The game is in a good state actually

the thing is about the loot problems, is that the market price seems like to follow the previous patch, while the current patch we have less loot, its undeniable.

"

The trick is to make value of that, to identify powerful items which you can further improve and trade yourself. Or you just play SSF and dont worry about trading at all. But here again it is logical that ssf is way harder, ebcause you never will find items in a way which thousands of people can. And that is rightfully so.

-----

So no, I still cant agree with what you are saying.


I like your counterargument, you are right and we should never hope to risk ruining the experience by making it easy for even a SSF to be bored in 2 weeks.

I'm willing to amuse the idea that maybe since PoE-style crafting is brand new to me, I just want to do more of it and feeling very limited and restricted to do so. maybe as time goes on, I'll understand why this needs to be so restricted and why the RNG needs to be unforgiving? it's possible!

I can only speak my experience which so far, even after probably 200 hours, that I would be having a bit more fun if I could craft more (: and it feels strange that I'm collecting sometimes 20 pieces of equipment that are all waiting on an orb, then I have to decide which one am I willing to use orb on, then the modifier sucks... promise I'm not "whining" but only stating how it feels to me, if it doesn't feel good then there is probably room for improvement. agree or not, that is your right..
"
"
Perilo#5892 wrote:
"
Mapping

Towers mechanic is worse than 0.1, because right now you have to have 3 towers overlapping in order to get decent loot when juicing your maps because the nerfs on item quantity roll in precursor tablets. And it just simply feels bad when you spend so much time opening the atlas, making your way to towers, just to have a body of water in the middle of your 2 or 3 towers setup, cutting alot of nodes.

Crafting

No no and no. There is no crafting in POE 2, its a casino-slot machine jesus take the wheel style. Players will hit the wall with this system faster than PoE 1 and to overcome that wall, there will be no amount of knowledge that can beat RNG. Doesn't matter if you have tons of Omens of Withling or annul prefix / suffix, it still a gamble. We don't craft our gear period. We gamble our gear or buy it from other people. Luck is the deciding factor in all stages of "crafting", not knowledge.



You don't need 3 towers. Like at all.

You think you do since you're so invested into making your divine number go up. You can play PoE 1 for a much better juicing system that enables it.

If we had 4 tower overlapping, you'd say we have to have 4 ect. You will never be satisfied thinking like this.

And crafting is fine right now. It's rng, yes. But eventually, you will win. Saying it's completely out of your hands is disingenuous. You have a decent amount of control. Not as much as PoE 1, but a fair amount.

Also omens and meta crafts are essentially the same. If you lock prefixes to reforge speed on a sword for example. Not too unlike using omens to wipe suffixes and slamming exalts. It's just not that easy to hit exactly what you want.


Unless you want to be poor, be my guest of not overlapping 3 towers. Its not even about raw currency, but overall all the bonuses from tablets. Whether its item quantity, breach clasping hand / splinters, delirium splinters, ritual tribute cost, etc. The payoff of overlapping towers with decently / good rolled tablets is not much.

And no, 3 overlapping towers was enough in 0.1 to get significant improvement in loot when juicing map.

"Eventually will win " yea, eventually we will get that combination of mods that we need at t6/t7 , at the market. I am disingenuous ? Tell me, how can I craft a 25% movement speed boots with double ele ressist at least 30% each and a decent life roll ? Even the essences are only guaranteed the mods family, not the tiers.

Tell me, how can I craft an upgrade for my chest that have 12% cold ressist, 14% lightning resist, with 1k evasion + 360 ES, into 30% cold and lightning resist while having no less the evasion and ES than the previous one?

You don't craft those, you slam and pray hit the mods. You have have little to no agency in controlling the mods for your upgrades.

Omen and meta crafts are not the same, what are you talking about ? Meta crafts in PoE 1 have more agency for players.

PoE 1 : Locking prefix > Use prefix can't be changed (2 divs) > reforge speed > prefix locked, get speed roll.

PoE 2 : Full prefix , no speed suffix > slam 2 or 3x > bad mod > Using Dextral Erasure (3 divs each) > Slam > still no speed mod > repeat until hitting speed mod. It can cost only 3 divs or cost more than 3 divs.




Just to clarify, I'm not saying the way you play the game is bad. I play PoE 1 the same way. And it's fun.

I understand that you need to overlap towers to juice. And ye, if you don't your profits won't be as high. But, what if this game doesn't necessarily want you to juice maps easily and get crazy profits? It's perfectly reasonable for them to try for a different direction with PoE 2.

