Haven't PoE 2 devteam learned from d4 devs?

Feel like Poe 2 is what D4 should be??? XD
Personally, I just want to zoom all the way to the moon!
"
Stormgrave wrote:
List of removed effects (nerfs):

* Crafting bench

* Statincreases from charges and harder to generate
( " If you can get enough attackspeed, trololol huehuehue " )

* Movementspeed

* Flasks, including quicksilver

* HP-regen

* MF
(Will be in the game for currency, aka, nerf)

* Undecided on div-cards, but HH will still be in the game, so I guess it'll be a 1 in 5 million hour drop chance?

* "You won't be able to craft maps, hueheuheueu" , really funny, reflect back

* Portals (TL:DR - devteam think you should git gud and "learn from your mistakes", "improve your gameplay"...)

* Removed lab (Honestly, this is the one change I like, imagine dodge-rolling through lab...)

Welcome to scuffed ruthless!
8 years of devtime for this?

D4 dev-team said in their latest stream that nerfs should come with accompaning buffs and be more clear on their longterm goal of the game. Can someone list a single buff that has been introduced?


This is so stupid. None of them are nerfs because PoE2 is a new game. What is wrong with you people????
"
Stormgrave wrote:
List of removed effects (nerfs):

* Crafting bench


Man, wouldn't it be weird for them to remove the crafting bench without introducing a bunch of other things meant to replace the functionality of the removeed crafting bench in ways that work better? It's almost like we don't know the whole picture yet.

"
Stormgrave wrote:
* Statincreases from charges and harder to generate
( " If you can get enough attackspeed, trololol huehuehue " )


Good. Every single build being hard required to generate every single charge type somehow sucked. It's annoying trying to fit frenzies and endurance charges into everything. Turning them into a resource is at least a use for them, and there's nobody saying there won't be unique items that ping off of charges, or passive tree nodes that add the removed functionality back to charges for those specific classes/areas of the tree where it'd make sense. Maybe frenzies only boost attack rate if you're able to take the passive node in the tree southeast that says "Gain [X] attack speed for each Frenzy charge", ne?

"
Stormgrave wrote:

* Movementspeed


Hm, was this confirmed? Hadn't seen it. If so, suppose we'll have to see how that plays out. I can't imagine it'll last too long if it does. Either that or maybe they'll make the base speed feel less bad. Y'know, without giving into the Religion of Zoom people that feel bad if they're moving slowly enough the game has time to animate frames correctly around them.

"
Stormgrave wrote:

* Flasks, including quicksilver

Now you're just flat-out lying. They very much still have utility flasks, they're simply different than PoE1 utility flasks. Good. I'm sick of every single build being 100% entirely dependent on 100% uptime for all flasks period. It's dumb and pointless and it completely goes against the spirit of what flasks are supposed to be. Let them go back to being a limited resource you have to husband, or that you have to invest in if you want to use more extensively.

"
Stormgrave wrote:

* HP-regen


Again, flat-out lying. They'll have recovery mechanics. Mark simply said they'll be keeping an eye on recovery mechanics and hoping to keep them under control enough that they don't need to constantly be smashing you for 130% of your health all the time because every player in the game has the ability to regain 100% of their HP every eight hundred milliseconds. He openly stated "we want you to be able to build a regenerative character, but you should have to invest in it instead of everybody always getting back 40% of their life per second."

"
Stormgrave wrote:
* MF
(Will be in the game for currency, aka, nerf)

Lyyyyyyiiiiiiiing~. Item Rarity is being reworked to function the way you'd expect it to work and allow you to find higher-rarity, more desirable items. MF will turn whites into blues, blues into golds, and golds into uniques, in addition to having a chance to turn lower-tier crap currency into higher-tioer, rarer, more valuable currency the way you'd bloody well expect it to. Hell, rarity might even play into their Well-Rolled Item system and provide a chance for "Lucky" drops that use the Well-Rolled stuff. I'd certainly consider that a useful tool to have in the arsenal.

"
Stormgrave wrote:
* Undecided on div-cards, but HH will still be in the game, so I guess it'll be a 1 in 5 million hour drop chance?


Jonathan actively desires divination cards but implementation and final form has not been decided. Apparently Div cards have never done what Grinding Gear wanted them to do, but they're still looked upon fondly by the team. The fact that you see divination cards as being nothing whatsoever except a means to BS yourself a Headhunter kinda speaks volumes to the "Div cards don't do what we want them to" bit, eh?

"
Stormgrave wrote:

* "You won't be able to craft maps, hueheuheueu" , really funny, reflect back

Mark didn't talk about map crafting. Doesn't mean it's not there, his smug little smirk over the notion of being unable to roll away no-go mods notwithstanding. We'll have to see, nobody has any clue what endgame looks like in Path 2.

