GGG - Stand true to what you said about player feedback
I agree with the this post, and the tone is spot on. Kudos to the author.
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In Jonathon we trust
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Man o man your lvl 60? You finished the tutorial. Let us know if your opinion changes on your 3rd and 4th ascension trials, but at your current rate the season will be over before you fight you find your first citadel and get the pleasure of dieing on it only to find out you get 1 try. If they want the same campaign pace the entire endgame loot, drop rate and mechanics will all need to be massively rebalance. Im not against it. But if it is going to be slower we need the items that drop to be rare and actually have good stats. Right now 99% of the item's that drop are all trash and any upgrade for me costs several divine and im just talking about non uniques like rares with 4 decently rolled high stats. The trials are also not tuned in a way that makes you feel like you strategized and overcame some big obstacle's. They all feel like the biggest determining factor is luck and then later it is based off killing everything before it touches you.
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" "we" are playing poe2 this information has no use |
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" You didn't even read the post. I am endgame 350+ hours now. Fully ascended. I did 4th ascension solo on an earthshatter titan and on all my other chars. It's fine. Did you even bother checking my profile Last edited by Kaboinglefop#0955 on Jan 8, 2025, 2:06:13 PM
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On the other hand the hallmark of every single ARPG on the market is that when you reach end game you get faster and faster and more powerful. Its part of the power fantasy. You start on a beach with no move speed, no skills, no armor. You end with a build worth a mirror blasting screens full of mob and loot raining from the skies.
However I am excited for upcoming nerfs. Herald interaction needs deleted from the game. Temporalis should probably be deleted from the game or made into a T0 unique that "might" drop, not one that is guaranteed from a no hit run to make it near impossible to target as an item for a players build. Boss HP should scale with average player DPS somehow so that nobody can ever "one shot" a boss. Bosses should be much harder to stun/freeze, and after a stun/freeze should be immune from another stun/freeze for like 60-90 seconds, and so on. On the other hand I do not want to be slowed down when just killing trash mobs on a map or doing breaches. I dont want to slog around killing packs of 3 mobs at a time, etc... I want to explode screens, but I want to earn the right to explode screens not have herald cheese doing it for me. |
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I was in the PoE 1 beta, and continued playing it a lot over the next few years.
It was entirely disappointing to see the direction the game went in. They made changes for such a small portion of the playerbase, and the game never really caught on because of it. Over the years, the complexity, bloat, and league after league changing the game up. And not in good ways. Made it so that a game I probably would've played religiously. Was something I just loaded up occasionally. PoE 2, I hope actually hits the mark that I wanted PoE 1 to hit. Everyone's looking for a solid ARPG that they can put their evenings into. Feedback is great. But the issue with this game is that the feedback they get, is from a very small portion of the playerbase. The forum goers. And that's not going to get you a game that appeals to lots of people. It'll get you a game for people that like technical gameplay, dice rolling, and repetitive mind melting gameplay. And that's exactly what PoE 1 became over the years. |
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The problem is HOW they've tuned the game, not the level of difficulty they are trying to achieve.
The bottom line is I have a very capable endgame character: 92 Titan with 4K life, max all resists, max block, and 90% constant physical reduction in T15's. I play extremely cautiously, move constantly (spam leap slam mostly), and am very aware of any waystone mods or events that are active. And yet, I still die EXTREMELY quickly (as in less than 1/2 a second) to a long list of overtuned things in the game. Just last night I was doing a very easy non-damage boosted blue T15, and died INSTANTLY while doing a Ritual Altar. The culprit?: Mass spawned purple bubbles (Ritual modifier) combined with mass spawned elemental bubbles (blue mobs that spawned during the Ritual). This killed me from 100% health to 0% in a small fraction of a second, while mid leap-slam. This is just bad design, and not meaningful difficulty by any stretch of the imagination. I myself am not telling GGG to tune down the difficulty, instead they need to properly playtest the game and determine which outliers are making the current difficulty unfun to play. The exp rate is way too slow to justify losing 10% of my entire level to pure nonsense overtuned mechanics. Last edited by tyrespoe#5113 on Jan 8, 2025, 2:30:56 PM
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" Agree here. I think there can be a middle ground -- I'd like white mobs to be dangerous and something to pay attention to, but also not take minutes to fight. I don't really want to explode screens though. I've done it enough for years. Temporalis from a self found perspective is reasonable -- you need the relic then a skill check. I do not believe PoE should be balanced around trade personally. |
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