Dawn of the Hunt - What We’re Working On

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MrPedez#4934 wrote:
Why does warbringer ascendancy not get mentioned??? It doesnt work, ascendancy minions are not spawning when you have a totem, as of now it is just 2 wasted ascendancy points


<---- Please GGG look at this, it's not working
nerf monster action speed. Why are white monsters spam attacks like they’re having haste aura while they’re not have it?
今天下午是改了什么啊,现在的女猎手手感好差好差啊啊啊啊!!!!!!!!!!!!
I don't get your stance on PoE2 with "Punishing the player with all tools at our disposal to make the game a chore as much as possible and also try to keep the game so hard that a player barely makes it".

Hard Content? Yeah sure. But what you do is just mostly unfair content.
You take the whole fun out of building stuff.

PoE2 is just a sloggy meta slave. You are unable to play off-meta for 99% of the time.

We want a blast of a game, not to be blasted.

Each time, since 5ish years ago where you started to set poe1 into overdrive with some changes, making the story harder, adding nemesis modifiers etc.
EVERY SINGLE TIME you get the feedback that the majority of players HATES it.
All your "at best white monsters need 5 to 10 minutes to be taken down" (yes exaggerated) mentallity always gets backlash... Why don't you listen REALLY to the community. All you do everytime is to only balance it to a point where its still a pain to play poe and players are just annoyed to tell you that stuff is still out of hands and just leave.

Also that stupid behaviour about balancing the game around your beloved streamers is so stupid. Yes they are your PR but they are the minorest minority of players.

Please consider reading all feedback summaries of the POE2 start and try to see the pattern: You do something: The community loves the core but hates your desperate try to be Dark Souls with 100 monsters on screen. Just make the game fun again. There is no harm to have strong players. Not every enemy has to be a chore. You don't need to have 99% of all skills to be unviable.

It's just sad where stuff went man.
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where is currency loot? cant craft past first 2 blue ones.
rare gear drop feels more rare then unqiue drops.
I know developing games are not an easy job, i do appreciate the changes that you have made for us with the patch. I do not know what to say without saying it like an ingrates.

I have been investing my time and money in buying packs and building a good character for some time. It is just not rewarding anymore. If you really want us to play the new huntress class, smith of kitava, lich and tactician really badly, just make a server where you can only choose these 4 characters. And done.

Albeit, I was originally quite happy that we are able to keep our character in the Standard realm, which means I dont have to start all over. I mean I still need to work and tends to my basic needs. Thank you for that one.

It feels like we are all neglected by the new patch. We are no longer taken care of. People spend hours doing and researching for their current character and it all turn to dust. It's all the hours that turns into days is now meaningless. All the other classes not aforementioned have been created for nothing.

I dont think that the game is going to be stable anytime soon, so I hope for the best and just rage quit for the time being. Catching up one work, family and hobbies.

I know this might sound like an diary entry from a brokenhearted player. It is just a closure that I need to put forward the emotions. I will keep supporting you guys nonetheless. Meanwhile, I shall just watch the videos and read patch notes. Hoping and praying that it will soon be better.
Last edited by Frozoes#6437 on Apr 7, 2025, 6:28:56 AM
Played enough of PoE 2.0.2. I don't think this is fixable within a few weeks... Any progress on PoE 1 3.26? Any lead designer level devs on 3.26?
Yesterday I took place for 4 hours with the Sekhem, simply because part of the monsters use not parry attacks, and the boss too, ye just have to approach or jump into a near battle and immediately a mob or boss is casting an attack as if they had a trigger, and the honor immediately flieth away. The most terrible room is a ritual, because the mobs are just standing, and it is simply not realistic to approach the near battle. It is especially cool when all three passes are the ritual. The most "cool" is to parry when the purple balls chase ye. Good luck with that, GGG :))

P.s. In addition, as far as I remember, at the beginning of the huntress's passive tree of talents there is practically nothing for damage, except the shells.
Last edited by Luykka#4282 on Apr 7, 2025, 6:40:48 AM
While you're identifying issues with Parry, something I wholeheartedly feel should be shelved as borderline mandatory for the generation of Frenzy Charges, I want to add that Retreat often fails to hit the intended target after a successful parry.

Please change the attack portion to a 270 degree cone so we can ensure this doesn't happen, as you generally lose the parry debuff as a result.



Additionally, I can handle being told zone size reworks would have to wait until 0.3.0. We all can; the entire experience curve of early game would have to be rebalanced around it. That said, without movement skills to speed up player progression over dead space in a given zone, the current size of the game's areas is at odds with what players will ultimately find acceptable. This egregiously feeds into the sentiment that the campaign is too long as well, and is a core contributor to why it feels like a 'slog'. It's non-negotiable that this change, people are going to leave/stop playing if it doesn't eventually, so either we have to get faster or the zones have to get smaller.


Cull the Weak + Spear Throw changes are nice, although the reliance on Frenzy Charges by SO MUCH of the Huntress toolkit is alarming. I personally have found a way to circumvent this entirely, and it made the game 1,000% more enjoyable. Additionally, I have not encountered a mid-late game option for easily generating frenzy charges on a lightning-based character, as I also need to invest in shock-generation, making Electrocute feel nonviable with Combat Frenzy at this time. I have no doubt using Pin on a physical-based build or Freeze on a cold-based build is fine, but the divergence of opportunity cost between Shock and Electrocute is causing an extraordinary amount of friction here.


The Minion concerns being addressed are good as a step forward, although the biggest concern of players has actually been minions not performing well enough at the start of maps, so unless you're including that in the lower-level campaign calculations, I hope you're aware. Moreso, it's alarming this simply 'wasn't known' by the development team going into 0.2.0's release. You have an army of people already beta-testing the game, but they paid for that privilege and generally expect things to be in a semi-functional state when it gets to them, which minions and much of the Huntress toolkit were not (for one reason or another).


Quality of Life stuff is always good, of course. That said, allowing us to zoom Mega Way Out (TM) would be best for the atlas if it's going to remain in its current state. The giant overworld map is cool, but there needs to be something akin to a low-res switch for a massively distant view, or you will always have a Delve-esque problem it becoming cumbersome to navigate. The big difference is that Delve is side-content, where as the Atlas must be navigated at all times, always.
Checkpoints in maps would only make sense if you could teleport to a checkpoint from everywhere on the map. Since you can only tele checkpoint-to-checkpoint theyr're useful only in campaign to tele between objectives.

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