"
Stormgrave wrote:
* Portals (TL:DR - devteam think you should git gud and "learn from your mistakes", "improve your gameplay"...)


Oh no, the devs fixed cheesy exploits where people would beat a boss by burning three stacks of portal scrolls to constantly generate infinite flask charges and infinite 100% invulnerability shields! Using town portals in a boss fight now actually involves some strategy and play skill to create an opening to cast youir portal with! Forfend the very thought!

Get real. Learning from your mistakes and improving your gameplay is, in fact, the entire point. yes, you do in fact have to Git Gud.

"
Stormgrave wrote:
* Removed lab (Honestly, this is the one change I like, imagine dodge-rolling through lab...)


They didn't say they removed the Labyrinth. They said the Labyrinth is no longer how you Ascend. Those are two different sentences. Admittedly for most people they're equivalent, but who knows - with Ascendancies no longer contingent on them, maybe they'll put cool new rewards in the Lab for us to go and clean Izaro's clock over? be a shame if the new game didn't play around with the Labyrinth somehow.

"
Stormgrave wrote:
Welcome to scuffed ruthless!


Oh, just stop it. All this caterwauling about Ruthless this, Ruthless that, Ruthless the other thing is just pointless. Y'all are fishing for excuses.

"
Stormgrave wrote:
D4 dev-team said in their latest stream that nerfs should come with accompaning buffs and be more clear on their longterm goal of the game. Can someone list a single buff that has been introduced?


Built-in dodge roll with attack/projectile invulnerability (and confirmed Cast on Dodge Roll coming up!). All characters now have free and unlimited access to in-combat mobility without having to abuse Shield Charge's poor, tortured corpse anymore.

Dual-spec passive tree allowing a larger total number of points to be allocated on the tree - each skill book is now worth double the passive tree point value. Even if you don't use it for its intended purpose because you're a One Button Build Enjoyer, you can easily spec a "Mapping" weapon and a "bossing" weapon, trading QoL and area-clearing nodes for extra damage or defense in boss fights by switching weapons.

Deterministic acquisition of five-socket items; no more spamming ten billion Fusings or using weird corruption tricks to get your 6L/5S, just obtain one item you use once and your 4S gem becomes a 5S gem.

Deterministic socket coloring; use one chrome once and you get exactly the socket you need. Again, no more clicking through five hundred chromes trying to get a STR/DEX body armor to roll 5B1G for your Lightning Coil spellcaster.

Campaign bosses rewarding permanent character boosts for completion.

Vendors actually being fucking useful past Act 2.

Looted gems being able to transform into any* skill gem you want/need at the time, instead of always finding Marauder gems on your Lightning Coil spellcaster.

Minor but valid: in-town NPC for free mass identification of items.

(Almost) double the number of base classes with (almost) double the Ascendancy choices.

C'mon, man. This ain't hard. Get over yourself and try a little and you'll see plenty of "buffs".
"
1453R wrote:

[...]


I commend you on your eagerness, but I fear your time is wasted.
Haters gonna hate.

Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
the poe "dev teamns" are more focused on making your experience miserable lol
"
1453R wrote:
GANGSTA.


Yo that's some response dude +1
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Yeah agree, not a fan of how slow the game looks. tho they gave them demo chars with absulute trash gear, lvl 45 with 1-2 rare items! its like mathil said.

However im really upset that they dint showcase any mapping. Campaign is only 10 % of the game.
At first I was very sad when it was announced that 1 and 2 would be separated.

Then, little by little, I understood - it was the best decision.
Because PoE2 is complete shit until now.
I wish we had just gotten the improvements and updates in PoE1....

PoE2 is clearly aimed at D4 fans for example.

But what I also realized... since now PoE2 will be the big winner, since surely many people will play who also come from outside and also many people who buy MTX etc etc etc... they will neglect PoE1 very quickly.

As if it wasn't bad enough that we don't get all the improvements that were promised for PoE1.... I could puke so hard right now.
Oh no the game is too slow - but it's just a campaign.

Oh no my glass build will die-no but I guess you can think a bit and invest something in defe too

Oh no Poe 2 will be like Dark Souls-No it won't and you can always go back to Poe 1

And in general, someone wondered if Poe 2 with such graphics and accuracy of details looked like in general, and suddenly what would happen if you could turn up the speed too much? how can this be done on some builds...

crash...
Only thing I'm worried about is they say they're making the game they want to play and when it comes to it they can't even play through a rehearsed scenario.

There's a big difference between what they want and what they can deliver.

After the footage they revealed it's clear the old trope "GGG devs don't play their own game" sadly still holds true.

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