Why POE2’s Direction Is Worrying for Veterans and Newcomers Alike

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jduke367#2427 wrote:
You hit the nail on the head. Especially the part about crafting! Crafting is a complete and utter joke. That was one of the biggest appeals to me in PoE 1 and now its all but gone completely. GGG needs to focus on getting a good crafting system in place before focusing so much time on nerfing builds at this point.


Go play PoE for crafting?

Why does PoE 2 need crafting? Different game mate.
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Querker#1809 wrote:
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1453R#7804 wrote:

There's zero "mechanical skill" involved in PoE1 play, nor does anyone using a PoE1 Zoomer Boomer Blaster Master Must-Go-Faster build "react" to a single goddamn thing. They can't. They physically, biologically cannot; they've made their build move faster than the human nervous system can process data. Those builds are faster than the physiological reflexes of the human body, and generally designed with some manner of autotargeted triggered movement like Bodyswap to account for this.

Someone running a "normal, ordinary, and expected" PoE1 build does not actually play PoE1 - they simply hold down the Explosions button, watch the utterly unreadable chaos on their screen, and listen for their loot filter to tell them when they need to let go of the button long enough to pick up one of their five hundred thousand drops.

This is the level to which all of you folks are trying to push PoE2. And the rest of us will protest vehemently until and unless it happens, at which point we will simply quit PoE2 like most of us quit PoE1, and the second game will wind up as dead in the water as the first.


Looks like its finally a time for someone, whos defending poe1, say this

skill issue, git gud

Like if you think that there is no skill involved - you are lying to yourself for not being capable to stay on par with everyone else. Either you dont understand how much work is required to achieve a character power to make that real. If that was so easy - poe1 feedback wouldve never had "i hate fcking oneshots" topics in the first place.

POE 2 actually uses the same systems to slow the game pace as ruthless did. No teleportation and cucking on deterministic craft. How you managed to reach a conclusion that it is that different in both titles - idk. Many people who actually played ruthless agree about similarities. Giving bosses larger healthpools is not an artificial slowdown? Making them fully regenerate instead of partially regenerate is not an artificial slowdown? Cucking any progress after death is not an artificial slowdown? Dunno, even poe1 ruth is not that harsh and people tend to think otherwise.

About "normal and ordinary". Yes, its an issue. Its not an issue of zooming, its an issue of creating a sandbox which encourages playing the game on your own rather than copying a build guide. Zooming is a reward for putting more time and brain work in making your character and adapting to that playstyle. When people use prepared builds as shortcuts to achieve such reward - its their loss if the gameplay is good from start to finish. Such builds are not appearing out of blue, people still need to finish campaign, people still need to finish lab, people still need to fill the atlas, people still need to kill first ubers to make an actual screen deleters. Such system allows for shortcuts with trade, but then you wont be able to progress further without putting somthing valuable on the market, which would still require you to progress.

But banning zooming creates a different definition of zooming nonetheless, thats why 35% ms boots are (or were, if the market is not overflown) much more expensive to get compared to other gear options. When your build starts to work - you are running through content effortlessly. You stop dying, you kill monsters as fast as possible and you cover the distance between them as fast as possible. A gameplay loop of any endgame in any arpg. Any attempt to slow that will be called artificial.

And yes, this game is a visual mess to even worse extent than its predecessor. The removal of certain on-death effects clearly indicates that. In late mapping there is a ton of shit happening on the screen. All of the league mechanics make monsters appear around you instead of you "zooming" to them - is it actually makes a different experience? At least we know that poe1 tools offer enough to overcome such issues. Here we are still trying to understand what was the "vision".



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I upvote your every line my friend.

I've never played PoE1, but what I've found after 10 hours about the loot - just makes the game totally unplayable.

Min-max pro-players from intermediary school must feel proud for mocking no-skill, no-experienced ARPG players, but that does not make the game anything near the joy.
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Akedomo#3573 wrote:
Go play PoE for crafting?
Why does PoE 2 need crafting? Different game mate.


How to say i never played an arpg without saying i never played an arpg.
Just read through the OP post i cant agree more, TBH i gave up on commenting on these forums a few days ago as the sheer amount of new comers that dont understand anything about what poe is was just drowning out the few good posts i was seeing, for every good post outlining the shortcomings of poe2 their was like 10 or more players with no supporter packs/private profiles/new profiles etc who've clearly never played much if any of poe and it was so frustrating to see... but yeah idk big agree with OP infact this thread needs to be pinned at the top of these forums lmao maybe that will undelude GGG
Add Scion To PoE2
I think a lot of people, new and otherwise, are very concerned that getting through 3 acts twice has many awkward and difficult aspects that aren't fun to try and overcome. Not even remotely worried about repeatable content because most people won't even get close, including me.
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Gigs#6884 wrote:
I think a lot of people, new and otherwise, are very concerned that getting through 3 acts twice has many awkward and difficult aspects that aren't fun to try and overcome. Not even remotely worried about repeatable content because most people won't even get close, including me.


3acts twice is a placeholder, campaign is supposed to feature 6 unique acts, they just dropped a4-6 in favor of adding endgame to ea over 6 acts and no endgame
Farming salt on the forums since 2024
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Gigs#6884 wrote:
I think a lot of people, new and otherwise, are very concerned that getting through 3 acts twice has many awkward and difficult aspects that aren't fun to try and overcome. Not even remotely worried about repeatable content because most people won't even get close, including me.


3acts twice is a placeholder, campaign is supposed to feature 6 unique acts, they just dropped a4-6 in favor of adding endgame to ea over 6 acts and no endgame
With that my worry is if a4-6 are gonna be just as long if not longer than a3, I feel like the replays are gonna be a bit draining. I already felt like a3 maps were always just a bit too big or sometimes way too big.
All good and right Arguments... Totally agree with this . +1 and another+1
We discussed it in discord with over 5k poe2 players... no1 needs poe1 trash. Face it..the ones who like it are 5k poe1 trolls. Which will move to poe2 if you delete the first part as its not needed.

A handfull in poll complained too few divines.. but they didnt understand rarity. Understand rarity first and the combination tool.. be happy as it caters 100% for all scenarios.

If clunky clunk poe1 crafting is implemented ill quit

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