Why POE2’s Direction Is Worrying for Veterans and Newcomers Alike
" There's nothing else we can do. I've already spent more time complaining on this forum than I should have, about 100 times more (although it's a hell of a fun activity, you know) Третьего дня, по совету проверенных комрадов, приобрел мегадевайс - пробку "Кудуку3000". По приходу домой жадными цепкими лапами распаковал и заюзал мегадевайс. Размер - моё почтение. Даже мой привыкший к рфу чифтейн отказался принимать с первого раза.
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" Ive gotten used to the fanboi club in most ARPG games, but when even a comment of "wow this map is big" gets an immediate "what a &^%$ take, go back to Diablo4" it kills my spirit. I have never played diablo 4. I play competitive RTS games mostly, which are, and always will be, more tiring and difficult to play than any ARPG. I think I should be able to react in wonder about how long a single level took without people assuming i must be shit at gaming and need some slop Activision made to feel better. |
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I don't think it's fully really occurred to many people, quite how much work is going to have to go into reworking the endgame to fit this "slower methodical" vision, more worryingly I don't think GGG knows it either. In the campaign at least the new style arguably works, but the campaign has little consequence for dying and you can retry everything immediately, this makes it the most successfully souls like part of the game.
That style is completely incompatible with the current endgame, they can do the souls direction if they really want. But that means a complete rework of everything to match the"slow methodical, difficult but fair" souls experience. Map sizes will have to be significantly reduced. mob density and speed redone, souls games usually have slow and spread out enemies, this gives the player time to decide thier options thier, opening moves, set up buffs and combos. Doesn't work with swarming enemies, how does a hasted mana drain rare fit in with the difficult but fair philosophy? Death consequences will have to drastically reduced, players need to repeat difficult content quickly in order to learn a bosses moves or it simply doesn't work, people will realize the risk is always too high for the reward, and only play content they can crush easily. Every mechanic that blurs the "difficult but fair line" will need to be revised or removed. barely visible death effects and ground hazards, oppressive rare modifiers, Build breaking mechanics such as sanctum, all gone. And of course to fit the slower pace and difficulty, the gameplay loop needs to be far far shorter. A short dungeon, a mini boss and a reward. If your gameplay requires constant focus and attention it has to be in short bursts. not stumbling around a map for 30 Minutes in paranoia, knowing that one bad combination of rare modifiers could undo all your progress. |
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" I do agree that some of the maps just feel way to big. Removing movement skills for them most part was to improve combat and unlock the ability to design boss encounters with more intent. I still think most maps are too big. " In my opinion the combat is a LOT more engaging. And that was the goal. It is harder, because you can't just screenclear and oneshot everything. The combat is more methodical and thus demands more attention, care and skill from the average player. Or it is what Jonathan wants it to be. Some builds just don't stick to those (theoretical) norms. " Flasks are fun. They run out. They are an acutally limiting factor and that is a good thing. Not just having them run permanently and having basically infinite regen is intentional. If you visit the well often, you should think about another combat approach imo. " I do agree that crafing took a big hit and is very much unfinished. I think Omens need a rework and we should not just rely on pure luck even with omens to craft upgrades. I hope they fix that with additional leagues and crafting methods " Some of the orbs should be more common so we can engage in the basic orb crafting earlier on, yes. It needs balancing and GGG will tackle that next year I am sure. " I do think it feels a lot more interesting than the PoE1 tree. PoE1's tree feels very stat focussed without a lot of interesting notes. Life is basically mandatory to run on PoE1s tree (unless you run ES as a replacement) and isn't an interesting choice at all, but literally 15-20 mandatory points. Same with other kinks the PoE2 tree doesn't have. The Absence of Masteries is also really good, because it allows the notes itself to be the masteries you wanna go for. If you want the really spicy stuff you have to annoint or path to the notes. Especially in the weapon and damage wheels at the outside of the tree GGG really outdone themselves. " They are an integral part of progression. Yes getting to 5 socktet gems is tedious/expensive and I feel like we should get greater and perfect jeweller's earlier, but overall it's a BIG improvement over PoE1s system. " I enjoy the campaign very much and it is not a means to an end, but part of the progression and game. And from what I've experienced the first run was brutal, but everything after than (without gambing or boosted gear) was a lot smoother. I cut down my time through Acts 1-3 from over a day to 9 hours. And that is without following a build guide or anyhting. " I do agree that not being able to change ascendancies feels very off, especially for EA. I get the thematic, but I also think it is wrong to lock that choice. Trials are challenging. The balance is a bit off at the moment and unlocking your endgame points is a really hard challence and possibly should be brought down a notch. I also think we should get a true choice Act 2 and be able to run Ultimatum in Act 2 so we can actually choose what we wanna run for out first set of points. " I do think your point of view is heavily tainted by PoE1 and loving that game for what it is. A lot of the systems in PoE2 aren't different for being different, but to improve the game in various ways. Yes there are still a lot of edges and it's far from the polish we as players and GGG wants for their product, but the foundation is just an inprovement of PoE1 in practially every way. If you can't see it and don't feel seen by GGG maybe it's time to accept that PoE2 isn't PoE1 4.0 and will (hopefully) never be that |
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" Definitely, LOL, PoE 2 is not slow at ALL compared to diablo 1 and 2, I am what those games would consider "zooming" in poe2, its just I happen to be zooming in a map that equals the size of one of their entire ACTS. Last edited by Jordyhalstead3#0472 on Dec 19, 2024, 6:04:59 AM
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" Obvious Troll is obvious. |
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" Really, i can't stand this anymore. - How is triple punishment with extra tinsel an improvement? It's the opposite: players won't use their own builds but heavily rely on the metas to reduce the possibility of punishments! - How is completely mindless casino crafting an improvement? - How is not dropping currency encouraging players to 'craft'? - How is 1-death-game-over encouraging players to get the 'souls' vibe, when being one-shotted by something they didn't have on screen, cause they can't craft items to prevent this? I really want to understand people writing this. Graphics are the only improvement. The rest is an exact copy of PoE1 without crafting, without loot and without movement speed. Last edited by AngryGekko#0233 on Dec 19, 2024, 7:49:11 AM
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I'm totally agreed.
Bosses are not hard, they're just backpedaling hit'n'run. There are not decision, because there are no time - you have to dodge attack all the time. So best way is to spam something and dodge. Unless boss oneshots me, I had not problem with bosses. Campaign length is disasterous. Act 1 is nice but next are meh. |
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It looks like you want GGG to make POE2 into POE1. If you like POE1 so much, you can just go there.
I like slower pace, I like skill system, skill tree feels good, and the campaign is just amazing so far. I will love to do it again and again every 3 months or so because it's very climatic. In the last patch GGG introduced checkpoint teleport and added many more checkpoints so no more running around so much. There are omens which allow for deterministic crafting and they will probably adjust drop rate for them. I don't want dodge roll to go, I don't want labyrinth back and I don't want tedious mechanics from POE1 to come back. |
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