The way you craft is you try multiple times. You get high ilvl bases and you either transmute+aug or essence. Like slam haste on white boots. You will eventually hit 35%. Then you go from there. Recomb, greater essence, whatever. The key here you need to go through more items. And yea, it's not as convenient as just slamming dense fossils into one body armour for example.

Omens are actually better in certain scenarios. Like if you have 6 mods, you don't have to yolo annul. Maybe I could see the argument that meta omens should be more common. Idk. They feel just as common as raw divines feel in PoE 1. So it's kinda similar.
Last edited by Perilo#5892 on Apr 19, 2025, 5:30:58 AM
Nice ChatGPT OP
___
Hoo there wanderer...
"
Perilo#5892 wrote:

Just to clarify, I'm not saying the way you play the game is bad. I play PoE 1 the same way. And it's fun.

I understand that you need to overlap towers to juice. And ye, if you don't your profits won't be as high. But, what if this game doesn't necessarily want you to juice maps easily and get crazy profits? It's perfectly reasonable for them to try for a different direction with PoE 2.

The way you craft is you try multiple times. You get high ilvl bases and you either transmute+aug or essence. Like slam haste on white boots. You will eventually hit 35%. Then you go from there. Recomb, greater essence, whatever. The key here you need to go through more items. And yea, it's not as convenient as just slamming dense fossils into one body armour for example.

Omens are actually better in certain scenarios. Like if you have 6 mods, you don't have to yolo annul. Maybe I could see the argument that meta omens should be more common. Idk. They feel just as common as raw divines feel in PoE 1. So it's kinda similar.


I can see where you coming from and and I understand your point of view. We can agree to disagree, we are entitled to our own opinion. Thank you for engaging in the conversation in proper manner, have a good one.
Last edited by bewilder2#0356 on Apr 19, 2025, 5:56:42 AM
"
Perilo#5892 wrote:
In my opinion, the 0.2 patch was a big improvement in terms of mapping, crafting and overall endgame experience. I am mainly writing this because I'm honestly losing my mind reading all the negative reviews and people spam crying about the game. I started the patch trying to make lightning spells work, got to 78 and rerolled to warrior. Right now it's close to 95 with around 130 hours played and the character feels done because upgrades are getting harder to find (which isn't a bad thing).

I don't think the game right now is perfect. I also think there are many areas that need more work to varying degrees. But it's good at what it tries to be, which is not PoE 1.

Campaign

Currently, the campaign, or rather the first three acts, feels good to play through. I don't really understand people's complaints about the loot and lack of currency during leveling because to me it feels fine? Kinda similar to how confused Johnathan was that Ziz wasn't getting enough regals.

I'm also on the fence about the complaint that zones are way too big. Act 3 is pushing it but no zone was actually too big. I'd be happier if they kept the zone size but increased the amount of landmarks which would point you where you needed to go.

The campaign bosses feel too weak atm. My sorc was struggling because my spells didn't do a lot of damage but the bosses themselves felt like sponges and attacking every 8 seconds. Ideally there would be more mechanics the bosses did to make the fight more engaging or the bosses would have less hp.

Mapping

Greatly improved compared to 0.1.

The upcoming nexus change will make it even better. Personally I'd like it if completing the nexus gave you all the atlas points up to the tier you most recently completed, but that might be too fast. Needs more work.

Citadels are seemingly more rare than in 0.1, I'm not sure if this is intended but it doesn't seem like it is.

Unique maps are amazing and I'm looking forward to every one I see. The biggest issue is they are waaay too rare. Well, they are rare when you consider what the end game loop is. You clear a tower, apply tablets, clear maps in tower range and then move to the next tower. Realistically, in the endgame you're only finding new unique maps if you're actively looking for them which probably will never be the case. I'd maybe be ok with there being a tablet that added one unique map in range but not sure what they should do here tbh.

The tower changes are also great, nothing bad to say about them.

League mechanics

Essences are much better than 0.1, especially if you spec into them. I'm finding much more greaters than in 0.1 on a baseline level and most of the atlas passives for essences are good and make sense to take. Adding the option to vaal them was a good addition.

Rogue exiles feel really undercooked. They are ridiculously weak, both in damage and tankiness, and most of the time don't have any uniques equipped. I must admit I haven't tested them too extensively but they definitely need buffs.

Strongboxes changes are similar to the essence ones - overall good. The unique strongboxes, outside of the Valdo's one, don't feel that significant tbh so maybe something here should get buffed. The corrupted unique strongbox is literally worth a vaal orb most of the time and it doesn't really work the way they wanted to I think.

Shrines need nerfs. Like right now. I'm talking about the meteor and lightning storm shrines. Those do too much damage and you can be unlucky enough for both to spawn of one shrine.

