When I want to zoom I take my Legion atlas (almost never). Otherwise I go farm harbingers, blight or simulacrums. If I don't feel like exploding packs I go farm Maven or whatever. Do I even talk about Valdo's maps ? Is that zoom zoom ?...
The money /hour is even the same, cuz the market evens out (though I would say ignore the div/hour and focus on your own fun/hour, but ppl are stupid and jealous).
I have the tools to make the choice. And so do you, you DON'T HAVE to play HH flicker every league. If you got sick of it is by your own doings, not PoE1 fault. You gave examples, but stayed in the zoomies ones. Open up, there are options that are not.
You made the choice in PoE2 to not play flicker and go with your 2 handed guy. Why don't you do it in PoE1 as well, instead of burn yourself out of zoom zoom ?
I may get what you mean with the cars (maybe), but I do think only the D2 one is valid. D2 is indeed nostsalgia driven now, it's a "dead" (aka not a live service anymore) game.
But for PoE1 / PoE2 it's not valid imho. I don't care about PoE2 close to PoE1 or not, I just want PoE2 to be fun. But that's not enough to say that :
I want PoE2 to be fun FOR A LONG TIME. And that zooming hate doesn't make sense in that regard.
PoE2 will have to evolve, bring new stuff, bring power creep, and sooner or later get somewhat "faster", because that's the sole purpose of this game. There shouldn't be and "end" to it. You have to strive for new, bigger, harder things.
Regarding Zarockh, you don't have to design with player speed so much, why is that even a concern ? The goal is to link the points, scale it with baseline speed and that's it. What if a player has 500ms ? Well he will do it faster and be rewarded for that investment. Why is that even an issue ? I will be proud I succeeed regardless of another player doing it faster than I do. The point is that he has the CHOICE to be fast, and I have the CHOICE that I don't want to handle such speed / don't want to sacrifice something else for it.
Regarding the gap between players, again, why is that an issue ?
It's a PvE game, mostly played solo. Why is it a problem that ben is destroying the game while I enjoy my slow ass zombie army ? I just copy what feels fun to me, and ignore in admiration all the rest he does. Why does it matters that ppl are having billion DPS builds ? I cleared everything with my slow ass 20m dps build. What if I didn't clear ? Cool, I'll see what I can improve for next league.
I don't know, we may already be going circles in that discussion. I feel like you have blinders, streamlining yourself in a specific gameplay to justify some questionable design, thinking it's a fatality / curse. I don't understand how leaving no player agency is a good thing / improvement.
Now, on a personnel level, probably as a conclusion if we going circles :
I do think it's good PoE2 is a slower game at the moment. Because it's a good baseline to rebuild back again, and I think GGG is just having a hard time scaling things up in PoE1 for new leagues (so I expect it to disappear, or at least die, question is when).
From there, they will be able to rescale their way up overtime with interesting things (in the end this is the same concept as leagues. PoE2 is a fresh restart).
The only question is to what pain level we start again, before rebuilding. It's not whether or not the game will have zooming aspect. IT WILL HAVE, and already has. You're just lying to yourself if you think otherwise, or just are clueless about a live service arpg. An ARPG that doesn't scale overtime is a dead one (D2), and is only played out of nostalgia.
I feel the "reset" for PoE2 is too big at the moment, compared to the choice tools we have available in PoE1 (maybe that's an EA problem, and will be fine at 1.0). But that's fine, I'll just give it time to grow back to a bearable level. What is worrying though is that it is at the expense of PoE1 schedule, so, yeah, I don't like it much and could make me bounce off completely. Time will tell...
Last edited by rob_korn#1745 on Dec 17, 2024, 5:52:06 AM
|
Posted byrob_korn#1745on Dec 17, 2024, 5:41:42 AM
|