POE2 disrespecting our time (Post-0.4.0)

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Valsacar#0268 wrote:

No, I'm stating a fact that your problem is you are doing things inefficiently and specifically what I quoted is very inefficient. You know, the part that you cut out of the reply to me.

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Japonbu#0742 wrote:

The "Fetch Quest" Loop: In the Campaign, the loop is often: Enter Zone -> Find Quest Item -> Portal to Town -> Talk to NPC -> Portal Back -> Walk to Next Zone Entrance. That entire sequence involves multiple load screens and walking segments with zero combat density.


So again, your inefficiency is the problem here. That and your made up definition of ARPG. But, a lot of your complaints here are just that, things you made up. You aren't describing POE2, you're describing what you THINK it is vs what you THINK it should be. Neither of which actually match reality.


You keep using that word "Inefficient," but I don't think you know what it means in this context.

Let's look at the "Loop" you claim is my fault: Quest says: "Return the Glyph to the NPC in Town."

My "Inefficient" Way: I use a portal, go to town, talk to the NPC, and go back.

Your "Efficient" Way: ...Telepathy?

Unless you are suggesting that I should abuse Logout Macros to skip the portal animation/travel time (which is technically "efficient" but proves my point about bad design), there is no other way to complete the quest loop. The game forces that travel time. Calling me "inefficient" for following the game's quest objective is absurd gaslighting.

And regarding my "Made up definition" of ARPG: It stands for Action Role-Playing Game. The genre was defined by Diablo, Titan Quest, and Torchlight. The core pillars are: Combat, Loot, and Character Progression. "Walking through empty zones for 5 minutes" has never been a pillar of the genre.

I am describing the reality of PoE 2's Campaign layouts: Large zones, low density, dead ends, and backtracking. Denying that these exist doesn't make you "Efficient"; it just makes you blind to the feedback being offered.
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Japonbu#0742 wrote:


Your "Efficient" Way: ...Telepathy?



This made me laugh so hard. No his efficient way is running past everything in the game for so called efficiency. I can also bet his way is to pull out his credit card and RMT currency 2 days in the season so he can be "efficient".

People that include "efficient" with a video game have already turned the game into a job that lacks the common decency of fun. Its not fun running through dead ends, empty zones, or chasing this weeks exploit. You know what is fun, getting items that are upgrades instead of playing the trade ah to pay for power.

I have played POE since release of POE beta and not a single, I say again, not a SINGLE end game item (rare not boss specific uniques) has dropped EVER. They always come from crafting and frankly thats trash design I should be able to find full t1 gear as a drop vs having to play a crafting slot machine lottery to win. This only leads to RMT for people that want to be the first to have that full T1 bow, staff, etc (aka mirror tier item). This is so they can sell it as a mirror service and make the money they spent at start of season back 1000 fold and then resell said currency to the same RMT sellers they bought currency from at the start of the season to be the first with said item.

This happens every single season yet 0 bans, 0 accountability, 0 care by GGG. Frankly what would these RMT sites do when we all start getting end game gear that is actually useful from drops vs having to rely on these said elitist that ruin every season for the end game items we all want so we can play with different builds and have fun in the game.

GGG could stop all RMT with the flick of a switch that changes how loot drops. Im not saying by t5 maps i should find a end game item full T1 useful stat item. Im saying after ive ran 100+ t15 maps I should have by now found a full t1 item with useful stats. Instead you could run a billion maps and you still will never find any item better than what people craft which is just trash design.



POE1 started slow and did not have all this skips and people kept complaning untill they improved the game.

So when they offer a new game experince it should be even better than POE1. Then from day one those skips and time consuming mechanics should be in the game and have been sorted out after first league.
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This made me laugh so hard. No his efficient way is running past everything in the game for so called efficiency. I can also bet his way is to pull out his credit card and RMT currency 2 days in the season so he can be "efficient".

