From what we've seen so far, do you feel you're going to stay with PoE1 or move to PoE2?

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ArtCrusade wrote:
Your post has 2 sentences which part did I reduce? You were being dismissive and that's what I chose to comment on, simple as.

You're also ignoring Baumi's response. :)

I was talking about proving as a concept, that's why it's in "", but you are reducing it to if the study has a word "proven" it's bad. xD
I am not ignoring him, he just didn't get what I have to said, and now I don't get what he said. It's pointless to continue.
On Probation Any%
Yup, it's pretty futile as is and not productive at all.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
Last edited by ArtCrusade on Sep 29, 2024, 8:48:31 AM
Both. PoE 2 is a perfect game for me, if they somehow manage to provide depth both on the a and the rpg part, it's imo holy grail of the genre so yeah.

What I hate though is - while PoE 1, even positioned at the real D3 offering, was quite distinct with own classes, currency etc - how PoE 2 backtracks on that and brings warrior, sorceress, standard wolf/ bear druid (crabs rhoas sirens so many options there), gold and whatnot. I really expected them to do their own thing after all that success, instead of going harder into Diablo territory.
Because mapping is now full of AN mobs.
and is 1/2 as fun as it was.

GGG is going to kill their game cause they are up their own ass.
They relentlessly try to push a worse game than they had in PoE and i suspect
PoE2 will be more of the same.

Slow plodding .. ohhh im sorry i mean meaningful and weighty combat.
Then add mechanics to undo your hundreds of hours making the character and gimp them with map mods to make your character prone to one shot, this is their idea of difficulty scaling... make you worse until you die.

Then insert mobs that are stupidly overpowered and exist only to work with map mods to one shot your character. Map mods of ... reduce resists ... and mobs with elemental penetration , extra elemental damage , always crits.. ya that's peak game play right there.

I think PoE2 will expand that philosophy and its why im not excited for it at all.
Im probably alone here, but i think they made PoE a success by accident. They don't know what's in the secret sauce and keep trying to add mustard and vinegar to everything.
Last edited by Jitter912 on Sep 29, 2024, 12:38:56 PM
"
Jitter912 wrote:

Then add mechanics to undo your hundreds of hours making the character and gimp them with map mods to make your character prone to one shot, this is their idea of difficulty scaling... make you worse until you die.

Then insert mobs that are stupidly overpowered and exist only to work with map mods to one shot your character. Map mods of ... reduce resists ... and mobs with elemental penetration , extra elemental damage , always crits.. ya that's peak game play right there.


Let me ask you this (and this is a hard question): how would you change that?

Based on what you said you have problems with 1) challenging map mods and 2) challenging rare monster mods. How would YOU vary and add interest/difficulty in the endgame to mobs and maps? If mods that affect the monsters AND the player are both off-limits, what's left?

Do you want a game with no rare monsters? Do you want a game where the only "difficulty" is blanket damage buffs and blanket health buffs? Do you want a game where there aren't any challenges at all?
Last edited by mefistozxz on Sep 29, 2024, 1:00:41 PM
POE 2 seems to be a stupid D4 clone in permanent ruthless mode If endgame is as fun as killing 20 packs of 4 mobs for getting 3 useless loots , it won't work.. if Chris put all of his " vision " into poe2 , it's gonna be boring for most of poe1 players..
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mefistozxz wrote:
"
Jitter912 wrote:

Then add mechanics to undo your hundreds of hours making the character and gimp them with map mods to make your character prone to one shot, this is their idea of difficulty scaling... make you worse until you die.

Then insert mobs that are stupidly overpowered and exist only to work with map mods to one shot your character. Map mods of ... reduce resists ... and mobs with elemental penetration , extra elemental damage , always crits.. ya that's peak game play right there.


Let me ask you this (and this is a hard question): how would you change that?

Based on what you said you have problems with 1) challenging map mods and 2) challenging rare monster mods. How would YOU vary and add interest/difficulty in the endgame to mobs and maps? If mods that affect the monsters AND the player are both off-limits, what's left?

Do you want a game with no rare monsters? Do you want a game where the only "difficulty" is blanket damage buffs and blanket health buffs? Do you want a game where there aren't any challenges at all?


