just 1 question about poe2

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Dxt44 wrote:
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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.


I get your point but I respectfully disagree.
I would argue that one way to reduce complexity while preserving depth is precisely removing tedious and repeatable tasks, amongst other things.

From the perspective of a new player, a mere upgrade of a chestpiece, which is the most basic thing you could do in a loot-focused ARPG, is complex : they need to forge the sockets, forge the links and the colours, get the right colours. Do the same for every other piece of equipement and their upgrades.

In PoE 2 it is very much streamlined, and we have sacrificed neither the purpose of good gear nor the depth of the gem system.
Last edited by Buissonix on Nov 10, 2024, 6:14:05 AM
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Buissonix wrote:
From the perspective of a new player, a mere upgrade of a chestpiece, which is the most basic thing you could do in a loot-focused ARPG, is complex : they need to forge the sockets, forge the links and the colours, get the right colours. Do the same for every other piece of equipement and their upgrades.

Alright, but why are you justifying your arguments in the context of new players, when the original poster isn't one, and it's certainly not the complexity he was referring to?
On Probation Any%
Its funny watching new players open the passive skill tree and seeing their eyes widen and the doubt of wanting to play creeps in, little do they know the tree mostly doesn't matter anymore.

Now the game is path of cluster jewels. I honestly hate the abyss/cluster jewel meta. You use to just need 1m dps and 200% increased HP on the tree.

Now none of that matters and like you guys say, its a giant math problem. Need 5 different layers of mitigation, over 80 all res, max chaos res, so so so many layers of immunity because the developers keep adding the same freezes and stuns with different freaking names to slow us down (nobody wants to slow down), 150% inc ehp, +20m dps, or the build feels miserable to play.

It is not enjoyable at all to start a new league as I have massive dread playing the PoB for 6 hours before even deciding what to freaking play.

First league playing jugg in a long time using zenith before the incoming zenith nerf. But I think I'm going to stick with jugg from now on because the QOL I gain from "Unstoppable" ascendancy node I'm finding basically a requirement to enjoy this game now.
Last edited by Hrvaska on Nov 10, 2024, 8:17:37 AM
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Dxt44 wrote:
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Buissonix wrote:
From the perspective of a new player, a mere upgrade of a chestpiece, which is the most basic thing you could do in a loot-focused ARPG, is complex : they need to forge the sockets, forge the links and the colours, get the right colours. Do the same for every other piece of equipement and their upgrades.

Alright, but why are you justifying your arguments in the context of new players, when the original poster isn't one, and it's certainly not the complexity he was referring to?


My bad, you're correct on both counts. I assumed OP was a new player.

On top of my head, I can recall the scraping of effectiveness of added damage, the different tabs in the gem mousover window which clearly explain the individual stats of the inital hit and the projectiles etc, the leech rework, damage conversion rework, flask rework (less flask-dependent-dps), noob-trap life nodes scrapped from the tree, preview of the impact of a passive skill point when alt+mousover, dps preview in the skills window, dps meter above boss bar, in-game glossary, ability to pause the game to see if some buff/debuff has procced ...
Last edited by Buissonix on Nov 10, 2024, 7:54:46 AM
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Buissonix wrote:
My bad, you're correct on both counts. I assumed OP was a new player.

On top of my head, I can recall the scraping of effectiveness of added damage, the different tabs in the gem mousover window which clearly explain the individual stats of the inital hit and the projectiles etc, the leech rework, damage conversion rework, flask rework (less flask-dependent-dps), noob-trap life nodes scrapped from the tree, preview of the impact of a passive skill point when alt+mousover, dps preview in the skills window, dps meter above boss bar, in-game glossary, ability to pause the game to see if some buff/debuff has procced ...

I would say that the game will be just more friendly than Path of Exile 1. Dual spec, gem rework in my opinion will make builds crazy advanced. We are gonna see.
On Probation Any%
I think it would be "easy to learn, hard to master" thing.

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