Can we have slow methodical gameplay from act 1 back please?

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The problem is, you will never ever loot that much with a slow, methodical gameplay as with the faster. It's a fact. Delirium? You have to run and clear fast, or you get nothing. Breach? Same. Maybe Expedition can be cleared with slow gameplay, but with a faster build you clear 3x more maps and expedition encounter.
The whole game and every mechnaic should be changed if you want a slow and "methodical" gameplay. It would be PoE3. Whole new leauge mechanics, without time limits. Even with that, fast builds will have always the upper hand.
This was always a problem. GGG wants to slow us but in the same time GGG force us to play fast builds with time limited mechanics. In PoE2 is even worse, because the maps are way to big and the layouts are terrible. If you want to play the game effective, you need something fast.
Without full change of the game, slow and methodical gameplay will never ever work.


It is just tweaking the number. Like, e.g. you are twice faster in PoE 1 in average ( let's say, not accurate, just for sake of showing the idea) - make both mechanics last twice as long. And I think you could find more possible solutions for that issue.
I also prefer that slower pace of gameplay.
Sure, I played PoE 1 and endgame was better than anything in the other games, but over that I much prefer acts in PoE 1. So much, that I much prefer starting over with new character to enjoy that gameplay, than looting in PoE 2. And it is not even about whether I enjoy PoE 2 endgame or not. I just love that feeling of combat that you have in early PoE 2 game. I have now almost 300 hours and I cannot stress how good it is.
The "slow and methodical gameplay" of act 1 and 2 is build upon the loss of freedom and extreme gating.
its easy to make characters feel slow and weak if player power is limited in so many ways.
-gear is bad and there isnt enough currency to make a big difference (do a new character with good leveling items and it feels a joke)
-power in skilltree was reduced
-only a few skills available, only a few supports available, the 1 or 2 good supports have limited use
-gemlvl gated behind acts and levels, you cannot gain power in leveling them up there
-only 2link, again gated

the first 3 acts are a highly controlled and gated environment to make sure it feels that way. you get a little bit of progress the moment ggg wants you to have it, not a second earlier.
the moment this gated environment starts bricking after act 3 is the moment the power creep starts kicking in and the builds start rolling.
and after campain all hell breaks lose.

there is no way ggg can ensure this slow and steady gameplay without massively gating freedom of players and everything around it. poe was always known for players being able to do everything they want, no matter if its powerful or not. you should have the freedom to build insane things and also the freedom to fail. both is gone, every single bit in poe2 is either restricted or random, for the sake of nothing rly good.
Last edited by Pl4t1numX#4325 on Jan 15, 2025, 12:54:38 PM
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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 be pretty good. It would have to account for breach too.
I'm of the same opinion. I really like the campaign (it does get more zoomy with each act though) and I can't stand mapping. For me, the appeal of POE 2 is that it's got the potential to be different. I don't like the zoomy nature of POE 1 and probably won't stick around if POE 2 is going to be the same thing.
Long before EA, people knew that PoE Deuce was gonna end up in the same place as PoE: A zoomfest. Mebbe not in the early campaign, with all the artificial friction the players are shackled with, but those who seek speed will find it. And it's only gonna get worse as more and more power creeps into the game, just like PoE. ='[.]'=
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Act 1 was the freshest experience I've ever had in an ARPG. It was slow, methodical, and calculative, and combined with the WASD + dodge mechanics, it worked brilliantly. With proper positioning and dodging, it was even possible to defeat Geonor at level 16. It felt like playing Elden Ring within an arpg.

However, by the time you reach endgame T15 mapping, the gameplay takes a completely different turn. At this stage, you're either expected to one-shot everything or be overwhelmed and killed by mobs. The slow and strategic approach of Act 1 is abandoned in favor of frantic, high-paced combat. Honestly, this change begins to show as early as Act 3 Cruel. At this point, the game feels like it's in a "Frankenstein" state, with the campaign heading in one direction while Cruel and mapping take a completely different path.

It would be incredible if the devs revisited the direction they embraced in Act 1 and brought more of that deliberate, tactical gameplay into the later stages of the game.


As a casual player, i havent reached endgame yet, but i definitely agree combat felt best in act 1.
I dont mind fast game play but the 1 button slop is mind numbing. Hades has fast combat but it feels great when you have to jugle 3-5 abilities.

1 button gameplay is PAINFUL and UNFUN.
Yes i also wish the end game was much slower. I think act 1 and 2 are great with this, although it would be nice to have some more early game skill gems options.
I know the meta will also be 1 shoting the entire screen and the boss, but I don't really enjoy this. They did mention they want to make the boss fights longer and more impactful. I agree.
I would like overall the mobs to have 3x health, rare and bosses to have 30% less damage. And the rewards be filled with more currency.

I think the only thing keeping it semi slow now is the death risk, so I am happy they are keeping that in there. But they should add additional ways to slow it down.
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Summoner#7705 wrote:
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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 be pretty good. It would have to account for breach too.


That's actually pretty cool idea and imo deserves separate thread.
+1 Big agree.

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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.


Also this idea is actually pretty good. It reminds me a bit of how Last Epoch separated SSF from Trade while still being in the same league.

That being said, I'm not sure I'd want it costing Atlas tree points, perhaps it's a free choice you make in the beginning of your tree.
"Sigh"
Last edited by IonSugeRau1#1069 on Jan 15, 2025, 4:11:40 PM

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