rate the endgame from 1 to 10

1/10.

Seriously. I would give it a 4/10 if it wasn’t just the exact same endgame as poe1, but intentionally made much worse.
Last edited by maquino85#7657 on Dec 26, 2024, 7:14:20 PM
I'd give it a 5/10

The difficulty of one-shot mechanics not telegraphed, on-death explosions, and deadly ground that in-game spell mechanics easily obscures means that death always lurks at any time.

Then, the game combines this death with stiff punishment. The problem is the combination of easy death and stiff penalties.

I'd like one-shot attacks more easily identified, perhaps with neon color schemes that I see in Last Epoch. I'd like the deadly ground more easily seen or perhaps made less lethal.

I think the "identify" mechanic means that loot filters are somewhat pointless.

I think crafting is a gambling simulator with little control from the player. Why can't I have some control over what I might craft?

The end game for early access isn't terrible, but it needs improvements.
right now im gonna give it a 4 out of 10.

thats based on how good the endgame could be when they have added and changed a lot of stuff.

on the same scale poe1s endgame is about a 7 out of 10 and no other arpg that has ever existed has got beyond a 1 out of 10.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
2, and I’m being generous. It needs a complete remake to worth playing
3/10. Disgustingly huge maps with an inconvenient layout. The system for the appearance of citadels is not transparent - one day I look for them all day, then the next I find 11 citadels IN 1 DAY. 1 portal to the uber boss is just fucked up. The biome system is also not explained. 2 times all progress on the atlas was lost, going back into the fog.
2/10 Very lazy design and mind boggling changes from poe 1
No bosses on most maps.
Towers are a waste of time.
No favorite map system.
Loot sucks ass if you dont stack magic find.
Economy is wrecked for the majority from sweaty magic finders playing 24/7.
Way too many one shots you dont even see.
On death effects are so cheese.
Armor, evasion, life sucks. Have to stack energy shield if you want to survive endgame.
1 death per map is ass even worse for boss encounters. Death xp is more then enough to waste my time.
Chaos damage is way too high still. Theres a reason everyone is going ci.
Maps are too big and maze like with tons of back tracking.
Map atlas is a huge downgrade.
Map sustain is really bad.
Crafting is laughable.
Ascendency is a joke.
Move speed feels way too slow. Need more movement increasing options.
Pc lockups for thousand of players since launch. Should be #1 fix before anything else.
They butchered everything that was great in poe 1 to make it more casual and it is boring.

I could go on and on, only thing I really like is the graphics, boss design, campaign and gameplay. Once I got to late endgame, you can tell it was rushed and it lost all poe 2 identity that the campaign brought.

They really should have finished the campaign first instead of this lazy endgame.

I am sure GGG will fix it eventually but really put a bad taste in my mouth from all these misses.
I expected alot more after playing Poe 1 for thousands of hours.



Last edited by Sindica#0929 on Dec 26, 2024, 8:13:20 PM
I really like the lategame I give it a solid MireMap/10 and a 1/10 for the atlas navigation
Farming salt on the forums since 2024
3/10

Problems:
1:Very little to do despite(or rather because of) infinite atlas - this is because each individual map is MEANINGLESS. In PoE 1 maps of a different type actually had value because you cared about the layout and if you had ran that zone before.

2:YOU NEED TO BE RICH BEFORE YOU START FARMING LEAGUES, RATHER THAN BEING RICH AFTER YOU FARM LEAGUES ---- This is because each bosses invitation is 100 Ex or so. Either make league content use up regular atlas points or make invitations have tiers similar to jewelers orbs.

3:Rarity farm is likely bugged, resulting in those running even a tiny amount of it getting 3 or more times as much loot. I am talking just running 20% changes loot drops by that much

4:Map sustain requires 15 of your 30 passive points, this feels bad.

5:We have no reason to focus on a single league mechanic, as it is possible to cap ALL league trees. This causes issues for players choosing what to focus on farming.

6:The atlas itself is bugged for multiple people, not showing them things it should, it also cannot be reset when it hits a bad seed.
"
3/10

Problems:
1:Very little to do despite(or rather because of) infinite atlas - this is because each individual map is MEANINGLESS. In PoE 1 maps of a different type actually had value because you cared about the layout and if you had ran that zone before.

2:YOU NEED TO BE RICH BEFORE YOU START FARMING LEAGUES, RATHER THAN BEING RICH AFTER YOU FARM LEAGUES ---- This is because each bosses invitation is 100 Ex or so. Either make league content use up regular atlas points or make invitations have tiers similar to jewelers orbs.

3:Rarity farm is likely bugged, resulting in those running even a tiny amount of it getting 3 or more times as much loot. I am talking just running 20% changes loot drops by that much

4:Map sustain requires 15 of your 30 passive points, this feels bad.

5:We have no reason to focus on a single league mechanic, as it is possible to cap ALL league trees. This causes issues for players choosing what to focus on farming.

6:The atlas itself is bugged for multiple people, not showing them things it should, it also cannot be reset when it hits a bad seed.


wdym by little to do with infinite atlas - you have a lot of scrolling and searching to do to find that tower stack you discovered before finishing your current one. I think the infinite atlas in its current iteration is a pure drawback
Farming salt on the forums since 2024
I'd give it a 4/10 as it is currently.

Reasons:

- I don't like the XP penalty. It was bad in PoE 1, it's even worse now with the other penalties.

- Waystone sustain is not in a good place. I can live with losing a waystone when I screw up, but with those few drops, it's bad. Also, there's way to little currency for juicing the waystones and tablets up. Alchemy orbs are way too rare.

- The whole thing severly lacks goals to work towards to. There is not much to discover and not much to do apart from running map after map. The grind to even get to the endgame bosses is insane as far as I've heard from others.
Also, there's almost no explanation how this whole thing should work.

- Breach, Delirium and Ritual are mechanics from PoE 1 that don't really fit in PoE 2 as they are currently. At least with my build, which requires a relatively slow, methodic playstyle, those are atrocious and apart from Ritual (should the altars appear in a spot where there's actually some space), I don't open them because they're simply not worth the XP and waystone loss.

- Ascendancy trial mechanics both suck BAD in almost every aspect. I could enjoy Sekhema trials, if the stupid honor system were to be removed, the rooms would be more interesting and varied and if it wouldn't take so awfully long.

- Too little variety as all maps nodes except for the towers and citadels are essentially the same. There should be much more, e. g. by separating mechanics like breach or ritual completely and make them as separate nodes without a map, but make them bigger/longer, by adding more mechanics and by having much more unique "maps" that function differently. There should also be pure "bossing" maps, where you don't have to go through tons or mobs but you have to kill one or more bosses in arenas.
Precursor tablets also could have a bit more variety.

- The drop rate of greater and perfect jeweller's orbs is pretty bad. At least we should have the option to make a greater from three lesser ones via the reforge bench. Same for skill gems.

- Charms need to be improved to be actually useful for endgame: They need a proper display so we can see their status and we need higher tiers akin to the flasks with more charges.
Also, belts with more than one slot need to be much more common and the slots should be an implicit modifier.

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