Why POE2’s Direction Is Worrying for Veterans and Newcomers Alike

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Kaukus1#7461 wrote:
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1453R#7804 wrote:
I can see the desire, yeah. But I also look at it as they were absolutely right - after a certain point they would have been pulling an Overwatch and erasing a game people love and are invested in so they can replace it with a new game those people might hate...


Honestly, the more you write, the clearer it becomes that you’re speaking in hypotheticals without a solid grasp of what made PoE1 successful or what PoE2 is actually lacking. Facts, not baseless analogies, would help your argument. Right now, it’s all noise.


What are you talking about? That was the actual reason given by the development team for the split between the two games - the kinds of changes the (then) PoE 4.0 crew wanted to make would have resulted in patching away the game POE1 players have loved for years.

They split the game in significant part to avoid erasing an existing successful game and replacing it with a new game - PoE 4.0 which was rapidly evolving into PoE2. The two main reasons they gave was the desire to avoid that sort of destructive erasure of the old game, and the fact that the update/patching process for 4.0 was starting to become so onerous that it was becoming necessary to mandate a clean install anyways.

This isn't hypothetical. This is verifiable information that you can find in the interview cycle immediately post ExileCon 2023.
She/Her
Imagine the kind of whining this forum would get if PoE 2 came out and *fully replaced PoE 1*. OP would have burst a vessel from the rage.
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rob_korn#1745 wrote:
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1453R#7804 wrote:
why the hell did they make a new game at all?

Reminder, this is why :
https://www.youtube.com/watch?v=mcd9BfVw7hQ (Path of Exile 2 Announcement)
You can watch everything, or start specifically at 5:05


I completely understand the technical reasons why it eventually became a completely separate game, but I still wish they had somehow figured out a way to go with the original idea announced in this video (ExileCon 2019):
- 1 game
- 2 campaigns
- double the ascendancies
- 1 endgame


It can still happen if they port the first game'a campaign into this one.
Your in luck, you can play Poe instead of Poe 2 and be happy.

It's a different game and the skill gems is the best thing about Poe 2. The campaign is amazing and not a slog, if you don't like it that's fine.
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Mankindz#5522 wrote:
Your in luck, you can play Poe instead of Poe 2 and be happy.

It's a different game and the skill gems is the best thing about Poe 2. The campaign is amazing and not a slog, if you don't like it that's fine.


Get back to us in a month and see if you still feel the same way.
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It can still happen if they port the first game'a campaign into this one.


It's not about the campaign. I prefer the PoE 1 systems, league mechanics, movement, skills, etc.

If all they did was to gradually replace the assets used for the environment and characters (textures, shaders, particle effects etc.) in PoE 1 with the PoE 2 assets, but otherwise leave everything else untouched, I'd be perfectly happy.
Overall agreed (long road ahead). Not giving up yet though lol. Personally, still trying to make melee work haha. Though in the back of my mind, things like learning PoE1 history...I'm not so sure of the prospects of the future for things to change for melee vs ranged. Not saying game-balance is easy. But overall I'm getting the sentiment that the community does not feel anything has changed on this front -- while some as to say it got to an even worse state (PoE1 vs PoE2). Kripp's recent video on armor seems to shed more light on one component of this matter, i.e. armor. Anyway, I know this thread's about shields lol. Reflecting a bit on PoE1 (though I never played it that much back then), I feel the main game loop design for melee really was to 1-shot the enemy before you get 1-shot, and never really had any/much middleground/Balance at all -- it works fine I guess, but limits build diversity/gameplay-style/choices/etc (thus, alienating a decent portion of playerbase, hence, limiting growth potential/sustainability/replayability/longevity).

Just a thought on the above, but perhaps maybe during development on PoE2, the game devs did some sort of "port" from PoE1 at its current state (maybe back in like way back ~2019 or something, as an example). Then from there, of course, PoE1 continued development/improvements/bug fixing etc from there on its own path, hence the "Balance" in PoE1 today has improved overall. Though, for PoE2, the gamedev from then til now was less focused on those type of optimizations, rather, more focused on actual new content (WASD, gems, campaign, soul-like combat, etc) -- so what was gained in PoE1 was essentially lost from PoE2 (with more additional quirks, bugs, Balance issues, etc -- including the limited crafting woes, etc etc etc). And now, perhaps trying to "merge" what was gained in PoE1 to PoE2 is obviously not that simple as now it's like many diffs between both games (over last ~4-5+ years?). Hence, all the community posts/YT videos about "1 step forward, 2 steps back" kinda thing.

"PoE1 Clone Has No Future!" ;) | EA 0.2 | Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
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chobo999#2010 wrote:
Overall agreed (long road ahead). Not giving up yet though lol. Personally, still trying to make melee work haha. Though in the back of my mind, things like learning PoE1 history...I'm not so sure of the prospects of the future for things to change for melee vs ranged. Not saying game-balance is easy. But overall I'm getting the sentiment that the community does not feel anything has changed on this front -- while some as to say it got to an even worse state (PoE1 vs PoE2). Kripp's recent video on armor seems to shed more light on one component of this matter, i.e. armor. Anyway, I know this thread's about shields lol. Reflecting a bit on PoE1 (though I never played it that much back then), I feel the main game loop design for melee really was to 1-shot the enemy before you get 1-shot, and never really had any/much middleground/Balance at all -- it works fine I guess, but limits build diversity/gameplay-style/choices/etc (thus, alienating a decent portion of playerbase, hence, limiting growth potential/sustainability/replayability/longevity).

Just a thought on the above, but perhaps maybe during development on PoE2, the game devs did some sort of "port" from PoE1 at its current state (maybe back in like way back ~2019 or something, as an example). Then from there, of course, PoE1 continued development/improvements/bug fixing etc from there on its own path, hence the "Balance" in PoE1 today has improved overall. Though, for PoE2, the gamedev from then til now was less focused on those type of optimizations, rather, more focused on actual new content (WASD, gems, campaign, soul-like combat, etc) -- so what was gained in PoE1 was essentially lost from PoE2 (with more additional quirks, bugs, Balance issues, etc -- including the limited crafting woes, etc etc etc). And now, perhaps trying to "merge" what was gained in PoE1 to PoE2 is obviously not that simple as now it's like many diffs between both games (over last ~4-5+ years?). Hence, all the community posts/YT videos about "1 step forward, 2 steps back" kinda thing.



In how many threads are you going to post the exact same message? Are you a bot?
You perfectly summarized my issues with the game.
+1.

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