New Endgame System Is A Breath of Fresh Air
" its obvious its gonna be worse its a no brainer along with more micromanagment and you gonna be keeping quad tabs of relics |
![]() |
" Wow, these are all the streamer fans who now make every game toxic and annoying. Everything is bad, regardless of whether it's free or not and if your streamer says it's bad it has to be that way and then the next game is hyped and talked bad again after 2 weeks then go and play another game kid |
![]() |
It's so fresh and innovative. Are people slow in the head or sth?
On Probation Any%
|
![]() |
" innovative to remove atlas and put in its place far inferior mechanic? |
![]() |
Feels moar liek standing on top of active volcano and breathing scamctum sulphur.
|
![]() |
If "fresh and innovative" means "no player agency over what to run, what to juice and being forced to run bad layouts all the time", I actually agree; it's fresh and innovative.
The thing is; I actually liked it at first, and may even have thought "this is fresh". But then I played more than ten maps and found out how bad it was. PoE 2 has a lot of good things going for it, but the endgame is the weakest part - by far. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
|
![]() |
" what an elegant turn of phrase. I'd quibble with some of the rest of it, I mean we do get 3 trees and respecs are cheap enough even in SSF. But yeah this is an experiment in an event. I welcome a nice monkey wrench or three thrown into the works to change things up. Maybe it bares fruit and people enjoy it more, maybe it leads to a hybrid or new ideas. Maybe it turns into a nice new way to do things that just needs balancing. I don't blame them for wanting to turn a cumbersome and obtuse passive tree into a much easier to understand gear puzzle. I do find it unfortunate that GGG never seems to wonder if the basic idea of map rolling and parsing text micromanagement can';t be done in a more interesting and less tedious way. Like if we're trying to find some streamlining and UI improvements ... map rolling is fucking dogshit. Its not even as elegant as Diablo 2's endgame kludge of refreshing instances. And is significantly more work and "taking you out of the gameplay loop" more often. I really don;'t get it... its such a dry and tedious system but they never fucking look at it. "roll a map with currency then read 6 to 8 lines, then roll another map and read 6 to 8 other lines" its right up there with "read a spreadsheet" in terms of immersive game UX. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
![]() |
" Luckily you don't have to play! Last edited by rundmc1#4267 on Feb 10, 2025, 5:15:05 PM
|
![]() |
" I disagree with them completely but watch many POE streamers this really doesn't match anything I see coming from content creators. When I read statements like "toxic and annoying everything" I think about selection bias. There will always be a % of people who are really angry on every forum about every subject. The people who are angry can change, the things that elicit the emotions also change. But the human mind does a trick where it makes a pattern and it feels "everyones toxic and angry". Even .1% of a population can make a LOT OF UPSET POSTS per day. You see this pattern in literally every reddit sub and every forum for every subject. In YT comments, in the news media (Satanic Panic in the 80's was selection bias). Basically we turn highly visible strong reactions (vocal minorities, or even singular outbursts reposted multiple times) into "big deals" in our heads (toxic and annoying everything). The internet amplifies our ability to make patterns out of "edge cases" like the post you quoted. Embracing this has made the world an easier place to live in for me, though I have to remind myself of it almost constantly. We are all wired to do it; so mitigating it takes a lot of repetition. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4. If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. Last edited by alhazred70#2994 on Feb 10, 2025, 5:37:18 PM
|
![]() |
" Agree that POE2 is lacking lots of stuff at endgame and needs pacing changes (loot and monsters need to be balanced for POE2 pace if they're actually going to have the balls to do that). The thing is a game needs a balance of agency and pushing a player out of comfort zones. People will do the same efficient thing even when its not fun, and they will refuse to try anything new or different because its not "efficient" and they'll do this until they are bored to death and leave because they've silently turns a game into a job. There needs to be some amount of pushing a player to occasionally run stuff they don't think they'll like. Even if its just to remind them that they don't like it, so they can be reminded how much fun they have in "the good layouts". Its the exact same mechanic as a dopamine fast, or a palate cleanse. Anyway I suspect the fact that you liked it at first means that if GGG breaks it up more and injects more variety and better balance, changes in pace and so on; that you may like it long term. Just not when its the only thing. In short early access lack of content and really poor early balancing. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4. If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. Last edited by alhazred70#2994 on Feb 10, 2025, 5:54:53 PM
|
![]() |