just 1 question about poe2

Will poe2 be as complicated as poe1? So, are we going to sit down and solve math problems again to make a build? I don't know whether we are playing games or preparing for the math exam. I quit the game for this reason and I don't like it at all.
Last bumped on Nov 10, 2024, 8:39:31 AM
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druen wrote:
Will poe2 be as complicated as poe1? So, are we going to sit down and solve math problems again to make a build? I don't know whether we are playing games or preparing for the math exam. I quit the game for this reason and I don't like it at all.

Yes. In my opinion it will even more complicated in the way that the start of the curve will be lower than PoE1 but higher at the end.
If you don't like solve problems I am sure the game is not for you.
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No, it is not supposed to.
They develop the game with a "keep the depth, cut the complexity" approach.
That's one of the main appeals of PoE2 besides more engaging combat.
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Buissonix wrote:
They develop the game with a "keep the depth, cut the complexity" approach.

Could you clarify? As someone who watched all interviews I am confused.
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It's always the same! When POE1 was released it wasn't complex at all. When WoW was released it was not complex at all too. But all games get more complex over time so POE2 will most likely start as rather undercomplex but 10 years later it will be as complex as all old games that had an update cycle for years.
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
Both games are as complex as you want them to be. POE 1 is complex only at the end game, and that only if you absolutely need to do the uber content. If you are a gamer, around the age of 25 or higher, and you think POE 1 is too complicated, at least during the campaign, I think you chose the wrong hobby.

POE 2, however, is supposed to be more "hand holding" at the start: like guiding you with suggestions based on the class you selected.
Always remember, when asking questions about Path of Exile 2 on the forums, that the majority of forum players are Path of Exile 1 diehards predisposed to dislike the new game.

I'm traveling right now, but when I get home in a couple hours I will go over what I know. In short however, the new game is explicitly designed to require far less Weird Eldritch Math. You should enjoy it.
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Dxt44 wrote:
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Buissonix wrote:
They develop the game with a "keep the depth, cut the complexity" approach.

Could you clarify? As someone who watched all interviews I am confused.


For example, the gem system, we went from:
- Socket gems into item; roll hundreds of jewellers on item; roll thousands of fusing on item; roll several dozens~hundreds chromas on item

To:
- No more skill gem sockets on gear; gems have white sockets which are automatically linked; no more fusings and no more chromas; slam one (and not hundreds) jeweller's orb to augment the number of sockets

Even after this change, both itemization and skill gems still remain important and meaningful. In hindsight, what did fusing and chromas achieve, besides bricking your gear progression and bloating the currency pool? I believe it's more straightforward this way.

PoE 1 is like the 32 watchstones atlas and PoE 2 the 4 watchstones atlas.
Last edited by Buissonix on Nov 9, 2024, 5:17:46 PM
Apologies, that took a lot longer than I figured it would. Bleh.

All right.

Path of Exile 2 will still have Build Math. There will still likely be crafting tricks to make your gear better, and Jousis-level shenanigans to make bizarre builds. We don't know what endgame Build Math will look like, and whether it will still be possible to make a build with the exact same tree someone else has and gear only slightly worse than theirs and still only have a million-odd DPS to their fifteen to fifty million without any idea why.

BUT. PoE2 is explicitly being designed to eliminate as much needless complexity as possible. As Buissonix said, the goal is "all of the depth with minimal complexity". Mechanics are being straightened out and streamlined where possible to eliminate as much of the random weirdo wankery between "Idea" and "Execution" as they could. They are also reining in the ceiling of stupidity and trying to make scaling more intuitive, though at this point we have to take their word on that as we haven't seen much of it. A couple of common figures are "five attacks per second rather than 50" or "a hundred projectiles onscreen rather than a thousand." If these numbers are taken at face value, builds are being cranked down by roughly an order of magnitude, which also means less disparity between Average Build Math and Elite Build Math.

They want to make the game easier to understand, with fewer hidden variables and fewer strange, counterintuitive steps between Idea and Execution, with scaling that makes more sense. Whether they've succeeded or not we cannot say, but if you are averse to any Build Math whatsoever, you may want to wait until after the EA's been running for a while and see if they've pulled it down far enough that the rest of the game's charms outweight the Build Math issue.
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Buissonix wrote:
For example, the gem system, we went from:
- Socket gems into item; roll hundreds of jewellers on item; roll thousands of fusing on item; roll several dozens~hundreds chromas on item

To:
- No more skill gem sockets on gear; gems have white sockets which are automatically linked; no more fusings and no more chromas; slam one (and not hundreds) jeweller's orb to augment the number of sockets

But it's none about complexity or depth. They just removed simple tedious repeatable tasks.
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Last edited by Dxt44 on Nov 10, 2024, 3:27:32 AM

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