Content outside of fully juiced maps feels very unrewarding.

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AverBeg7#1689 wrote:
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AverBeg7#1689 wrote:
Yeah, people who want there to be less monsters and the game to be slow don't understand that they are just not gonna find anything.

Then those same people will come and say they hate the game after it's slower, because "people with rarity" or "streamer doing this and I can't".


If game was slower, they would obviously balance loot differently. If the intention of the game is to go slow, but you mainly get rewarded if you go fast, that's pretty bad.


But did they though? In 0.1 people weren't happy with the "balance" making it "slower". They buff it, people find breach strats, we are happy. 0.2 they nerf the progress/ power, they nerfed breach, nobody liked it. The people who didn't run breach, still didn't run it, and the people that did, were unhappy. The people who normally don't reach end-game because of "too many monsters", still didn't reach end game.



you picked breach out of all the options to make your point here? the mechanic that will literally give you 0 rewards or kill you if you aren't fast? game was never 'slower' it always rewarded speed (which is double dipping) and often didn't even allow being slow.
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AintCare#6513 wrote:


you picked breach out of all the options to make your point here? the mechanic that will literally give you 0 rewards or kill you if you aren't fast? game was never 'slower' it always rewarded speed (which is double dipping) and often didn't even allow being slow.


Well, yeah. When you talk about slowing down mechanics it's a good example, because they already did it in 0.2, and then basically reverted it in 0.3.

As someone that complains about breach and a lot of monsters, did you run much of it in 0.2? Probably not. Probably felt like the same thing to you, but to the players that ran it, we saw it was a massive difference. Not even worth running anymore. We all ran Ritual instead.

Why do you think the whole game needs to be slowed down? Can't there just be more content that is just as valuable when it is invested in, that has less but more difficult and rewarding monsters?
Last edited by AverBeg7#1689 on Oct 4, 2025, 6:09:39 AM
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AverBeg7#1689 wrote:
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AintCare#6513 wrote:


you picked breach out of all the options to make your point here? the mechanic that will literally give you 0 rewards or kill you if you aren't fast? game was never 'slower' it always rewarded speed (which is double dipping) and often didn't even allow being slow.


Well, yeah. When you talk about slowing down mechanics it's a good example, because they already did it in 0.2, and then basically reverted it in 0.3.


if you slow down breach you just lowering the threshold of how fast you need to be, and from my experience the slow down you speak of was unperceivable to my playstyle. that mechanic should be either removed or reworked competently together with deli and ritual. only then you can even start making a case of 'game is letting you play slower'. the speed should never have additional rewards beyond itself.

edit- "Why do you think the whole game needs to be slowed down?" i don't. the game should allow for me to play slower, you can go as fast as you like- not like it matters to you guys because you reach a point where you kill mobs before they spawn anyway
Last edited by AintCare#6513 on Oct 4, 2025, 6:16:45 AM
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if you slow down breach you just lowering the threshold of how fast you need to be,


I think instead of "slowing down" the Breach mechanic we would need a complete rework to fit to the vision of having slower but meaningful encounters.

Like with Abyss f.e.....in POE1 it was kinda meh mechanic vise and was just played because of abusing a specific Abyss mob combined with high IIR/IIQ.

But other than that it was nothing special mechanic vise and almost the same as Breach, with the difference that it's an expanding zic zac line instead of an expending purple circle.

In POE2 on the other hand Abyss is a masterpiece and so far my most favorite mechanic in both games.....it looks great, it has sometimes very challanging fight, it has an aditional area sometimes and an amazing crafting mechanic tied to it.

It's prety much perfect, at least for me.

I would wish myself to see such "rework" with Breach aswell, becasue we already have some kind of "expanding circle" mechanic with Delirium. ;)
Last edited by CroDanZ#1818 on Oct 4, 2025, 6:47:59 AM
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AintCare#6513 wrote:

if you slow down breach you just lowering the threshold of how fast you need to be, and from my experience the slow down you speak of was unperceivable to my playstyle. that mechanic should be either removed or reworked competently together with deli and ritual. only then you can even start making a case of 'game is letting you play slower'. the speed should never have additional rewards beyond itself.


So basically, all of the mechanics need to be reworked to be slower with less monsters. So you do want to slow down the entire game.

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AintCare#6513 wrote:
"Why do you think the whole game needs to be slowed down?" i don't. the game should allow for me to play slower, you can go as fast as you like- not like it matters to you guys because you reach a point where you kill mobs before they spawn anyway


Well it is really weird, for someone who doesn't want to slow down the entire game, to call for the entire game to be slowed down. Instead of just something to be added that fits how he wants to play the game better. Like another mechanic with less monsters that are more rewarding and difficult.
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CroDanZ#1818 wrote:
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if you slow down breach you just lowering the threshold of how fast you need to be,


I think instead of "slowing down" the Breach mechanic we would need a complete rework to fit to the vision of having slower but meaningful encounters.

Like with Abyss f.e.....in POE1 it was kinda meh mechanic vise and was just played because of abusing a specific Abyss mob combined with high IIR/IIQ.

