Anti-Fun mechanics, there's quite a few.
I don't know everything about this game, I just electrocute everything on a lvl 85 Monk but I'm questioning GGG's keen gamer experience of what equates to fun in player controlled gameplay and crafting.
Monster stun + Stun Threshold (or any threshold tbh!) - Needs a major rework imo because you don't know when you're going to be stunned and any skills/casts that aren't instant being interrupted and you die from it just completely takes away from a player controlled experience. On top of that, you have this arbitrary Stun Threshold amount system and all sorts of % increases with in passives or on items/belts. Just think "Would a player be excited about heavy invests into Stun threshold on items and in the passive tree Vs player controlled improvements". Charm System - I have 3 charms, do I feel good about having them? Yes, slows and stuns are a killer BUT I can't decide when they pop. On top of that, the prefixes/suffixes you get in these + they can't go rare AND there seems to be no bonuses from corruption. In essence, this charm system is just super casual friendly and has extremely limited potential and the "quest" to find a belt with stats you want + 2 charms slots is, for crafting/acquiring sake, the definition of anti-fun. Suggestion - Add Health/Mana potion stats '50% reduced recovery + Refill Charms 33%', at least until you can figure out an appropriate rework. Essences - Boring. I've never been excited about acquiring essences and crafting with them, why on earth don't we just have essences that provide the stat you want, I don't understand how it would been in anyway op when stat value rng exists. Physical damage only leeching - Why only physical damage??? Again this is taking away from player control (in terms of build diversity anyway). Boots and Movement speed Suggestion - Just set a default value of movement speed corresponding to item lvl 20/40/60/70 to 10/15/20/25% because there is ZERO fun to be had moving at default speed in this game once you've played it for a certain length of time[/i] Conclusion - People can petty complain all they like about Trials being too hard but they should really be complaining at a different angle. If foundation mechanical and crafting improvements are made people should be having a more fun and involved gameplay and character building experience and generally succeeding more in this game with crafting. Last edited by TrunktenUK#3407 on Jan 19, 2025, 1:36:02 PM Last bumped on Jan 19, 2025, 3:49:43 PM
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Stun- Defence exist so you dont only invest into offense.
If you dont invest into defence then you get punished for it. Charm system- Needs more sources of charm slots on the tree. Essences- They said that they dont want deterministic crafting. Leech- Leech was too powerful in poe1 so they are scared to jump right into it to let everyone leech again. Movement speed = issue. Also feedback section exists in the forums. Last edited by ololulu#7512 on Jan 19, 2025, 1:58:25 PM
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Slow paced characters in huge maps. Hidden loot throttles that Poe can not deny they have. Lack of reasons to play multiplayer.
And that the game is more about farming currency than items. And the garbage crafting system does not help this. Needing to vaal 40 maps just to get 1 16 map for example is straight up stupid. The chaos hitting your best state every single time also stupid. The exalted putting on rank 1 accuracy 90 percent of the time. Etc. These the things that make the game boring. |
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" I do invest in defense to get as much energy shield as I can possibly gain. Obviously its a balancing act of defenses that GGG will have to decide but I strongly think players wish to increase the capability of their gameplay/build instead of having to boringly invest in a "must have 6 or so passive points into stun protections. Yes charm passives are long reached into the passive tree in general so its a hard commitment and needs looking into. I'm not asking for Leech to be powerful but they at least need to diverse leech, I don't want "all damage leech" I want pinpointed leech (physical/elemental/chaos). "Deterministic", we're talking about adding one stat on a blank canvas that will be rng in value, ONE. |
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" If you invest in energy shield I assume that you have somewhat low life? Stun threshold is based off of maximum life. There is a node on the tree that adds stun threshold based off of your energy shield. |
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I'm only gonna talk about the charms.
I swear, whenever GGG creates a problem they present an even bigger one as a "solution", let me explain. In POE 1 we have utility flasks, which were in such a stupid spot that they were mandatory, and spamming them every time was called "flask piano". After a while GGG decided to give us some currency orbs to automate them; and most people are OK with that....well not GGG. Here comes POE 2 where Charms are the "solution" to Utility Flasks. Still automatic, but when do they trigger (I don't think even GGG knows), they use way too many charges, and the worst offender you are limited to ONE only if you don't go out of your way to get more. That last part is just unnecessary, just give us 3 charms from the get go, because working to unlock those extra 2 isn't worth the effort in relation to the reward (it's like spending 60 minutes working the grill and you only get to eat the side dish). |
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" Mark already said that he wants to add more ways to get charm slots. Ofc it wont be for free since they want you to lose player power to invest into it. Source: https://www.pathofexile.com/forum/view-thread/3694287 Just because you want to use the most broken belt in the game and give up your charm slots from a rare belt doesnt mean you should now get the charm slots for free. Also you can always anoint one. Last edited by ololulu#7512 on Jan 19, 2025, 3:34:18 PM
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" "lose player power to invest into it." I like this line, now if only that will work. I see a bleak future for POE 2. That particular philosophy will only work if they redesign/reinvent/redo/whatever the trading. Ignoring the market manipulation shenanigans, trading makes way to easy to "invest in the "player power you lost. Taking away power so you can work for it is meaningless if you can just "buy" it. Last edited by lupasvasile#5385 on Jan 19, 2025, 3:45:13 PM
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" I have 1700 health and 1100 ES only but just forced adjustments on myself so that 44% of my max ES is stun threshold at least (like you said!) but sourcing anymore is currently a huge pain atm gonna have to use the trading site. The amount of "must haves" in this game is just a bit of a nightmare, all I can do is be happy I can survive 90% of content very comfortably and the other 10% of swarm moments is like "holy hell this is a coin toss" which isn't the involved gameplay I think is fitting of this "ARPG evolution". Last edited by TrunktenUK#3407 on Jan 19, 2025, 3:50:37 PM
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