absolute cope 3.28 bingo for Mark
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"If you are not 1% and you dont enjoy the game like the 1% does then just become the 1%, bro."
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences. I petition to return all the fun stuff that was removed or nerfed over the years back into POE1. Last edited by Bosscannon#3325 on Jan 8, 2026, 3:09:41 PM
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" " It doesn’t just show the top section. Sure, it’s not a perfect source since not everyone is listed, but it’s basically the closest thing we’ve got to real numbers and it lines up pretty well with actual player counts. And surprise, it turns out stuff like a Mageblood is not some mythical artifact reserved for the 1%. A solid chunk of players can get one. Honestly, even more probably could, but some people quit before they even consider investing in anything that isn’t vendor trash. I can also see why the other user picked levels 98 to 100, because that is just the level you naturally hit by actually playing the game. A level 80 character on the list might just be someone’s day two or three experiment before they quit the league. Of course that character doesn’t have a Mageblood. They never even planned to stick around long enough to think about getting one. Those kinds of characters drag the numbers down in a way that doesn’t really say much about affordability. What the real 1% actually looks like are the people who get their hands on a Mageblood on day one or two, or the ones playing SSF HC and killing all Ubers within the first week. That is the actual sweatlord tier. Everything else is just people playing the game, eventually buying a Mageblood, and ending up with a solid character over the course of the league. They don’t reach the top by speedrunning a belt purchase. They just play the game and let the economy do its thing. Sorry, but we are more than two months into the league. If you actively played for two or three weeks and still have basically nothing real to show for it, no meaningful progress, no real accomplishments, that is not your average player. That is your below average player. You don’t need to be in the 1% of top tier players to enjoy the game. It is obvious that far more than just the top 1% are enjoying it. Otherwise, player numbers would have already drowned below a few hundred after day one and many people would not even bother to play. If the game was designed around the top 1%, oh boy, I promise you, things would be a lot harder. Way harder. Even for CW taste. And it is definitely not designed around the 1% of bottom players who want the game to match their level of confidence, to be even easier and more forgiving than it already is. Those who constantly find things to complain about, who still haven’t adapted to the game or learned its basics as it grows, are not your average players. That is your below average player. Hobby Gamer and Professional Software Engineer & Systems Architect from Tennessee “Two things are infinite: the universe and human stupidity; and I’m not sure about the universe“ - Albert Einstein Last edited by VoidWhisperer42#5989 on Jan 8, 2026, 4:28:10 PM
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I dont care about mageblood at all. I actually can afford it. I just dont feel it is right to pretend that "everyone who wants it can have it". Majority cant.
I want the game to be fun to do janky shit in it instead of "feel the weight" of optimization pressure. What I do care about is how some skills/defenses/archetypes are head and shoulders above the remainder of the game and want the remainder to be dragged up so its not literally 1/5th or 1/10th of a "real" things that is actually fun to play effective efficiency. And I dont want for devs to constantly jump from one performing skill to another chopping its head off and never adressing the 80 or 90 % skills/etc that are massively underperforming in comparison to whats fun. Path of nerfs where they take a meta thing and turn it into dead thing does not inspire me to play the rest of dead things as killing a good thing does not make the bad thing good. And I am sure there are probably one or two interactions that make a bad thing feel decent but that gets old very fast and has a knock on effect of "this thing sucks in a vacuum but we cannot ever buff this thing because its very good when mixed with particul other thing". The numbers get balanced around that interaction not being too busted but that means 99 other interesting combinations are dead on arrival cause they dont magically 5x the effective tank or dps as the golden standard "best" combo does. For example whenever you try to really push a fair skill that doesnt have some obscure interations that make it hit a single target 5+ times instead of once into comfortable dps ranges of 10 to 30 mill all builds end up looking the same employing the same scaling strats. I doubt this game would fall apart if the floor was raised a bit so there was less pressure to superoptimize effectively pushing everyone to do the same things. You could say there is no problem with build diversity cause you can force every turd to shine IF you are stubborn enough to farm up and equip the same turd-shining shit everyone else is chasing but it doesnt feel like I am doing my own thing to me. It feels like following the handrails that dev forced on me. It feels like pseudo-diversity. POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences. I petition to return all the fun stuff that was removed or nerfed over the years back into POE1. Last edited by Bosscannon#3325 on Jan 8, 2026, 4:55:52 PM
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" They throw out targeted and untargeted buffs to make underused skills play better fairly often. " There's no problem with build diversity as you can quite literally just play whatever you want, have fun and destroy the entire games content without high investment even in ssf without trade making the game easier. Of course you still have to put together a solid character regardless of playing popular builds/abilities or random unpopular abilities. Clicking random passive points and throwing on random gear with the hope to make get things going just won't cut it. Flames and madness. I'm so glad I didn't miss the fun.
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They throw out targeted and untargeted buffs to make underused skills play better fairly often.
