The leagues we have I. The game goes against what the game should be
|
I agree completely. POE2 currently feels like a new boss just arrived and want to change everything to match his vision, but there's no time to rewrite all the code and redo all the mob animations from scratch, so you can only try to tune the numbers to appear to match the "vision", all the while every system and every mechanic in the game were designed for something completely opposite to the vision.
|
|
|
The game is as bipolar as it can get.
Delirium, breach, expedition(least), ritual, wisps (most). Are all rush mechanics. They try to make us take it slow, combo, layer the action, while literally all encounters are you must clear this screen right now or you're toast. They added wisp mechanic together with doubling down on slow and methodical vision. You don't get any more schitzo than this. How do you trip so hard? Make it make sense. |
|
|
Guys, I have to say that the update content so far is really boring, and the gameplay is also very boring
| |
|
There are multiple endgame issues:
1) theres no defensive gameplay. - At endgame 75% elemental reduction is the new 0. The only difference between spec is how much +% maximum you can get. - 2 defensive mechanics completely nullifies incoming damage: block and evasion - we have too much regeneration and no dmg reductions. And here comes the question: how can you kill a player who will nullify incoming damage and regenerate to full hp within a second? So the only option you have is kill everything before they can do anything to you. - Builds don't promote defensive builds either. We can turn even Energy shield to damage with a few extra steps, but we don't have skills that turn our armor to dmg. So everyone will play glasscannon... But that doesn't mean no one wants to play a tank. - even defensive skills are just about damage. (shield wall? more like cluster granade, and every aoe damage just goes through it so it only blocks what is already blocked by shield... XD ) 2 Theres not much combo playstyle Even though you think we have some, we cant much mix n match our skills. Once you make a decision you practically make a skill 5x stronger. So if you start picking fire dmg, doesn't matter if you have 30 skills in your gem cutting window anything that doesn't have fire in it is useless. You are funneled into a OTP build (one trick pony) 3) No crowdcontrol abilities I believe even in the endgame swarm style combat there's a potential to have "meaningful" combat. And that's by giving players more CC tools and the combat is about to manage incoming swarms. Currently ice builds can be the hot thing since they can slow, stun enemies and shatter gives more damage. With the minmaxing first you would think a fire mage is good against ice enemies and weak against fire, but in reality with enough penetration you can make your build practically true damage against anything. In PoE1 (while I played) the rule was to get - a single target dmg, - an aoe dmg - 1 defensive skill - 2 mobility I think for meaningful combat there should be way to counter enemy types: size, speed, separation, etc... TBH Cruel difficulty looks the best so far, because that's when we have class identities. I, the warrior can handle physical damage, while need to be careful against elementals and armor brakers. Endgame only hitpoint matters and dps (if you don't have res cap, you just load up the map with a respawn screen XD ) |
|
|
one of the biggest probIem, outside of the overaII speed of the game and the downside on the gems and Ioot, it's the crafting system.
you cannot or roughIy (with reaIIy poor chance of recombine certains item)fusion high tiers items nearIy 5%, to have "AT IeAST" something you can craft and not depending on trade system or atIeast Iess. the probIem is that, thoses reaIIy good items for pick content are way too expensive, even omen are too expensive since the stat you are aiming is random. the reason why peopIe are compIaining, and they are right, it's that they can't push further since the economy is fucked up and the crafting system to rippy to progress on your own. the ratio time/reward is not great unfortunatIy |
|
" But the alternative to that already exists though, it's poe 1 The whole point of poe 2 is to be a different game, and it doesn't need to have a reward for playing slow, that's the wrong way to look at it, the focus should primarily be to make the combat more interesting To me ideally you would be able to kill small/medium white mobs in 1 hit, 2-3 attacks on tougher white mobs, and let combos only for magics, rares and uniques |
|
" Somehow most of these discussions, after going on for long enough, devolve into the person who complained wanting a game that's PoE1. I imagine half the feedback GGG is getting is from players who just want PoE1 again without understanding that this is trying to be different. PoE2 isn't perfect, but making it more like the first game will only worsen the identity crisis. It needs feedback from players who want to play this - the game that was described and showcased in the previews. It needs to become it's own thing, different from traditional ARPGs, but still with a cohesive, refined experience and that's gonna take a lot of experimentation and moving away from established norms. Here's hoping PoE1 gets a new league asap so they can go back to an experience they actually enjoy. |
|














