0.2.1 Temporal Chains maps and possible solutions

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sacrificing a gear slot to negate 1 single mechanic is kind of a shit design space, dont you think?

No. You can always spend some chaos to reroll the waystone. Or just don't run it if it's corrupted. The idea is to set a variety of challenges to the player. The player then chooses which challenges to accept. If it's possible to do everything with the same set of gear, the game is shallow, and ultimately uninteresting.

I'm aware that these are options however I do not see the point in introducing things into the game that aren't fun and which become very monotonous over time. Sitting in town rerolling your waystones because the mechanics are stupid isn't good design.

In 0.1 waystones were scarce and had less shitty modifiers and it was a game you had to play to try and sustain them. That's gone now, completely, and replaced with an over abundance where almost every waystone is ruined with shitty modifiers that "make the game harder" often through tediousness that isn't enjoyable. No one wants to walk 40% slower, its just a stupid idea so remove it
Last edited by Glowie_Zigger#5018 on Jun 7, 2025, 6:03:17 PM
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I'm aware that these are options however I do not see the point in introducing things into the game that aren't fun and which become very monotonous over time. Sitting in town rerolling your waystones because the mechanics are stupid isn't good design.

In 0.1 waystones were scarce and had less shitty modifiers and it was a game you had to play to try and sustain them. That's gone now, completely, and replaced with an over abundance where almost every waystone is ruined with shitty modifiers that "make the game harder" often through tediousness that isn't enjoyable. No one wants to walk 40% slower, its just a stupid idea so remove it

Your profile is private so I'm not sure if you're a PoE1 newbie or not, but in 1 it is definitely a thing for people to have entire regex search strings that filter what maps they want/don't want and buy in bulk in order to get exactly what they want or do not want to run. Part of the game is being able to tailor your experience to what you want/what your build can handle. Things exist there like "monsters reflect elemental damage" and have for years.
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plz#2115 wrote:
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I'm aware that these are options however I do not see the point in introducing things into the game that aren't fun and which become very monotonous over time. Sitting in town rerolling your waystones because the mechanics are stupid isn't good design.

In 0.1 waystones were scarce and had less shitty modifiers and it was a game you had to play to try and sustain them. That's gone now, completely, and replaced with an over abundance where almost every waystone is ruined with shitty modifiers that "make the game harder" often through tediousness that isn't enjoyable. No one wants to walk 40% slower, its just a stupid idea so remove it

Your profile is private so I'm not sure if you're a PoE1 newbie or not, but in 1 it is definitely a thing for people to have entire regex search strings that filter what maps they want/don't want and buy in bulk in order to get exactly what they want or do not want to run. Part of the game is being able to tailor your experience to what you want/what your build can handle. Things exist there like "monsters reflect elemental damage" and have for years.


I thought I was in the poe2 feedback forum
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iHiems#0168 wrote:
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plz#2115 wrote:
Part of the game is being able to tailor your experience to what you want/what your build can handle. Things exist there like "monsters reflect elemental damage" and have for years.


I thought I was in the poe2 feedback forum
If anything, PoE 2 wants to encourage adaptability more than PoE 1. You're given more skill slots and they have more conditions before they're useful. I have no problems with ranged characters being forced into close range or melee characters being forced to have some ranged options.

It's just this temporal chains map change that bothers me: what was wrong with the previous "always cursed" system for encouraging that flexibility? It universally repelled players who didn't have the items to exercise that flexibility. This situational change in theory suggests the devs want players to run these maps even without the countermeasures by relying on cautious skill instead. If that's the intent, then they tuned it wrong as this map mod is still extremely repulsive until countermeasures are obtained. Arguably more repulsive than the previous form. As I wrote at the thread start, I'm not advocating they revert the change, I'm saying they shouldn't stop changing here.

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