Genuine question for the one-button build guys and screen clearer enthusiasts.

I will hand it to you, that some players bring it to a point that it feels like they should just play Cookie Clicker instead.

Here's a thought:
Arpg means *action* rpg. Action

As in "actual mechanics the player has to willfully interact with in forms of physical skill expression to obtain success."

So things like dodging, needing to aim, using combos.
Just holding one button and zooping across the map while things die is not action.
A game needs to have, and necessitate using, such mechanics to be an action game. And it should not be called an action game, nor the more specific arpg, without it.

So that being the case...
PoE2 without one button builds being managed is an arpg.
PoE1 where the entire game devolves into holding one button, is not an arpg. It's not. There's no action, so it shouldn't be called one.
The game design favors one-button builds. Almost demands it. So many "spawn tons of ultra-fast mobs while trapping you in a small area" mechanics exist.

Also, I like Cookie Clicker. For the same reason why many people like PoE. It has a lot of depth. While the actual "play" is mostly hands off, you accomplish a lot of goals and pick certain upgrades/passives to compound your cookie production(in PoE, that would be your damage/defense).

I don't think there is a reason to hate on people who like to play things a certain way. If anything, this game will benefit by allowing *both* styles to exist. It means more people will be satisfied with their gaming experience.
Last edited by FruitLord#0833 on Sep 13, 2025, 11:34:21 AM
they don't know where to go with the endgame

their only focus is campaign to bring new cows every patch


the campaign is a nice single player souls-like


but endgame tries to force the Path of Exile name on it and maps monsters are playing a different game. combo gameplay don't stand a chance in deadly maps


you either delete the screen with one buttom agaisnt hordes of on crack hasted monsters or you die like shit.


everything too deadly. the single portal stupid design and all


degens everywhere, you have to kill and move quickly


they are enforcing lazy gameplay while saying otherswise



I don't care if the system is not ideal and caters towards some builds, I need to know that I can build one-button "brain off" builds. That's what PoE means to me. Freedom. PoE2 is already full of restrictions, it is designed with them in mind. That should change. We have to be able to make 0 button builds easily, but they have to be 5x weaker than the ones where people have to use 5 buttons. That's it.
I personally will be on the side with 1-2 active and 2-3 supportive buttons, but if I will be tired of that, I want to know that I can play a 0 button full screen clear build. Or if there will be a combo which requires you to press 10 buttons for a nulcear explosion, I will do that.
Last edited by grynnder#7112 on Sep 13, 2025, 1:20:18 PM
Rage bait post , its power fantasy rpg , we want power fantasy.

get your souls like tryhard lifestyle back to dark souls .
"
Didaco#9615 wrote:

Based on what are you saying that?


Based on how dopamin as a rewardsignal works in the mammal brain, i say mammal brain because we only actually closely surveyed ape and rat brains with invasive synapse scans. We do know its a farreaching signal as neurons cabable of triggering dopamine have a lot more connections, even far reachnig ones. This is actually not fast, surpise with our capacity can also be induced with lets say songs. The surpise point may be minutes long. Our triggerphase can get even longer the more we're able to piece together our reward chain.

"

Gross approximation, there A LOT more that can happen the more you let time go (aka pressing five buttons) than in the short time (where you delete multiple screens of enemies in a single button press).
Which situation is more likely to give you more surprises?

both about the same. the dude pressing 5 button has already seen those additional movements 1000th of times. he may have seen them in the campaign already. Also lets be real, in endgame this game has about as much visual clarity as an inkpond.


"

If there's sarcasm to be picked up in these sentences, it's completely flying over my head.
In case there isn't: no, most drugs are not fun, they might enable it, but most just make you miserable.


I talk about interal drugs, the ones the body produces itself, dopamine is one of them. Training as well as even learning can trigger those receptors depending on the person (or not, i know some poeple that can actually not reach a runners high)

"

It's not a matter of having whatever superior to whatever else.
The point is: which approach is more game-development friendly? The slow and methodical or the one button?

If you were a developer and had to implement in your game whatever amount of unique bosses, and you spend a ton of resources on it but the player base just deletes that in a second without experiencing anything of the hardwork you put into it, wouldn't you feel like there's something wrong at a very basic level?

There are other example of games that have hit dev-burnout because uncontrolled player powercreep: Warframe hasn't released a good bossfight in years (unless in very specific scenarios, for example: you don't control your op Warframe, your load out is not available, the enemy is invulnerable most of the time and you can only do Super Mario levels of mechanics in order to deal damage, etc).
The old team of Warframe basically didn't want to work on new bosses because it was utterly useless and a waste of resources... But lo and behold, as soon as they switch to a new game where powercreep doesn't exist, developing bosses is suddenly not a problem.

I wonder why?

And yes, dopamine should come after some form of overcoming a challenge, denying this would be equal to denying that overuse of modern technology isn't a problem for the brain (doomscrolling?).


So now we're actually talking about bossfights? Okay, then how many builds can actually oneshot those bosses? two? with some 100div investments? don't get me wrong, but the upper % of players are not an argument. Most one button builds are trash clear only, they click a lot more for those sweet bosskills that look so good on youtube. until you detect that gear in stream that is.

But as you also talk about the devs I just have one remark: Leveldesign in endgame as well as atlas design either requires you to be a nolifer or be able to blast maps in single digit minutes to actually get anywhere. So a player have only one choice: get meta or stop playing. there is nothing remotely methodious and tactical in maps, its about the grind. and if you're not a LA deadeye or PB bloodmage you will play those bosses until you hit 50iv gear.

So the game is currently in a fine place. finer than ever before outside of the meta spread. and no, slow builds don't exist long in endgame outside of dedicated boss killers, and thats for a reason. Because the game is desgined that way.
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
Last edited by tsunamikun#0433 on Sep 13, 2025, 8:55:43 PM

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