Ascendancy Trials Feedback: Understanding Player Concerns
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Absolute detailed and objective based. Sanctum and Ultimatum is the most = build and class specific mechanics. It is not class or build inclusive. hence ascendancy for power for all other builds are now bottledneck my both of these system. And exactly as stated Poe1 Lab is Class and Build Agnostic. no hit run in Sanctum is a highly specialized mechanic and knowledge as well comes from trainings and experience running 100s of sanctum tome. and at the utmost it is still not enough, your build has to be "specialized" to utilize "with knowledge, mechanics and experience." So Ascendency to power now is basically classes/build blocking. forcing players either stop to ascend and run to maps straight or reclassify the build/respec and rehear just for Sanctum and Ultimatum. both of these is not Early game mechanics but Endgame mechanics mastery. And on top of it, each room +1 debuffs is stacking. it's way worst than poe1 4 floor runs. for 1, i believe harvest, breach and ritual , few others are class agnostic as well. i would agree IF getting last 2 ascends out of the 8 points is Sanctum or Ultimatum to test True Power. that argument can be at least justifiable to show Test of power./ (although still build specific to be hones, even with knowledge and experience + rng + room debuffs + 1 each room stacking.) So i hope ggg sees this as the Post Writter is written an extremely well written argument and concise details already. Kudos for the writer. It helps 99% of the players. |
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Since i am not a native english speaking person, i asked my friendly neighbor ai to put my arguments into perspective. Here they are:
Implementing Sanctum and Ultimatum as the foundational mechanics for Path of Exile 2 is a deeply misguided decision for several reasons. These mechanics, which were among the most divisive in Path of Exile 1, fundamentally clash with the core principles that have made the game successful and beloved by its community. Here's why it's an ill-conceived move: 1. Exclusion of Build Diversity Narrow Playstyle Focus: Sanctum and Ultimatum heavily favor specific build archetypes. Sanctum thrives on ranged or avoidance-based builds, while Ultimatum rewards tanky, high-sustain setups. This drastically limits the viability of diverse character types, which is the hallmark of Path of Exile’s build system. Kills Player Creativity: One of the biggest appeals of Path of Exile is its open-ended, sandbox-style build creation. Designing core mechanics around systems that inherently exclude many builds (e.g., melee, low-mobility archetypes) undermines the creative freedom players expect. 2. Frustrating Player Experience Punishing Gameplay Design: Both Sanctum and Ultimatum rely on high-stakes, high-punishment mechanics. Sanctum penalizes players for minor mistakes over extended runs, while Ultimatum forces increasingly risky gambles for rewards. Making these systems foundational risks alienating players who enjoy more forgiving or dynamic gameplay. Disconnect from Power Fantasy: Players invest time in Path of Exile to feel powerful and see their characters grow. Sanctum and Ultimatum strip away that fantasy by forcing careful, cautious gameplay that contradicts the fast-paced, explosive combat many players love. 3. Lack of Broad Appeal Niche Systems: Both mechanics cater to a small subset of the player base. Roguelike enthusiasts might appreciate Sanctum, and fans of pure combat endurance might tolerate Ultimatum, but most players found these mechanics tedious or unfun. Making niche systems a core feature risks alienating the majority of the player base. Poor Accessibility: These mechanics are inherently unfriendly to casual players or newcomers. Sanctum’s complexity and Ultimatum’s difficulty scaling are off-putting for those trying to learn or enjoy the game casually. Path of Exile 2 risks being seen as a game designed only for the most hardcore, leaving others behind. 4. Bad Risk/Reward Balancing Underwhelming Rewards: Both mechanics suffered from poorly scaled rewards. Sanctum demanded perfection for mediocre loot, and Ultimatum required enormous risk for a chance at slightly better rewards. If these systems form the backbone of Path of Exile 2, the game risks being defined by unrewarding grinds. High Effort, Low Payoff: Players are unlikely to tolerate a game where their effort frequently feels wasted, especially if death or failure erases all progress—a key frustration in both Sanctum and Ultimatum. 5. Ignoring Lessons from Path of Exile 1 Player Feedback Rejected: Sanctum and Ultimatum received significant criticism during their respective leagues, yet implementing them as core mechanics in Path of Exile 2 signals a disregard for that feedback. It suggests the developers are doubling down on unpopular ideas rather than learning from their mistakes. Contradicts POE's Legacy: Path of Exile 1 is beloved for its flexibility, player choice, and variety of engaging systems. Building Path of Exile 2 around mechanics that were explicitly seen as restrictive and frustrating betrays the expectations set by the original game. 6. Risk of Losing the Community Alienation of Existing Players: By focusing on mechanics that a large portion of the community disliked, Path of Exile 2 risks alienating the very players who have supported the franchise. If players feel their feedback has been ignored, they may abandon the game entirely. Comparison to Other Games: Games like Diablo 4 already struggle with being labeled as unrewarding or overly punishing. By making Sanctum and Ultimatum core features, Path of Exile 2 risks falling into the same trap, losing its competitive edge. 7. Overcomplication and Grind Unnecessary Complexity: Sanctum’s intricate mechanics and Ultimatum’s escalating difficulty add layers of complexity that can feel overwhelming. Instead of enhancing the game, these systems risk making it feel bloated and inaccessible. Excessive Grind: Both mechanics demanded significant time investments for marginal rewards. If Path of Exile 2 makes this the baseline experience, it risks exhausting players rather than engaging them. Conclusion Building Path of Exile 2 around Sanctum and Ultimatum is a fundamental misunderstanding of what makes the franchise appealing. These mechanics amplify the worst aspects of the game—punishing design, restrictive build requirements, and unrewarding gameplay—while discarding the strengths that have defined its success. If the developers persist in this direction, Path of Exile 2 risks alienating its core audience, squandering its legacy, and failing to establish itself as a worthy successor. |
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after trying for a 2rd time to get my 3rd accendency, all i can say is i wont be playing or spending my money to continue with this part of the game in this shape.
1-2 where fine even tho i had to wait almost 20 lvls to complete them at lvl 60 when i have enough gear to make up the shields at around 1000 but 3rd one is to long with too much the trap rooms are the worst thing i have ever seen.i dont play nintendo games for a reason. im not really interested in playing anymore after 1x dying grinding for 6hrs to get another key, dying to a new mechanic , grinding for another 6 hrs to get my 3rd key while it sits in my bank,im keeping my eyes out for a 4/5th key to sell. |
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Very well written. Agree on the entire post.
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well written, completely agree.
+1 |
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I care more if the Ascendancies looked worth it. It looks like very little thought went into any of them except the Infernalist.
They get a pet and a transformation...pretty cool. Everyone else gets stuff that belongs in the normal passive tree. FFS, Deadeye gets "5 passive points"? Pretty good, however, total lack of effort into coming up with something interesting. Chronomancer, an entire ascendancy based around lowering cooldowns in a game that has very few abilities with cooldowns. Just no imagination |
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Great feedback response.
I think this is the best game i've ever played, until i had to do the 3rd trial. I felt miserable. This is concise and good feedbacl, i hope they really look into this. Going up!!! |
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+1
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This is an extremely well written criticism, and you are considerably more polite than I would have been in describing some of the core problems.
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AND I JUST LOST ANOTHER ONE THAT WAS A SURE FUCKING WIN BECAUSE I COULDNT CLICK A DEATH CRYSTAL. SO ADD IN BUGS TOO.
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