People that include "efficient" with a video game have already turned the game into a job that lacks the common decency of fun. Its not fun running through dead ends, empty zones, or chasing this weeks exploit. You know what is fun, getting items that are upgrades instead of playing the trade ah to pay for power.

I have played POE since release of POE beta and not a single, I say again, not a SINGLE end game item (rare not boss specific uniques) has dropped EVER. They always come from crafting and frankly thats trash design I should be able to find full t1 gear as a drop vs having to play a crafting slot machine lottery to win. This only leads to RMT for people that want to be the first to have that full T1 bow, staff, etc (aka mirror tier item). This is so they can sell it as a mirror service and make the money they spent at start of season back 1000 fold and then resell said currency to the same RMT sellers they bought currency from at the start of the season to be the first with said item.

This happens every single season yet 0 bans, 0 accountability, 0 care by GGG. Frankly what would these RMT sites do when we all start getting end game gear that is actually useful from drops vs having to rely on these said elitist that ruin every season for the end game items we all want so we can play with different builds and have fun in the game.

GGG could stop all RMT with the flick of a switch that changes how loot drops. Im not saying by t5 maps i should find a end game item full T1 useful stat item. Im saying after ive ran 100+ t15 maps I should have by now found a full t1 item with useful stats. Instead you could run a billion maps and you still will never find any item better than what people craft which is just trash design.



Glad the "Telepathy" joke landed! :D But jokes aside, you just exposed the Dark Cycle of PoE perfectly.

The "Casino" Problem: You are 100% right. Currently, monsters do not drop Gear; they drop Crafting Bases (Trash). We are forced to play a Slot Machine Simulator (Crafting) because the ground loot is useless. In an ideal ARPG, killing a T16 Boss should have a chance to drop a usable, powerful item. In PoE, it drops vendor trash. This disconnect is why Crafting (and the currency to fund it) is king.

The RMT Mafia: Your analysis of the "Mirror Shop Cycle" is spot on.

Step 1: Swipe credit card on Day 2.

Step 2: Craft the #1 Item.

Step 3: Monopoly. Charge 50 Divines just to mirror it.

Step 4: Profit.

If GGG implemented Smart Loot (like Last Epoch's Exalted items or Loot 2.0), this RMT Empire would collapse overnight. Why? Because if I can find a "Good Enough" item on the ground by playing, I don't need to pay the RMT Mafia for their crafted gear.

They fear better drops because Scarcity is their Business Model. We just want to play a game where killing monsters is the best way to get gear, not swiping a Visa card.
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SaKRaaN#0012 wrote:
POE1 started slow and did not have all this skips and people kept complaning untill they improved the game.

So when they offer a new game experince it should be even better than POE1. Then from day one those skips and time consuming mechanics should be in the game and have been sorted out after first league.


That is the "Sequel Trap" right there.

You are absolutely right. PoE 2 isn't competing with PoE 1 from 2013 (when it was slow and clunky). PoE 2 is competing with PoE 1 from 2026 (which has 10+ years of QoL updates).

It feels like GGG decided to "un-learn" a decade of lessons.

PoE 1 Lesson: "Players hate backtracking." -> PoE 2: Adds massive zones with dead ends.

PoE 1 Lesson: "Alts need leveling gear." -> PoE 2: Makes campaign slower.

When you buy a new car model, you expect it to have Air Conditioning as a standard feature because the previous model had it. You don't expect the manufacturer to say: "Well, the first car didn't have AC when it launched in 1990, so you have to wait for a patch."

We shouldn't have to wait 3 years for them to "re-discover" that Campaign Skips and QoL are necessary. Those problems were already solved. Why go backwards?
Sprint solved that problem...
and stun, ooops no it didn't.
nevermind.
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Sprint solved that problem...
and stun, ooops no it didn't.
nevermind.


Sprint is the biggest "Bait" in PoE 2. It feels like giving someone a Ferrari but installing speed bumps every 5 meters.

The Promise: "Look! You can move faster to cross these empty zones!"

