Dawn of the Hunt - What We’re Working On
I knew that PoE2 was going to be a risk.
I knew that PoE2 might not be exactly a copy of PoE1 with better graphics. I knew that PoE2 might ultimately not be a game that I would like. However, I didn't expect everything to be this bad. And it really, really, sucks to say, but this time around it really shows that GGG has shit quality control. I don't know how you guys work. I know nothing about the insane time pressure I'm sure is being put on your backs. But you are making us being paying beta testers and you deliver pretty bad quality for multiple years now. I'm not talking about the finished product. I'm talking about what players receive on release day. Now there are some issues that one can only figure out with mass-testing. But readings the patch-notes here, I begin to wonder if you guys are still playing your game: - reducing monster life by 25%... TWENTY FIVE PERCENT - a quarter!!! - reducing rare minion life by 60%... mind blowing These are issues that every single player found within the first 2 hours of a play-through. And there are so many other issues in gameplay and/or design that needs addressing. - the fricking purple bloom rare affix on monsters is spawning flowers endlessly. - elemental bearers are a UX horror story. It's a circle, that fills up and then doesn't explode. No, once it's full it has a charge animation that is impossible to identify in a fight. Really fun if there's a shitton of mobs casting then - and then again when they die. - I'm playing a warrior right now and I have no idea how to play this game. If I stand still for about a second, I take 50% of my HP in damage. But all my animations take 2 seconds at least. Perfect strike is a fucking 4 second channel. Earthquake only tickles the mobs after 4 seconds. Hammer of God isn't even that great to begin with - Other than in PoE1, we're ULTRA LIMITED IN WHAT SKILLS WE CAN PLAY WITH. It feels so incredibly bad. Now I know you guys surely wanted to slow down the gameplay. Well, just looking at how the game plays I'd say that kind of worked. But you did so to the detriment of FUN. Your game no longer is any fun. I haven't written much feedback over the years as it wasn't really necessary for the most part. However, with the way things are looking, I'm scared to see PoE2 failing miserably. Please THINK and TEST your game before you release it to the public. We know it's an early-access, but we measure you to the standards that is PoE1 and you're not delivering. PoE1 got better with every single patch. PoE2 started bad and the first patch made about everything worse. I truly hope that this changes. |
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amazing how this same company made the best arpg out there and have no idea what to do with poe 2.
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THE GAME IS GOOOD. IT IS BETTER THAN GOOD. Its so amazing we love it so much that when it performs poorly, that we too become giant piles of human sludge. Angry ones, frustrated ones. Sorry for all that.
Its the Numbers in the game that are bad. you gotta pump those numbers pal. vote Wilson for 5x more loot 3-4x More damage per hit on skills that need a windup of any sort. Pump up the fun button. Its EA instead of being strict, loosen up a bit. BUT you also gotta unpump some numbers too, 2x reduction in overall area size after layout improvements 2x reduction in monster hectic action/movespeed. Last edited by SilchasRuin#3909 on Apr 7, 2025, 9:34:10 AM
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So glad I sat this one out and waited for Last Epoch!
The community including myself are gravely concerned about the direction of the company and games we loved (POE1) without Chris Wilson, you didn't need to reinvent the wheel, you had a winning formula. But you did... Nobody wants to play an ARPG that takes 20-30 minutes to clear an area. |
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" This is the state ... make a path of exile 2 new league and people beg after 2 days for PoE1 league =))))); btw PoE1 is underworked and in lame state for almost 2 years :)); the last leagues were just buying time for PoE2. The current both state games of the games finally made me start reading books again =)))), this is the true state of both games |
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Stop doing minimal changes around the edges. Your game is currently dogshit, and you need to do big meaningful changes, yesterday.
Problem: Areas are too big. Checkpoints are just band-aids to that problem. Solution: Remove checkpoints and DRASTICALLY reduce area size. Problem: You want us to do combo's but the game you have created does not allow for that because of monsters swarming you or spam attacks from range. Solution: Reduce monster speed by 50% Problem: Loot doesn't drop Solution: Buff loot drops across the board by 300% Etc. This is early access; this is the point where you do big tweaks to the game to figure out what's fun and what isn't fun. Stop doing small tweaks to promote players using Parry when nobody wants to parry white monsters - it's also not viable lategame when you start getting swarmed constantly. |
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would this be to overpowered?