Man id love to , but just so tired of being sour about this game direction.
it has nothing to do with not being difficult .. there is NO DIFFICULTY now.
It so binary .. you can suppress the hit or you die. You will resist it outright or you will die. you will dodge it or you will die.

The builds adjust to be polar builds of either unkillable tank or DPS God.
both succeed by achieving the same goal of avoiding the maximum amount of game.

There is only one build, just ask the forums, they make it no matter what the question for advice or when evaluating anybody's pob. It's the
Over capped resists, max spell suppression , max evasion, max energy shield max life, max ground effect avoidance , max bleed avoidance max ailment avoidance max poison avoidance , curse resistant build with over 2 million DPS.

That is the only build that exists, ask the forums, the only difference is where they start, they all arrive at the same place .. or else they are dysfunctional. PoE in its current direction is a strange 180 on the character building many starts one destination.

So to improve it.

Maps that rely on monster synergies more than one trick ponies.
Ohh look another soul eater .... lame .... groups of mobs some slow , some move fast , some ice some fire ... right now the mobs are clusters of the same thing or overlapping clusters of the same things.... diversify the mob skills being dealt with in a moment rather that try to drop a nuke on the player.

Race type maps where the key to completion will be tied to getting to the finish
in a certain time... perhaps is obstacle course , perhaps perhaps it is like heist but the timer starts instantly and you gotta get out .... perhaps lava is rising and slowly overtaking sections changing the floor plan as it rises. Multiple paths to the end ... some have wall to wall mobs ... some with floors and auras chipping away at the players health the whole time ... one path is almost totally clear ... but is loooooooong ..

Group challenges , duo challenges.

Extended progression from levels 70 to 100. The scaling is too steep and too fast. If the game was up to level 140 right now it would be much better . The same top end difficulty just arrived at 40 levels later, with 40 extra levels of slow character improvement and opportunities to interact with the crafting mechanics.

Quests in the game which incorporate crafting objectives.
Not only do you need to kill the boss of the Vaal temple ....
you need to unlock it via combat and you need to craft the weapon to kill him ... and it will require crafting a rare item with x , y.(optional)

Then next level will require crafting armour with x,y,z and is fractured.
and will require surviving 20 waves of mobs while wearing the armour you crafted for the event.(optional)

The point being players are taught about the game while playing the game.
crafting integrated into the adventure.

A clearer set of goals for progression to Ubers.

Less reliance of money, the game has evolved to the point people don't even talk about the game its Divs/hr cause the best way to win right now ... buy it. Play the market and just buy the best gear there is ... way faster than playing the game of finding it yourself ...

Im tired....

Ok can't sleep you get more...

Map based stats, and leader boards visible in game when you put the map in the device.
On a Map level , fastest clear , fastest boss kill , highest boss hit melee, highest boss hit spell, most experience points gained, most mobs to die.
So players can create their own builds to have fun trying for fun things like highest hit .. or fastest clear.... etc. juicing the map as much as you can, to hit highest mobs killed.

RIP tags on maps that show the top 20 highest level players that died in hardcore on that map. Or how long it took the top X hardcore players to get there.. just interesting facts about the maps accessible in game.

Let streamers fight it out to get their names on maps for cred for our entertainment.

Relax the binary nature of their game. 0% resists sucks 75% is awesome and 40% is good and good ... is good.. and keeps you alive in a meaningful way. not 75% is good and everything else well you are dead. There should be character spectrum's not clones of the same all resistant to everything builds.

GGG should hire me, Canada is cold I hear its lovely there.
Last edited by Jitter912 on Sep 30, 2024, 1:30:43 AM
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Jitter912 wrote:
.


I did read it all but its.......like all wrong. 100% wrong. I'll start by just blanket saying you didn't offer anything in terms of fixes for your complaints (which I sort of suspected would be the case). Instead you went off on completely unrelated tangents. I would remind you that your main complaint was map and monster mods and you commented on exactly ONE mod (Soul Eater), incorrectly stating that basically every monster has it. You said nothing about map mods. Nothing about challenge. Nothing about the actual issues YOU raised. Let's break down the incorrect statements:

1) Binary Suppress or Die: nope. Just not even remotely true. This is only the case for massive hits which you barely ever take outside of bossing. You ignore skill, recovery, small hits, movement, positioning, partially defensive builds that do just fine, etc. Endless examples proving this to be false.