Expedition tree is good and was good in 0.1. I'd like it if the big boom had a bigger radius so it was worth it to take but generally expedition is in a good place. Recombinators are an interesting addition (in the sense that I didn't expect them in PoE 2), and currently a strong way to craft. Overall, expedition good.

Ritual has also improved. Omens are more common, good change. Audience is more common, again, good change.

Breach nerfs were justified and it's currently just ok. Which is not bad imo. I've never been a fan of breach and only ever saw it as a leveling to 100 method. The first breachstone feels a bit too hard to get.

Delirium needs a whole rework. Farming delirium with like 12+ rewards feels amazing in PoE 1. PoE 2's delirium is not it. The tree isn't that good imo and simulacrum needs to change. I'm happy they will nerf it because it is in no way comparable to other difficulty 0 bosses but it still feels lacklustre. Honestly, it would be better if they just mashed Kosis and Omniphobia together and made a boss. Xesht was added for breach. Delirium needs a big bad boss too.

Crafting

First off, I think it's hilarious when people say they are ssf and then complain they don't have enough resources to craft. It's like if hardcore players complained they can't play their character after it died.

Crafting is better than 0.1. Crafting is not as strong or as easy as it is in PoE 1 and that is not bad. You definitely have tools to craft your gear and with enough tries you will get there. Recombinators are strong. Greater essences are decent but seemingly prio bad mods which isn't ideal. Most omens are super strong.

There was a Reddit post recently that made me so mad I started writing this. Dude wanted to craft a 650+ pdps bow for 20d. The cheapest 650+ pdps bow is 55d. The cheapest one on a good base is 270d.

It is ok to settle on not perfect mods. It is also ok to keep grinding to make your dream item.

Also I really don't understand the opinion that for any upgrades you should just trade. Like if you're on sc trade then yes, trading will most likely be the best way to spend currency because there's so many items posted.

You can still craft your gear. It's fine. It will also get better as they add more tools.

Loot

Loot feels fine right now. Genuinely. I am not memeing or rage-baiting. The most recent fubgun video radicalised me. I have nothing against him or how he plays the game, nor do I have anything against people with similar opinions to him.

But.

You also have to understand how silly and childish you sound when you make the argument that loot should be buffed because the tink sound effect sounds nice. The basis for most of the arguments seems to be rooted in this. Players want more tinks. There was also a Reddit post a while back saying that divine orbs and perfect jewelers were the only interesting drops. You seriously need to reconsider how you approach this game. Div per hour is not the only metric to judge a game on.

Another thing to consider is that PoE 1 hasn't shut down it's servers. You can still play it. There's a new league coming soon too. You will be fine. There's no need to try so hard to make PoE 2 into PoE 1.2. Let each game have their own flavour.

Greater jewelers need a small buff. I think I got to 92 before seeing my first one. Not ideal.

Casters

Last personal complaint.

Casters feel bad. Just full stop. I'm talking primarily self casting. I had hoped self casting would be in a better place than in PoE 1. Nope. It's actually worse. Nerfing demonform and archmage was kinda silly since it's the only real way to scale spells.

I genuinely want to know how do they envision casters to be played. Triggers? Self cast? Mixing elements? Archmage? Idk.

And until I do, I can't really say what they should change to get there. (I hope it's not mixing elements, that would actually be the worst case scenario.)

There's also the issue of spells not working with eachother at all. For example warrior's have aftershocks, stuns, exerts. Tools to combo spells with. How am I supposed to combo Spark, Arc and Ball lightning? Hopefully this is fixed before 1.0.


Of course is in a good state, but in relation with what type of player? A lot of players (I am talking about the most vocals one), and vocal != volume, it gives them a false sense of majority, when in fact is not the case.

Buffing loot was and will always a very big problem, especially in games like Path of Exile. Everyone being/feeling rich, just like we did back in Affliction had always consequences, because let's be real, most players play trade, therefore they will be heavily affected by inflation.

Sure, some chase items will be cheaper due to increase drops, but the rest of what defines your build, most of the times skyrocket in prices, and you will end up feeling the same in terms of power.

People do really forget how not every build was able to run the Abyss + Affliction strategy and required heavy investment until you would be one of those guys that would drop mirrors.

Making crafting more deterministic risks going into what Harvest league was. Everyone would have perfect items and there will be a dull feeling about how powerful you are in comparison with the mobs and bosses. You can just as well afk any pinnacle boss since they won't ever do damage to you (not taking into account some specific mechanics that cannot avoid death, though).

