Make the ascendency FUN, not a CHORE

There's probably a thousand threads about this already, but i believe more = getting seen.

Most people go to sekhamas, trial of chaos is just that too risky, maybe the bird that one shots, or the ground/afflictions that depending on luck, is just too bad.

as for sekhamas i could see it as a unique content that could probably be fun if tweaked a little more, in what way? honestly i don't know.


all i know is doing either of them means its annoying or frustrating on the off chance you actually fail it and needs to restart. I actually haven't went to either of them since 0.1, I just straight out pay someone 1div to get me ascendency points just to skip the possible waste of time/effort, and majority of others too.

If everyone is trying to skip it, maybe there's something wrong? Please don't mention skill issue lol, I'm lvl95 clearing juicy maps. I'm trying to be constructive here. Maybe someone else could point out more specifically what that negative points are.
Last bumped on Sep 10, 2025, 12:44:17 PM
The biggest negative point is that many (if not most) players are just lazy and don't want to work for their ascendancies. They want everything asap with minimum effort (which also applies to your second post about campaign lenght).
Last edited by Sakanabi#6664 on Sep 10, 2025, 2:20:12 AM
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The biggest negative point is that many (if not most) players are just lazy and don't want to work for their ascendancies. They want everything asap with minimum effort (which also applies to your second post about campaign lenght).


Yeah yeah yeah, players bad designers good. Me good player me never complain as me good player. Other player bad but me good me handles everything and never complain. Only bad player complains good player obeys.

Blah blah blah, meanwhile maybe like 1% of the playerbase likes these trials.
Last edited by Granathar#7992 on Sep 10, 2025, 2:24:37 AM
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Sakanabi#6664 wrote:
The biggest negative point is that many (if not most) players are just lazy and don't want to work for their ascendancies. They want everything asap with minimum effort (which also applies to your second post about campaign lenght).



hmm, I would also like to point out that maybe spending an hour just to have your efforts wasted is not a good feeling? Maybe in sekhamas if you fail the 35th room, you restart back to 30th instead from 1st for example.
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The biggest negative point is that many (if not most) players are just lazy and don't want to work for their ascendancies. They want everything asap with minimum effort (which also applies to your second post about campaign lenght).


Yeah yeah yeah, players bad designers good. Me good player me never complain as me good player. Other player bad but me good me handles everything and never complain. Only bad player complains good player obeys.

Blah blah blah, meanwhile maybe like 1% of the playerbase likes these trials.


Oh no, someome said something you don't like and you can't handle it. That's ok. But truth is that no matter how easy or "fun" trials will become, people will still pay for carries because they are lazy.
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Xelieu#9144 wrote:

hmm, I would also like to point out that maybe spending an hour just to have your efforts wasted is not a good feeling? Maybe in sekhamas if you fail the 35th room, you restart back to 30th instead from 1st for example.


If the trial had like 3-4 chances and failure only pushed us back to the start of the floor OR we had checkpoints every 2-3 rooms in Sekhemas it would be a lot more bearable.

And Chaos trial needs some penalties removal like Sekhemas has. Because in Trial of Chaos you may finally find yourself in a spot where you are pretty much done for because of the penalties. I would like to for example trade rewards 1:1 for penalty removal at the end of each room. And still, Chaos also needs checkpoints to not waste like 1h+ of time when boss oneshots you.
I enjoy Sekhemas but my only issue is how difference the final boss is compared to most other content in the game.

You can be casually doing t15s/t16s but the last boss in sekhemas might not be doable solely because it requires sustain and its easy to run out of mana.

In maps you get constant monsters so you never have sustain issues, even map bosses dont have that much health like the last boss of Sekhemas.

I often delay my 4ths floor runs because my priority is to have a good enough build to do 15s and progress map, and once i figure out enough sustain, then I will bother with it.
https://poe.ninja/poe2/profile/Ash-9143/character/Ash_Pierce
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Sakanabi#6664 wrote:

Oh no, someome said something you don't like and you can't handle it. That's ok. But truth is that no matter how easy or "fun" trials will become, people will still pay for carries because they are lazy.


It's you who cannot handle the truth that trials are universally hated because of their absolutely horrendous design, so you are looking for some way to throw it back at players to feel more elite.

And if these trials were not a pure cancer then for sure even if someone wanted to buy a carry it wouldn't cost 1 div but way less.
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Sakanabi#6664 wrote:
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The biggest negative point is that many (if not most) players are just lazy and don't want to work for their ascendancies. They want everything asap with minimum effort (which also applies to your second post about campaign lenght).


Yeah yeah yeah, players bad designers good. Me good player me never complain as me good player. Other player bad but me good me handles everything and never complain. Only bad player complains good player obeys.

Blah blah blah, meanwhile maybe like 1% of the playerbase likes these trials.


Oh no, someome said something you don't like and you can't handle it. That's ok. But truth is that no matter how easy or "fun" trials will become, people will still pay for carries because they are lazy.



say I bite your bait here's what i can say, I'd actually want for those unique contents to be actually done for FUN, not out of laziness, but I can't get a satisfaction out of the off chance of actually DYING after spending a LONG TIME due to LUCK(too many afflictions).

I feel its a waste of unique content, hence I want to do everything.
It was definitely disappointing seeing them take the parts of POE1 that I liked the absolute least (Sanctum, Ultimatum) and make them, specifically, a roadblock in the way of character development in POE2.

Sanctum's health bar over your health bar has always been a frustrating design that fundamentally contradicts ARPG character building even in POE. It belongs in its own game. It would be fine in its own game.

Ultimatum just took the worst aspects of what the game eventually turns into (unreadable super-speedy messes) and brought it earlier. Why. I mean I didn't have a problem with its existence in POE1 because I could just ignore it, or do a round or two and then leave.

I don't expect it to change at this point. It's just a shame. The labyrinth was fine - I didn't expect it to stay but I would have preferred...something else.

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