2) Tank god or DPS god: again.....nope. Wildly inaccurate statement here. Unless you are looking at only the top 10 builds on PoE Ninja in terms of dps and tank, most builds are finding the happy medium. It is generally the FAILURE builds that try to do only one thing. Unhelpful streamers like to show the extremes because that gets them money, but the vast majority of builds out there are NOT the extremes. Unless of course you can't think for yourself at all. And actually this comment reveals WHY you think monsters and mods are such a problem....because you don't actually understand builds.

3) "only build that exists, ask the forum": have you ever read anyone's responses when people critique a build? 9 times out of 10, the suggestions are for very specific circumstances where a build is severely lacking in one area. It is exceedingly rare that you get people here telling you that you need EVERY defense under the sun in order to be successful. Quite the opposite actually

4) Your suggestions: most do not fit the genre and would be so supremely hated on release, such as your "area becomes fatal after a while" lava/race idea. Some others already exist. Most are again incorrect statements. All mobs are the same?! what? There are like 30 rare mods and 20 more blue mods. Monster synergies: league content, AN mods, these already exist and are precisely what you hate lol.

5) Crafting specific items to reach goals in the game: this has ALWAYS been a failure in any game that tries to do it. Why would ANYONE want to equip a temporary item for one instance in a loot-based gearing game?

6) Again with the resistances example! This is the second time I've seen that in a week. People routinely run -max resist mod maps and elemental weakness mod maps with sub-50 resistances.....with NO PROBLEM. Max resists is commonly called for because it is so damn easy to get, why wouldn't you? But you CAN do without them provided you have other defenses.

7) Div/hr.....this is a PERSONAL issue. I have played this game for over 12 years now and I never think in terms of div/hr. The second I do is the second I decide to put the game down because I'm no longer having fun. You hear that terminology a lot but, again, it is NOT the majority that plays the game in those terms.

8) Scaling: nope again. The only big leap in difficulty is from Act 10 to mapping. But once you get to maps it is quite linear in terms of difficulty. The next huge jump is t17s, but that is new content still being adjusted, AND its meant to be "uber" content.

Most of the post just completely devolves off-topic with everything you care to complain about, because I think very quickly you realized that you didn't really know what you were talking about. I was hoping you actually had given any thought to what you might change about the things you commented on being so terrible for the game and yet you didn't, and misrepresented the game and these forums at the same time.
Last edited by mefistozxz on Sep 30, 2024, 7:58:51 AM
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Jitter912 wrote:
Relax the binary nature of their game. 0% resists sucks 75% is awesome and 40% is good and good ... is good.. and keeps you alive in a meaningful way. not 75% is good and everything else well you are dead. There should be character spectrum's not clones of the same all resistant to everything builds.


Even though your post is 97% wrong, I won't go that hard on you because it clearly comes from a lack of knowledge, which is OK. The problem, though, probably comes next: How to you respond when someone tells you that you're wrong? Will you seek and swallow that knowledge, or will you keep arguing?

Resistances aren't binary. 0% sucks. 75% is OK. 80% is good. Everything above that becomes better and better. Nothing binary about it. Getting 75% is easy. Getting 80% is a little bit harder. Everything above that becomes exponentially harder and harder/more expensive. What is binary about it? It's called character/gear progression.

Spell Suppression: Isolated, it's pretty binary, I'll give you that. But as all defenses in PoE, suppression is just one of many defensive layers you'd want and you can't look at them isolated. An elemental spell gets reduced by both your resistances, your suppression and other reduction to elemental damage. Combined, there's nothing binary about it.

I've made my own build this league; Frenzy of Onslaught Slayer. Doing T17 and some Ubers just fine. Can't really call a build playing Frenzy of Onslaught with a 1H sword "META", so making your own build is more than possible.

There is a spectrum, but sure; you DO want to have certain defenses, but that goas for ALL ARPGs, doesn't it?

Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
I will move to Path of Exile 2 and most likely not return, or rarely. I find Path of Exile 1 combat, graphics and lack of quality of life features, too bad for 2024 and the only reason I kept coming back was because there was not really any alternative.
Last edited by Waiden_ on Sep 30, 2024, 9:48:50 AM

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