Their buffs of like 25% numerical onto a skill that has no busted interations that make it go 5x harder than numbers on skill game state does absolutely nothing. If it was performing at 20% of a good skill it will not perform like 25% of a good skill which is still laughable. There's no problem with build diversity as you can quite literally just play whatever you want, have fun and destroy the entire games content without high investment even in ssf without trade making the game easier. Of course you still have to put together a solid character regardless of playing popular builds/abilities or random unpopular abilities. Clicking random passive points and throwing on random gear with the hope to make get things going just won't cut it. You still dont get it. Remember how they nerfed support gems multipliers stating in a manifesto that the goal for that was so people use more utility supports? Well that never happened. Why? Cause game just constantly relentlessly pressures you to squeeze out as much DPS as possible. Cause DPS is both a defensive and offensive layer in this game. If I ever felt like I dont need the extra 30~50% more multiplier from a damage support gem maybe I would slot in that inc AOE support for QOL but I never ever feel like I have enough DPS. When I look at other peoples builds on pooninja it doesnt look like it happens for them either. The ssf argument is kinda mute. Sure you can force things with untold hours sunk into farming or same untold hours sunk into learning how to farm faster. The simple reality is majority players don't have infinity time to both learn the game on entry and relearn it with each patch. The baseline requirements for characters to not get stomped by the game are currently too high and you can dance around it with "you can still overcome it if you brute force it with time or do everything exactly right" all you like but it will still, always, be either tedious or handraily which will always feel unfun. POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences. I petition to return all the fun stuff that was removed or nerfed over the years back into POE1. Last edited by Bosscannon#3325 on Jan 8, 2026, 5:18:13 PM
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" Do you have any example of a buff for a skill for which the power dynamic behaved in such a way? " The support gem nerf you likely reference happened in Expedition league and I do not recall them stating their intent was to make utility supports more popular, but to make the game more challenging again after league over league of powercreep. The other big nerf to supports happened when they removed alternative support gems (anomalous, divergent, phantasmal variants) and that system got replaced by transfigured gems in 3.23 which opened up the game to a lot more horizontal build diversity. Just added that history for context because you are either misremembering or misrepresenting why certain aspects of the game were changed. And it's not like that stopped people from making higher and higher DPS characters. The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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" Filtering by level is just an attempt to isolate it down to a sub-section of the community that plays the game the necessary amount to be able to realistically obtain chase items. This is obviously not a perfect metric. Plenty of people grind multi-mirrors at <98. Plenty of people play builds at greater than 98 that dont use mageblood. But if you are level 90 and complaining about not being able to afford something that cost ~150d, then its probably because you just arent putting in a reasonable amount of effort. “Freedom is what we do with what is done to us.”
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" Everyone who wants it... bad enough to put in the work, can have it. Mageblood is a chase item. It's in the T0 drop pool. It cost, around ~200d in the first month of the league. Obviously if you play the game for 15 hours total in a league, you can't reasonably expect to acquire one of the most powerful items in the game. But any player with some POE experience under their belts and willingness to grind for a couple days worth of play can pick one up, its not rocket science. We are talking about putting basic farming here. Essences, harvest, selling maps, harbinger, etc Zero luck required here. Buy the scarabs, do the mechanic, sell the resource, save the profits. No crafting required. No knowledge of market inflation/investing required (though you really should consider this if you are going to save for more than a day or 2) No 1% elite status required. Play the game. Save the divines. Buy the Belt. What is the issue here? It's people wanting something for nothing. “Freedom is what we do with what is done to us.” Last edited by Piousqd#0073 on Jan 8, 2026, 6:38:58 PM
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Why would i play frostbolt if spark hits 5 times instead of frostbolt hitting once? This is the dynamic. So many skills just have nothing going for them that 25 percent buff changes nothin in grand scheme.
And the support gem thing it was from expedition balance manifesto and they obviously lied and just wanted to nerf damage. But they did say this look it up. Anyway the particular example is not even important. It was just an illustration of how many many things are there and are interesting but are always non option cause something just gives more raw damage or tank and that always wins out in decision making. Its an indicator that game demands a base minimum from characters that is too high. You will not do whats potentially interesting or fun if you must spend all character potential on "playing correct" which is ticking boxes in a list satisfying the necessities. The game is too rigid and stiff and any skill that is observed to break free from the mold of dull mediocrity instantly becomes meta. Because it gives breathing room to do something stupid but fun and not have your character be punished with instant feel of inadequacy cause you strayed from the handrails some. When a game is "do everythin correct or fail" it becomes more like a test or a job. The game should simply allow more jank and fooling around. If it refuses to then less builds get played and people who otherwise might have been entertained are instead bored. The challenge to relax ratio is off. This is subjective. Its fine if you like it harder. I dont. POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences. I petition to return all the fun stuff that was removed or nerfed over the years back into POE1. Last edited by Bosscannon#3325 on Jan 8, 2026, 7:13:35 PM
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Frostbolt and Spark do different things. You're comparing apples and pears here. Your credibility takes a big hit when you're asked to provide evidence for your claim and then just make another claim instead.
You say "they obviously lied" as if that was something obvious to everyone, but I rewatched the Official Release Announcement video which had been livestreamed on Twitch and they clearly state their intent is to make the game more challenging again and to counteract the cumulated powercreep from the past. That's as cut & dry as you can get it. Where's the lie? I can't find it. You are needlessly stretching truths to fit a narrative, but you don't back it up with evidence and thus the argument falls flat. You could build a much stronger case if you actually tried forming a coherent argument. You are correct however in one thing: building a character "correctly" as you put it is rewarded by the game becoming much easier. It's almost like knowledge and experience pay off? As opposed to what exactly, playing poorly and receiving a participation trophy? I did stupid ideas this league and was rewarded for it. Right now I'm leveling an Eye of Winter Mines Warden which is going to be the first of its kind in all of SC Keepers because no one has come up with a concept like this yet and by the looks of it, it'll exceed expectations. The game has always rewarded creativity and experimentation like that. But people shoehorn themselves into hyper-optimization and narrow their thinking into "if it can't do T17 and uber pinnacles on first try, it's trash" and lose out on a ton of fun in the process. That's what's actually sad. The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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