rate the endgame from 1 to 10
10/10
I've put in almost 300 hours already and I love it. Also the potential is insane. The number of things they could add for you to find on the atlas as you explore is huge. |
|
Overall 3
10/10 graphics 8/10 UI 8/10 voice acting and lines 7/10 story 4/10 fun 2/10 for loot abundance 2/10 build diversity 1/10 1 portal/map 1/10 stability 0/10 ascension mechanics Art Videos: www.YouTube.com/RoxaneLapa
PoE Fan Art Entry: https://www.pathofexile.com/forum/view-thread/3378532/page/10#p24998980 |
|
-10
Punishing dog shit is the best way to describe end game. It's not fun, and everything, even if you die or not is rng. The campaign was fun but the game has no replayability unless you make a new class and do the campaign again. |
|
8/10 first 3 acts
2/10 endgame |
|
2
|
|
fun 1/10
|
|
7/10 for content
4/10 for execution 5/10 overall |
|
5/10 Overall
On overall map experience, I think we need more map layouts and more linear map layouts. It'd be nice to get some variation on completion objectives as well. Hunting down every last rare mob in the map is tedious when maps are as broad and expansive as they are. On death effects are still an issue and pretty much the only way I die to non-bosses at this point. on boss fights. I'd love to see more bosses, especially bosses not from the campaign. There is a critical need to deal with the 1 shot problem. I'd really like to see more stacking debuffs or other mechanics that make fights more interesting and difficult. If I die to a boss, I feel like it should either be because I made a mistake or because I was woefully unprepared. Right now it feels like tight rope walking at its best. The atlas was enticing at first, but a hundred or so hours with it revealed some annoying flaws in game design with it that I think can be easily remedied with time and development. 1st - We need more notable points in endgame. This might include more unique/rare map spawns, way more opportunities for citadels, and other points of interest. 2nd - The fail state system on death needs to go. I'd be a lot more ok with having 1 life per map if I could reattempt it at the cost of another waystone. Its devastating to lose all the mechanics of a map and perform "the walk of shame" reclearing a blank map to progress. Personally I do think just having 6 portals would be better but I'm willing to budge on that within reason. 3rd - Tier 16-18 is a notable problem. Since this is the pinnacle of map difficulty, it shouldn't be where level 20 gems live, nor how late game progression occurs. The RNG behind getting a T16 map appears to be about 1 in 10 vaal orbs which is unsustainable for most players. Couple that with rare nodes and 1 life and it makes a system where death is crippling and growth is stagnant. It'd be a major improvement to simply remove T16 entirely and instead make vaal orbing maps a way of escalating map difficulty and making them juicy. Additionally, Vaal orbs really shouldn't roll down map tier. Make the gamble about the map itself, not the item. Again, overall 5/10. I think there's a ton of good game design here but it needs tuning. I'm excited to continue playing and see how it matures. |
|
1/10 due to the whole 1 life thing, it is terrible, I can deal with everything but that, that is where I draw the line.
|
|