Listening to the community too much is what ruined PoE 1 for many of us.
" Absolutely agree. Archnemesis added a layer of challenge that had been missing for a while. The complaints mainly stemmed from people refusing to adapt, then getting mad when their glass cannon builds crumbled to "overturned mods", even though they were basically signing themselves up for failure by refusing to invest in defenses. The FOMO it created only made it worse, as people felt forced to engage with content they weren't prepared for, leading to more frustration. The core idea, making rares actually feel rare and meaningful, was solid as it reintroduced difficulty and required players to consider their builds more carefully, which is something PoE desperately needed at the time. Instead, the system got watered down because a loud minority couldn't handle being forced to adapt and wanted every encounter to be steamrolled. Archnemesis wasn’t the problem. The unwillingness to deal with any pressure or challenge for some was. Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
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GGG need to Choose a Directioon trying to please everyone is not going to work:
(1) Keep the game somehwat complex and challenging and cater more to the hardcore audience WHICH IS WHERE THE SUCCESS OF POE1 CAME FROM. (2) Choose the route of pandering to the masses and create another D4 or LE clone for the zoomers. |
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The underlying issue with PoE is that there is a blatant disconnect between intent and execution.
Archnemesis was probably the most clear example but there are myriad examples if you want to trawl through the history of the game. Problem: players are blasting through the game without any real danger. Solution: introduce mechanics that present a higher level of friction and the need to actually concentrate and play the game. Execution: mechanics that are punishing the longer the monster stays alive, thereby incentivising players to invest even more into damage. The problem is a reasonable analysis of the situation. The solution, at least conceptually, is relatively sound. The execution missed the mark by a million miles and anyone with even a minor understanding of the game could have seen that coming. As someone that rarely even reaches what most players would consider average character efficiency, Archnemesis were patently broken mechanics that did nothing to fix the problem. All they did was make the game miserable for the middle to lower end of the playerbase, who weren't the problem in the first place. The mechanics are still terrible to encounter and you just roll the dice and hope you don't get snake-eyes at a time when it stacks on something else and you end up dead. Randomly screwing players over is never a good design. The next closest example of the bipolar nature of the game is the devs oft proclaimed desire to slow down the game at the same time as most things have a timer on them. "We want you to invest less in damage and create more balanced characters. Here's a mechanic the embodies the complete opposite of that." Looking at the forced advancement of Delve, Alva missions, Delirium, et al. Let's not even mentioned the awful drop progression of gear that outright punishes any player that goes slow. I mean, as a commentary of modern western consumer society where the rich get richer and the everyman gets left behind and exploited, I'd say PoE is a raging success. As a mechanically tight and carefully considered game, it's got some glaring problems alongside some really great aspects. Listening to either the hardcore edge lords or unworthy filthy casuals is not the problem. The game could actual cater successfully to both if GGG were willing to loosen the reins and allow players to actually have some agency. |
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ATM online droped by a half (from 200 to 100k) because GGG doesn't want to listen community and making game slog fest with 0 loot and sponged monsters.
