0.2.0b Patch Notes

2 little 2 late. I'll wait for next season and try again. This update should not have launched with how bad of a state it's in. Did anyone even test this before it was pushed live? Even a small family and friends demo would have instantly told them everything they needed to know, it's not fun, boring, and way too time consuming to kill white mobs, let alone bosses.
Not enough to make me reinstall after the clown fiesta release of 0.2 and all the problems that come with it
maybe i suck at this game
maybe I just suck at games in general
but the end conclusion is the same.
i can no longer progress with my witch character, stuck at Act 1 cruel Count Geonor boss who anihilates me every single time I try.

thats my feed back
I feel like you hired some saboteurs from blizz...
Im lvl25 and only decent powerspike I got so far was getting SRS as addition to my 2! Arsonist + 2 skelies from scepter. Minion Witch feels so weak. I have no problem with dying sometimes, but where is my damn dmg??? If I will not feel some decent powerspike after ascending to Lich Im done with this... not fun. Cant imagine playing this every season for 20h just to get to endgame where game starts.
Game now is unneccesary hard at start (0.1.0 was okay) just to become mcu easier in endgame. Shouldnt it be somewhat oposite?
Somethings off with DX12, im playing buttery smooth with vulkan but DX12 is bugging out with super low FPS midgame.

9800x3D RTX3080.
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bungus#0220 wrote:
is it so much to ask for devs to either test the game themselves or have some people test it for them?
whats up with the overcorrections?
10 to 4 combo on bell is such a huge change after nerfing it into the ground.
i dont even care about the difficulty, its just that the time spent playing feels EXTRA worthless. i can feel myself withering away when i play.
the top builds are essentially warrior and crossbow.
some builds are disproportionately nerfed compared to others.
you can't just blanket nerf everything and expect things to be okay. it really shows the lack of testing.


Tbh the testing needs to be done by someone who isnt invested in "THE VISION" .

they might get some meaningful feedback then before release instead of the playerbase having to suffer . recent reviews going from mostly positve to mixed in 1 day kinda gives a clue to the reception of this patch
"
Can you fix the minion counter so it shows the number of actually alive minions not the maximum minions I can have? It's damn annoying to not have a single clue how many of my minions are alive. And oh boy, do they die often.


This, please!
Saved my experience in the nick of time, this means my current char might actually progress tomorrow.
See you in the new season ggg. You can make the game harder. Souls games are simpler.
"
So a lot of the issues the game had, you guys just doubled down and made it worse.

Please don't fall into the same trap other previously successful devs made and are now in a spiral down to being a mockery. Bethesda, Blizzard and Ubisoft comes to mind.

This "we know better than what the players want" mindset is the reason for those dev's downfall and it won't be different in your case.

TLDR: You're slowing down the game way too much. I just started the league and at level 13, I'm completely worn off.

I'm absolutely worried about the direction of the game with this patch, because it's telling me you guys want to dictate what we as players want.

Look, I understand the nerfs on the super OP stuff, very fair. But this wasn't a "balance patch", this was a major nerf patch with little rework on the foundations of the game: and this is what worries me. Instead, you guys doubled down and made things even weaker. There's stuff that were nerfed and makes no sense why. There's stuff that are completely unplayable, yet no reworks.

This is supposed to be an aRPG, not a souls-like game. Your intention is to make combat meaningful, but what's meaningful about mobs that run at you at 3000% move speed that are super tanky? There's no interesting mechanic to the mobs, how exactly do you want to turn combat meaningful?

Why are on-death effects (ODE) a thing? Because you think it's cool enemies explode on death? What a dumb hill to die on. No one likes ODE. ODE doesn't make the game better in any way, shape or form. If GGG was able to give a concise reason to why ODE exists other than "we think it's cool" then I would be more prone to accept it or at least understand why it's there, but it's one of those things that don't add value to the game.

Blood Mage still feels like crap. The only way a Blood Mage is in any form viable, it's when she's using Sorceress's skills. What's the point of rolling a BLOOD Mage when none of your spells are related to the concept of the character? Not only that, Life is so hard to get, spell costs in health are completely unsustainable.

Why do we have soft auto-targeting for projectile spells? It makes sense for controller, but why is this happening when mouse+KB is used? For example, Unearth feels so bad to use because of this. If there's 3 corpses on the ground very close together, instead of casting 1 Unearth on all 3 depending on where I'm aiming, nope. I have to cast Unearth 3 times because of this soft auto-targeting system. Why? I'm pretty sure my Lightning Arrows missing is due to this exact problem, because I am over-capped on Accuracy, so that's not the issue.

The campaign is worse in every sense. It's way slower, and it's just tedious. Seems like a chore. I'm not sure if I have the patience to redo the campaign in the state it is in every new league. I don't even know if I want to play this league because there's nothing really good here to experience. It's just EA release but slower.

Life is a huge issue, that's the reason why people ran Energy Shield. And now you just nerf Energy Shield without addressing the Life issue. That's not how you balance things.

Another thing that went unaddressed was mana costs, especially regarding + lvl skills. While crafting for my Lightning Arrow build, I thought I was fortunate enough to get + lvls to projectile skills to then see my Lightning Arrow costing 284 mana per cast. I actually cannot have + lvl of projectile skills in the build because of mana costs, not even with 'mana per kill' or 'leach mana' mods.

Also, why am I required to get a bunch of attributes unrelated to my build in order to get support gems or items? Maybe this has changed with the att stacking being removed. But it made no sense why my Ranger wanted more INT than DEX while also wanting some STR. And levelling the new Witch, I still needed to assign some DEX and STR in my tree just to be able to place some support gems. Make it make sense. What made POE1 so great is the freedom in builds, in POE2 I feel shoehorned into picking mandatory passives/skills.

I think I'll be sitting out from the game for a while until I see changes to the foundation of the game and other stuff I mentioned here. There's more issues, but I am tired of typing, especially when I have little faith these things will ever change given how I see GG addressing these issues.



EXACTLY!!!!!!!

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