It's not fun anymore

Some streamers still farm T17 and kill ubers after 3 days, so the nerf cycle continues and punishes everone else.

It has gotten so ridiculous that they nerfed the single target damage of RF builds...lol...i mean seriously

If the concept of T17 would be to add more levels to monsters and make them hit harder, fine...but NOOOOO, the maps need absolutely crazy 8 mods on top of it, and bossfights where you fight 3 bosses in a 2 square meter room basically blind because you can't see jack with all the effects.

On top of it T17 juicing was so rewarding that they nerfed loot to the point where running T16 feels basically useless now.

Game is going in such a bad direction and it's very sad to see.
This game has always been a paradox. GGG promises many things, delivers something completely different and in the end it all leads to one outcome: you build around the most DPS you can get.

POE has always been, is, will be a "one button push screen clearing game". If you can't do that, you failed. Forget defenses, you either kill it before it touches you or you die.
It's a bit stark how much layers you need for endgame mapping at the moment, seems everything has potential to ruin your day. The worst part i find is my layers work for a few hours then suddenly one shot and your left scratching your head as to what did it.



I have a new hatred for mana + lighting burn w/ increased speed/attack. you burn so quick you can't travel skill and the lightning damage (which penetrates over capped res easy) out does any regen (save for flasks).
And don't foget the economy that's based on pricefixing mafias and which build your favourite streamer just plays.

Some streamer not to be named plays a Energy Shield trickster right now, and the price of Light of meaning Jewel with Energy Shield went from 19 div on sunday to 48 div right now
"
Baroc#2678 wrote:
And don't foget the economy that's based on pricefixing mafias and which build your favourite streamer just plays.

Some streamer not to be named plays a Energy Shield trickster right now, and the price of Light of meaning Jewel with Energy Shield went from 19 div on sunday to 48 div right now


Ye so what i do now is follow all of there tier lists prior and there updates to find good items to farm. Can also give you an idea of what to avoid building heh.
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rapind#7028 wrote:
> I clear t16.5 and even t17 fortress with glass cannon. Never failed a map.

Yeah right. Ignore this guy.


Seriously though, I stopped bothering. I run cast on death portal and 50m DPS. It's still super annoying to get one shot, but at least this way I feel like I deserve it. Nothing worse than investing heavily into defences only to get one shot anyways. Mapping is kinda bleh, being annoying but doable, but bossing is easy.

I'm saving up for a specific build that will one shot offscreen and never die, but I will probably burn out before then.


And here I am, just naturally playin got to lvl 100, having cool defences, but dmg at that levels what better to avoid bosses fights cuz they last like several minutes. So why bother😁
Last edited by DarkJen#6961 on Jun 26, 2025, 9:22:19 PM
Based thread.

Jonathan mentioned that they are concerned about defenses being so effective, that they "trivialize the game". Therefore, they balance the game around being unable to "trivialize" (that is, survive) incoming attacks after having obtained and min/maxed your defensive layers. And that's before outlier damage spikes are taken into account.

So as a result, the player is incentivized to obliterate the screen before monsters have a chance to attack them, and nearly all combat encounters are settled in terms of striking first, rendering any significant defensive investment to be a bad value proposition. You would never want to sacrifice your ability to more effectively one-shot monsters when a combination of rare mods leads to a damage spike which renders your defenses meaningless.

And unfortunately, the story doesn't end there, and it gets worse than that. There is a natural tendency to maximize offense over defense in the first place, due to the nature of the game being to maximize clear speed to obtain loot and progress faster. Therefore, The game naturally gravitates toward a 'zoomy' one-click play style which has almost no depth.

(many) People play these types of builds because they are effective, not necessarily because they are maximally fun, or good for the game. If you were to add a small button inside the inventory screen called "generate Mirror of Kalandra" which could generate unlimited Mirrors for you, without a doubt everyone would be clicking that button. You can ask yourself if this means "because everyone does it, that means it's good for the game"

I'm concerned that PoE2 will go this route, as I am really desirous for a new generation of more methodical/tactical ARPG combat with some depth. I hope GGG has the conviction to ignore what people claim they want, or think they know what's good for the game, and build toward that idea for the game.
Last edited by WhisperSlade#0532 on Jun 27, 2025, 12:33:03 AM
"Jonathan mentioned that they are concerned about defenses being so effective, that they "trivialize the game". Therefore, they balance the game around being unable to "trivialize" (that is, survive) incoming attacks after having obtained and min/maxed your defensive layers. And that's before outlier damage spikes are taken into account."

This is simply mental if true. And due to how actual game plays lately I tend to believe it to be true.
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
They don't get it.
They really don't.
I believe this now.
They made PoE by accident and don't know what made it fun.
It peaked 5 years ago .


Good is random.
Suck is guaranteed.
Last edited by Jitter912#4278 on Jun 27, 2025, 10:51:05 AM
"

Good is random.
Suck is guaranteed.



Sadly, this is universal truth when it comes to ARPGs

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