Can we have slow methodical gameplay from act 1 back please?
Absolutely agree. I loved the campaign and the slow and methodical combat. I just started maping and i feel like i am playing PoE1.
I have hoped for some change in the late game, but tbh i fail to see the way it could be possible in current state. I hated all the timed event PoE1 accumulated over time and didnt enjoy the currency farming which the game evolved to. Hard to say if we can get enything else in multiplayer conditions where efficiency is always a thing. |
|
" I agree they will probably never prevent super fast clearing builds from being the most efficient. But they could at least make changes where other builds can still progress and shine occasionally, for example against bosses. Or at clearing higher level enemies more slowly rather than speed running easy content. But right now death is too punishing to risk fighting tougher enemies more slowly, because that comes with a greater risk. So all that's left are high-clearing builds running easy content with near-zero risk. Last edited by Orion_3T#9801 on Jan 15, 2025, 6:15:57 AM
|
|
Absolutely correct. Campaign is PoE2, endgame is PoE1.
I would prefer if the slower gameplay from the campaign sticks throughout the whole game. If the doors of perception were cleansed, everything would appear to man as it is, infinite.
|
|
Honestly the game is not exclusively meant to be the same as Elden Ring or such, it is its own thing, just because the devs played and liked elden ring, it doesnt mean they should go for that route completely, this game should be its own thing. Warframe is going to try the same thing and honeslty not everyone likes that type of gameplay, its aspects of of exploration and respecting the player is what makes that game actually good, I mean elden ring, its a true game through and through, it has what people have been wanting from a video game for a long time. POE is different, its a totally different type of game. The clutter in POE is exactly because they try to mash too many types of games together in this, some succeed and some do not. In the end its all just different ways to go for RNG loot.
|
|
It's a bait and switch. Endgame is poe1 again.
That's a shame, but at least the campaign was fun. | |
We have it. It's called Trials of Sekhema but for some reason people hate it.
|
|
I find the endgame map idea cool, if they actually mix it up a bit with the old delving logic it could be cool.
Trials are certainly unfun, especially for builds that require 3 and 4 trials to function at all for higher mapping. (Blood, Warrior etc) The drastic changes need to be rolled out asap and classes improved asap also. |
|
In my experience fighting endgame bosses, I'd say PoE 2 will never reach 5% of any Hard Core ARPG fight depth; they are just games of two totally different directions, apart from the campaign presenting a fleeting feeling of soul-like game like you said.
Alternatively, you could try not to buy any items from others, thus you would feel the progression for a longer time by pushing maps tier by tier and block by bock without one-shotting everything including map bosses which were actually fun to fight during campaign, although it doesn't make end-boss fights any better or more fun. Last edited by FlareStarr#4579 on Jan 15, 2025, 2:32:09 PM
|
|
" I see someone hasn't done floor 4. Or even floor 3. There is nothing slow or methodical about ToS, in fact floor 4 currently requires you to wipe floor with enemies to be able to get past hourglass trials, otherwise you'll be instakilled by urnwalkers' barrage that has effectively global range and can start charging it before you can even see the enemy on screen. |
|
" I'd like to see them have a section of the Atlas Tree tailored towards reducing enemy quantity while increasing their HP, so that it allows Maps to be more Campaign-like. Then add in one or two League mechanics that are more tailored towards this slower, more tactical gameplay. This would allow the existing system to stay in place as it is, while opening up more options to the player, which in turn would allow for a much wider build variety. |
|