Ironicaly thoose guys as OP never played in endgame too much, stuck at acts and plays on meta classes (im 95% sure OP is huntress-amazon). Because they always shows huge disconnect between they thoughts and real how it goes in game. They tells about diffuculty, but tell me my boy - does it realy game became difficult if you nerf to death all players damage and pump HP for mobes so you have to scratch it for 10 minutes? Does 0 drop rate makes game rly difficult or it just about bad balance? You guys always whining about that GGG will ruin if they were listen community but you are deaf what community says - NO ONE tells that game became difficult and "there is no 1 button build give my money back". everyone tells that game became slog fest with 0 loot, which makes progression too way slow. GO try SSF league for non meta class and you will realise that you are stuck at acts for many hours just dummy grinding. From my side im also adding - GGG just killed ALL endgame content and made it miserable. What the point to go delirium/altar/simulacrum/trials/sekhemas? what the point? All endgame stuff became total trash - adorned is dead because there is no room for sockets, temporalis is dead, howa is dead, ingenuity is dead, mana flask is dead, time lost is dead, grand regalia is dead. There is no single endgame drop which you desire to farm. So what the point to play in that game with slow and tedious acts, brought to death 90% of spells, 0 room of build versatility and 0 endgame content? [img]https://i.ibb.co/HDhPxJkY/GGG.png[/img]
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" The game is not meant to be played league after league. It is for casuals, 40 hours campaign, done and come back when the new class releases. Long term PoE2 has only one chance to survive, it has to become more like PoE. The AI is simply not made for white monsters being a threat. So the conclusion will be blast in the end. GGG is now corkscrewing around with health, movement speed, ailment and stun thresholds etc....but in the end it all will be useless because the AI (besides bosses) doesn't offer the choice for meaningful combat because of the sheer amount of monsters and lack of attack patterns. On top you have to change your loot and drop tables if you somehow want to make it work regardless, no one wants to combo white monsters away for zero loot. Last edited by H3rB1985#0551 on Apr 13, 2025, 5:21:10 AM
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" Yep. As I've said in other threads: GGG really need to decide who they are making this game for, because right now, they're trying hard to appeal to everyone and are going full Blizzard style. PoE1 had an identity. PoE1 had elements that made it stand out from the crowd. Sure, some people didn't like that identity? Fine, plenty of ARPGs out there. Now, what does PoE2 have that other ARPG don't? In my eyes, nothing. They (GGG) have been pretty clear; PoE 2 will be a seasonal game very much like PoE1. With it's current speed of progression, lengthy campaign and 'reduced' build variety, I'm just not seeing it. Sure, build variety will be better with more classes and more weapon types, but will it be good? Time will show. In addition, Jonathan really struggled to answer some of the better question Ziz asked him; how long is the campaign 'supposed' to take? Is this a game meant for the dedicated players, wanting to sink thousands of hours every year? He produced a non-answer on both questions. What am I trying to say here? If PoE2 is supposed to be a seasonal game in the same way as PoE1 WAS(!), it needs to change in several areas. If it's not aiming to be developed around seasons, with more focus on standard, how will that work within their monetization model and their balance around the economy? |
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+1 Please Upvote!!
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" Again, same issue displayed here as I stated before. Almost everything you say here is emotional input and objectively untrue. Firstly, addressing your assumptions: - I have played endgame in poe 1 extensively, I know what I'm talking about. - I don't play amazon/huntress at all, most of my builds are "off-meta". - 0 drop rates don't exist, my loot drops just great and crafting is OK. - There's tons of endgame content, you're just not engaging with it. - Not a slog fest if you increase your damage numbers horizontally not vertically, takes a bit of creativity. |
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hmmm,
So this is about poe 1 was like poe 2 when it was new back then and the same difficulty and the game just took off but all the good players left after it became too easy. but. the numbers didn't go down....they grew? the game became bigger and bigger, a solid sucess. It didn't sink, it sailed. The faster game prevailed oddly. if all the good players left, umm, wouldn't POE 1's player number be 0 back then? Now the good players are back, the difficulty is back, and the other less skilled players are whining trying to change it. But the game isn't growing now, it's kinda sinking, not sailing, player count looks like a ski slope. It nudged up a bit with patch, maybe, but its early Unlike back then, the competitive nature of the market is hot right now and they are playing it easy fast then slow hard at the end as a call to the unsatisfied. I have feeling there might be a whole lot more casuals than there are of you. the real test will be when Epoc release their patch, will poe numbers tank, I guess we will see. I hope GGG does the right thing, what ever that is, to keep all its players it is one of the few studios I think highly of.. |
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POE became the greatest and sitll is the best action rpg through player feedback. Funny that OP has no supporter packs and post some bs like this, those of us who play 1000hrs and many supporter packs love POE 1 and are happy they listen which is why it's the top ARPG!
I love GGG and there response to feedback! I've played this game for over 10 yrs and still enjoy it. POE 2 has lot sof work to do but if they ignore player feedback it's not going to be solid full game like POE 1. Last edited by momonami5#2026 on Apr 14, 2025, 1:03:36 AM
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