Loot and prices are directly proportional, the more you drop, the more expensive a good item will be to buy, you end up in a stalemate with what you thought would be the fix to this "underlying problem".
At the eve of the end
This game would be in a decent state if they allowed for creativity and imagination with builds and passives instead of trying to force the players to play a certain way. They need to understand what kind of playstyle a lot of people want and embrace it. They urgently need to address the deficits in the defenses (all 3, not just armour), which will ensure that ALL good gear that drops is worth something, instead of there being zero value to anything other than spears, ES / Evasion, and items relating to the only high functioning build in the game.

If they continue in the direction they are going, they will have 1 breakaway build per season, everybody will play that 1 build, and the loot will feel terrible. Imagine if you could get excited that a tier 5 piece of ARMOUR dropped, knowing that it would sell for 10 div? People wouldn't be longing for that tink sound anymore. No loot actually = no build diversity. Most urgent thing to be fixed
The "problem" is that most ppl want PoE 2 to be about power fantasy. It just isnt, and I m soo glad, much prefer the slower everything, doubt I can enjoy PoE 1 after playing this.
"
nyikhmur#6684 wrote:
The "problem" is that most ppl want PoE 2 to be about power fantasy. It just isnt, and I m soo glad, much prefer the slower everything, doubt I can enjoy PoE 1 after playing this.


^^^^

yep.

I can't put into words how near perfect the game is for SSF/HCSSF right now. I'd like to be able to craft more, that's my only major complaint so far.
"
Perilo#5892 wrote:
Currently, the campaign, or rather the first three acts, feels good to play through. I don't really understand people's complaints about the loot and lack of currency during leveling because to me it feels fine? Kinda similar to how confused Johnathan was that Ziz wasn't getting enough regals.
Because you don't get enough currency. Ppl can literally prove to you with the "Pilfering" how much currency they picked up.

And you probably think, "Well, then pick up rares and disenchant them for regal shards", but that does mostly nothing. It takes you 10 rares to get 1 regal orb.
That's only one try to get a usable rare with an 11-item investment.
Selling these rares for gold instead is more efficient because then you can at least get lucky with vendors and buy something.

I wonder. Are you fully clearing areas? Because this would be a reason why you think it feels ok.

"
I'm also on the fence about the complaint that zones are way too big. Act 3 is pushing it but no zone was actually too big. I'd be happier if they kept the zone size but increased the amount of landmarks which would point you where you needed to go.
You don't need "landmarks". The layouts are insanely easy to understand, thus you find your destination first try, if you know what you are doing. But the layouts being easy doesn't change the fact that many areas are far to big. Do it on one character or two, sure, acceptable. Do it on your 10th or more... you will see the issue.

"
Mapping

Greatly improved compared to 0.1.

And what has improved? You think unique maps are too rare, you would change how nexuses give you points, and citadels are too rare.
So what improved? Towers? They are worse than in 0.1 because even more "power" is funnelled into them (overlapping) while they are way less present, thus it takes way more time to explore to find a setup that's worth running.

"
League mechanics

Essences and unique strongboxes are the only things that are actually good.

Normal strongboxes? A joke.
League mechanic progression? Still backwards. You need to farm fragments/keys, then finally fight a boss, and then you get your points to improve the mechanic.
Normally, you would interact with the mechanic, get your points to farm the league mechanic better, and then the boss fight is the special extra thing at the end.
How it is now, it's just the other way around, which makes zero sense.

"
Crafting

Crafting does not exist, and if you want to prove me wrong - tell me how you craft, what crafting is for you.

"
Loot

Loot feels fine right now. Genuinely. I am not memeing or rage-baiting.

Loot is not fine, period.

There is not a single ARPG with worse loot in existence. Imagine doing "Hell runs" and you only get low-tier runes and 2 useless rares.

"
Another thing to consider is that PoE 1 hasn't shut down it's servers. You can still play it. There's a new league coming soon too. You will be fine. There's no need to try so hard to make PoE 2 into PoE 1.2. Let each game have their own flavour.
Another thing YOU should consider:
PoE2 was marketed in 2019 as a PoE1 expansion, where they rework character rigs, make new animations, update the graphics, change some systems, and add a second campaign to select, while everyone after the Acts will play the same endgame (PoE1), thus, just meant as a modernisation with an alternative story.
The PoE1 community supported GGG financially to do exactly that, but instead, GGG changed their mind and announced in 2023 that PoE2 will be a separate game.
Now, they don't even make a game that's remotely close to "Path of Exile" with their PoE2 vision. You know, some ppl would call that a scam.
[Removed by Support]
Last edited by JakkerONAIR#4902 on Apr 19, 2025, 7:03:56 AM

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