The Reality: A random skeleton hits you for 5 damage -> STUN -> Sprint Cancelled -> You are walking in mud again.

If Sprint is supposed to be the solution to traversal, it needs Stun Immunity (or at least high resistance) while active. Currently, it’s useless exactly when you need it most. It’s classic GGG design: Create a solution, then immediately hard-counter it so players can't actually enjoy it.
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Japonbu#0742 wrote:
"
Sprint solved that problem...
and stun, ooops no it didn't.
nevermind.


Sprint is the biggest "Bait" in PoE 2. It feels like giving someone a Ferrari but installing speed bumps every 5 meters.

The Promise: "Look! You can move faster to cross these empty zones!"

The Reality: A random skeleton hits you for 5 damage -> STUN -> Sprint Cancelled -> You are walking in mud again.

If Sprint is supposed to be the solution to traversal, it needs Stun Immunity (or at least high resistance) while active. Currently, it’s useless exactly when you need it most. It’s classic GGG design: Create a solution, then immediately hard-counter it so players can't actually enjoy it.


If GGG wants to have players like you in the game, then we need different modes.

One mode for people that want to play the game, with higher difficulty, more immersion, less meme drops, more combat focused gameplay.

And another mode for people like you who want a casino simulator with optional gameplay, meme drops, and a built-in POB style intercase.

No middle ground is possible.
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If GGG wants to have players like you in the game, then we need different modes.

One mode for people that want to play the game, with higher difficulty, more immersion, less meme drops, more combat focused gameplay.

And another mode for people like you who want a casino simulator with optional gameplay, meme drops, and a built-in POB style intercase.

No middle ground is possible.


You have it completely backwards. The irony is painful.

Who actually wants the Casino?

Current State (What you defend): Ground loot is useless. To get upgrades, I must take a "Crafting Base" and spam currency on it, hoping for a lucky RNG roll. That is literally a Slot Machine. That is a Casino Simulator.

What I want: I want to kill a Boss, see a sword drop, identify it, and wear it because it is good. That is an ARPG. That is "Combat Focused Gameplay."

"Meme Drops": Since when is LOOT in a LOOT-BASED GAME considered a "Meme"? If asking for monsters to drop usable items is "wishing for meme drops," then the scarcity mindset has completely brainwashed you.

I am asking for Battle-Earned Power (Killing monsters = Reward). You are defending Gambling-Earned Power (Crafting Bench = Reward).

So, who really wants the Casino here? I want to fight. You want to pull the lever on a crafting bench.
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Japonbu#0742 wrote:
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If GGG wants to have players like you in the game, then we need different modes.

One mode for people that want to play the game, with higher difficulty, more immersion, less meme drops, more combat focused gameplay.

And another mode for people like you who want a casino simulator with optional gameplay, meme drops, and a built-in POB style intercase.

No middle ground is possible.


You have it completely backwards. The irony is painful.

Who actually wants the Casino?

Current State (What you defend): Ground loot is useless. To get upgrades, I must take a "Crafting Base" and spam currency on it, hoping for a lucky RNG roll. That is literally a Slot Machine. That is a Casino Simulator.

What I want: I want to kill a Boss, see a sword drop, identify it, and wear it because it is good. That is an ARPG. That is "Combat Focused Gameplay."

"Meme Drops": Since when is LOOT in a LOOT-BASED GAME considered a "Meme"? If asking for monsters to drop usable items is "wishing for meme drops," then the scarcity mindset has completely brainwashed you.

I am asking for Battle-Earned Power (Killing monsters = Reward). You are defending Gambling-Earned Power (Crafting Bench = Reward).

So, who really wants the Casino here? I want to fight. You want to pull the lever on a crafting bench.


Meme drops are when the game showers you in loot. See PoE1 and D4. To a certain extent, even PoE2 drops too much.

From what I gather, I don’t believe you care for actual gameplay. You just want to 1-shot everything and get showered in loot from lvl1. It’s fine, you’re not the first one that’s why GGG should make 2 very distinct modes.

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