But other than that it was nothing special mechanic vise and almost the same as Breach, with the difference that it's an expanding a zic zac line instead of an expending purple circle.

In POE2 on the other hand Abyss is a masterpiece and so far my most favorite mechanic in both games.....it looks great, it has sometimes very challanging fight, it has an aditional area sometimes and an amazing crafting mechanic tied to it.

It's prety much perfect, at least for me.

I would wish myself to see such "rework" with Breach aswell, becasue we already have some kind of "expanding circle" mechanic with Delirium. ;)


exactly, i was very happy to see how they implemented abyss here, this is exactly what we need.

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AverBeg7#1689 wrote:
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AintCare#6513 wrote:

if you slow down breach you just lowering the threshold of how fast you need to be, and from my experience the slow down you speak of was unperceivable to my playstyle. that mechanic should be either removed or reworked competently together with deli and ritual. only then you can even start making a case of 'game is letting you play slower'. the speed should never have additional rewards beyond itself.


So basically, all of the mechanics need to be reworked to be slower with less monsters. So you do want to slow down the entire game.

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AintCare#6513 wrote:
"Why do you think the whole game needs to be slowed down?" i don't. the game should allow for me to play slower, you can go as fast as you like- not like it matters to you guys because you reach a point where you kill mobs before they spawn anyway


Well it is really weird, for someone who doesn't want to slow down the entire game, to call for the entire game to be slowed down. Instead of just something to be added that fits how he wants to play the game better. Like another mechanic with less monsters that are more rewarding and difficult.


you always seem confused by this [maybe im just bad at explaining it], but monster density is a non-issue, game speed can be dynamic like with the abyss. the poster i just responded to explained it very well.
Last edited by AintCare#6513 on Oct 4, 2025, 6:42:01 AM
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AintCare#6513 wrote:


you always seem confused by this, but monster density is a non-issue, game speed can be dynamic like with the abyss. the poster i just responded to explained it very well.


But how. When you latch onto these issues, and you talk about them in detail, all of your feedback points to the same changes;

1. Reduce monster density
2. Slow down the game

You don't offer what OP does here. He is suggesting for alternate content to be added that people that prefer less screenblasting can run and still make profit.

Let's ignore that Sekkhema's exists and is pretty good, because people don't like that. He's right. There needs to be content like that.

When you point at things and say "too fast", "too many monsters", "not my thing". Let's be honest, the mechanics are about spawning many monsters to kill at the end of the day, and to find more items by doing it, so the suggestion literally is "slow down the game", which in turn, slows down progression and makes a lot of people unhappy, but does not even get you running the mechanics. Because they are about many monsters. That is literally the point of them.
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AverBeg7#1689 wrote:
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AintCare#6513 wrote:


you always seem confused by this, but monster density is a non-issue, game speed can be dynamic like with the abyss. the poster i just responded to explained it very well.


But how. When you latch onto these issues, and you talk about them in detail, all of your feedback points to the same changes;

1. Reduce monster density
2. Slow down the game


eeeh feel free to find any post of mine that says that, i even often argue against changing density, but yes speed should be dynamic not forced (this isn't hard to implement- again look at the abyss). i didn't read the rest
Last edited by AintCare#6513 on Oct 4, 2025, 6:48:00 AM
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AintCare#6513 wrote:
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AverBeg7#1689 wrote:
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AintCare#6513 wrote:


you always seem confused by this, but monster density is a non-issue, game speed can be dynamic like with the abyss. the poster i just responded to explained it very well.


But how. When you latch onto these issues, and you talk about them in detail, all of your feedback points to the same changes;

1. Reduce monster density
2. Slow down the game


eeeh feel free to find any post of mine that says that, i even often argue against changing density, but yes speed should be dynamic not forced (this isn't hard to implement- again look at the abyss). i didn't read the rest


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AverBeg7#1689 wrote:
When you point at things and say "too fast", "too many monsters", "not my thing". Let's be honest, the mechanics are about spawning many monsters to kill at the end of the day, and to find more items by doing it, so the suggestion literally is "slow down the game", which in turn, slows down progression and makes a lot of people unhappy, but does not even get you running the mechanics. Because they are about many monsters. That is literally the point of them.


Find an alternate solution that does not upset the entire balance of the game. Stop complaining about what everyone else is doing. Ask for changes like OP, that suggest solutions to the problem, that does not cause friction with those who choose to just run maps.

They slowed down things and mechanics already, in 0.1, in 0.2, in PoE1. Nobody liked it. Not even the people that clamored for it. It does not work.

Last edited by AverBeg7#1689 on Oct 4, 2025, 7:02:25 AM
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AverBeg7#1689 wrote:




Find an alternate solution that does not upset the entire balance of the game. Stop complaining about what everyone else is doing. Ask for changes like OP, that suggest solutions to the problem, that does not cause friction with those who choose to just run maps.

They slowed down things and mechanics already, in 0.1, in 0.2, in PoE1. Nobody liked it. Not even the people that clamored for it. It does not work.



abyss works just fine, i made plenty of suggestion and provided feedback already on these issues. i find you lil rude and dismissive/repetitive rn, so imma peace out

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