Ascendancy Class: The Bull of Tukohama “The Bull of Tukohama is an embodiment of fury and resilience. With the strength of the earth beneath him and the wrath of the volcano within him, he charges into battle without fear. Every blow he strikes is an offering to Tukohama, and every wound he suffers fuels his relentless vengeance. His enemies will feel the unyielding force of the Bull, as he turns their blood to fire and their corpses to ash.” 🜏 Presence Nodes (Keystones) 🌑 Tukohama's Thirst 7% Life Leech on all attacks and physical skills 1% additional Life Leech per 10% missing HP Enemies within a 3 metre radius cannot Leech Life or Mana from you 🌑 Tukohama's Hunger When below 50% HP, gain 25% Life Leech for 5 seconds After 5 seconds, take 70% of your max Life as Bleeding over 5 seconds Enemies in a 5m radius take 100% of the Bleeding Damage you take Immune to Elemental Ailments 🌑 No Place in Hell +75% Fire Resistance Enemies within a 3 metre radius have 0% Fire Resistance to your hits All hits can Ignite Ignited enemies you kill are turned to Ash and leave no corpses Fire Resistance also applies to Armour 🌑 No Place in Heaven Unaffected by Blind Blinds inflicted on you are reflected back at the source with 100% increased effect Enemies within a 5 metre radius have 20% reduced chance to hit with attacks and spells Enemies who miss 3 consecutive hits against you will Blind you on the 4th ⚔️ Grouped Passive Nodes (Small Node → Big Node) Group 1: Defensive Strikes → Vengeful Strike 🌑 Defensive Strikes 0.5% increased Axe Damage per Chance to Block 🌑 Vengeful Strike Every 5th Attack with an Axe slams your Shield in an arc around you, dealing 50% of the damage you have taken in the past 4 seconds as Physical Damage Includes damage taken from Bleeding and Ailments Shield Slam aggravates Bleeding, increasing Bleed damage by 25% for 4 seconds Group 2: Unyielding Might → Shielded Carnage 🌑 Unyielding Might Gain 1 Strength per 1% Chance to Block Strength grants 1% Chance to Block per 10 Strength 🌑 Shielded Carnage “The Bull channels his strength through his shield, turning every strike into an unstoppable force of devastation.” Can equip Two-Handed Axes with Shields Axe Attacks are Raw Attacks Raw Attacks inflict Bleeding on Hit Bleeds you inflict are reflected back to you Block Chance reduces Bleeding Damage you take by that amount Group 3: Fiery Cleave → Infernal Mark 🌑 Fiery Cleave Axe Attacks are considered Fire Attacks All Axe attacks spread Elemental Ailments in a 3m radius 🌑 Infernal Mark “The Bull’s fury scorches his enemies, marking them for a fiery death that spreads destruction to all nearby.” 100% of your damage is converted to Fire Damage Hitting a Burning enemy applies a Fire Mark (max 10) At 10 stacks, the enemy explodes, dealing all damage taken from Marks 1–10 to nearby enemies (5m) If no nearby enemies, target takes 3x that damage Marked enemies deal 25% less damage to you 10% reduced Attack Speed 3 sec cooldown before another enemy can be marked Group 4: Infernal Fury → Infernal Charge 🌑 Infernal Fury 15% increased Movement Speed based on Fire Damage Increase 20% increased Fire Damage 🌑 Infernal Charge “The Bull's fury ignites the world around him—his very movement fuels destruction.” Fire Damage increased by 100% of your Movement Speed Bleeds you inflict are converted to Burning Damage Elemental Ailments on you are converted into Fire Ailments Being Ailmented grants 50% increased Damage during the effect Group 5: Aegis of Tukohama → Unyielding Will 🌑 Aegis of Tukohama Gain Armour equal to your Chance to Block Spell Damage Gain Ailment Resistance equal to your Chance to Block Spell Damage 🌑 Unyielding Will “The Bull’s determination and might are unshakable—his fury cannot be extinguished by magic or ailment.” Your Spell Block equals Physical Block You take 100% of the damage from blocked Physical hits Blocking grants a stack of Thick Skin (max 15 stacks) Each stack: 5% Armour & 1% Movement Speed Stacks last 30 seconds and refresh At 15 stacks, gain Hide of Tukohama: Absorbs all incoming damage for 2 seconds as a shield, then resets stacks Group 6: Overpowering Strike → Wrath of Tukohama 🌑 Overpowering Strike 2H Attacks deal 1% increased Damage per 1% enemy missing life 🌑 Wrath of Tukohama “The Bull’s rage intensifies with each wound his enemies take—his fury grows as his enemies falter.” While near Enraged Monsters, you cannot regenerate Life above 50% While near Enraged Monsters: Take 25% less damage from all sources Enemies that die while Enraged explode, causing nearby monsters (5m) to have -25% Attack Speed for 10 seconds Enemies hit by 2H Attacks become Enraged, dealing +1% damage to you per 3% missing HP |
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Red tape!
That’s what this has become. |
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thank you for updating us.
reducing the overall movement speed (20-40%) of non-boss mobs would be a step in the right direction. so far my experience consists of making seeing enemies on the opposite side of my screen and being instantly swarmed with no escape. if you prefer players to move as slow as they do, fine. but let's slow down the enemies a bit. magic/rare monsters and their minions need health/defenses lowered by 30-40%. don't enjoy spending 5 minutes fighting a single group of white mobs. please consider changing mob re-spawn upon death in the campaign. mobs should only re-spawn if you purposely reset the instance. it sucks big time when you die from something stupid and have to completely redo these massive maze maps from the beginning because there aren't enough check points. so far bosses feel pretty good to me. viper napuatzi in act3 cruel needs a bit of a nerf as well as rathbreaker in act2 normal. for what it's worth, my campaign experience in 0.1 was a lot better than 0.2. the changes to player classes/ascendancy were good overall but there was no need for a lot of the changes to the enemy mobs. |
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" No amount of content will make Azak Bog good, rather the opposite. On leaguestart i spent nearly an hour in this zone alone, because i was forced to redo it twice due to instance crashes. Does it mean that the solution is to make instances never crash and rollback? I mean, zones not crashing would be great, but the REAL problem is still the zone being just too big for no particular reason. Just rework it, make it more linear and smaller, it's low hanging fruit. Last edited by MrSchmellow#2173 on Apr 7, 2025, 9:00:44 AM
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