I cannot put my finger on why this patch feels bad...

''just have a skill that does x damage and freezes enemys for x seconds,
why try and make something as simple as freezing an enemy overly complicated.''

I see you have no idea of what your talking about.

If you make a skill 100% freeze an enemy for x amount of time you will end up having everyone play this OP skill and nothing else.

This is the reason why those kind of skill do not exist anymore in ARPG
"
+1

Progression is also very unbalanced right now. Like you said - "Okay I can get behind that but eventually you want to be one-shotting the bosses because that's what an ARPG is. Become as OP as you can." It's all about the power fantasy through scaling overtime


Well its also about the road youre getting there, but people seem to want be there just like that, ideally with no effort. Seems like players mostly think that aprgs are just about being op and oneshotting everytihing and getting the loot.
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k3bab#2114 wrote:

Well its also about the road youre getting there, but people seem to want be there just like that, ideally with no effort. Seems like players mostly think that aprgs are just about being op and oneshotting everytihing and getting the loot.


I disagree with "seems like players mostly think aprgs are just about being op and oneshotting everytihing and getting the loot." I would say the vast vast majority does not want to feel overpowered all the way through, but they do want to feel somewhat overpowered at the height of endgame.
Last edited by SpaceFoxyFū#3839 on Apr 16, 2025, 7:40:45 PM
I do not think that is a fair comment. We do not want to get there without effort. Even professional gamers and die hard POE fans were saying that the campaign was a slog.

We got through the slog to find the same problems in the endgame. Tower changes were nice but didn't got far enough and just exacerbated the problem. Now you have to hunt for 3 overlapping towers to get decent returns and that is a slog. Fubgun pointed out that no one runs maps without rarity on them. Any map without rarity is trash and completely worthless so what are the point of all those map mods if there is no reward for running them? How about 3000% gold in map and then pair that with Strong boxes so that when you get a scaling rewards for increased gold per try you get something out of it.

What we want is to be rewarded for playing the game and right now that just isn't there for the majority of players. If I want to play Souls I will play Souls or Elden Ring but that is not my type of game (played through it 2 times). Making boss fights harder and meaningful is great but... where is the reward? Where is the fun?
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Kuniyosh#4724 wrote:
Fubgun pointed out that no one runs maps without rarity on them. Any map without rarity is trash and completely worthless


Great point you bring up. This goes hard for gear too. Why do we have a rarity mod on gear? I think the right thing to do is take it out completely and just increase rarity with each level, little by little. Or something similar to that effect

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