critical constructive feedback: The loudest opinions aren’t always the most valuable.
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giving options - as "less projectiles and more damage" is not bricking the game. And not all people are over-stimulated over emotional to play with milion of projectiles and totally covered in effects ground. Your opinion is That's a thinking of a new player - which bring nothing constructive to a table.
Entire point why poe 2 was sucesfull and was created was slower and methodical gameplay. There's no any reason to have two the same games. now they will be stick to poe 1 community number count. Last edited by saashaa#5518 on May 8, 2026, 3:48:29 AM
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All opinions matters - but at first.. i will use racing game as analogy
There are arcade and sim racing games. Let's say POE 2 core design will be compared to sim and poe 1 to arcade. Where on sim - you need to care for the road if it's wet or not to not slide on it and destroy your car - and in arcade you just zoom and all is in zooming acrade. So.. if arcade user is going to play sim racing games - he spam forums on oposite design - to remove all sim aspects - while it's not an arcade game. It's not valuable feedback as it's "changing" game to the same genre - it will be still racing game. But totally different. If you know what i mean. (ugh i wanted to quote someone but forget click quote button) :< Last edited by saashaa#5518 on May 9, 2026, 2:36:03 PM
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It's an arpg... poe1 is also an arpg your analogy is not relevant.
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Game and Genre in general is not engaging enough in area, map, leveling design to be so slow. Not talking about zoom zoom, not talking about not having meaningful combat. Sprint into a drunken stupor is brain dead stupid. Having every character evade the same convoluted unrealistic way is equally stupid. Having that evade be infinite if the idea is to have the player think on their feet is also stupid. It is as bad as having every meta boil down to one button builds. Have more methodical combat is ok, just don't over gimp the players to do it. Have a sprint cool down instead of the stupid stutter step ending. It is so emersion breaking, like watching a cheap Saturday morning cartoon.
Amenhotep Apothecaries Sisyphus
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I really loved 0.1 Act1 progression. getting a rare felt huge, finding an amulet of any kind was huge, your health potion mattered, bosses were real fights, Geonor was amazing.
Then you moved to Act2 and slowly started getting more rare gear, couldn't 6 mod them all, every new mod felt like an important upgrade etc. Now your pretty much fully in rare gear before Geonor, 6 mod weapon in hand, maybe even +levels on it. Enemies are no longer a threat, I don't feel the progression since I'm constantly ahead of the curve. Loot drops don't feel meaningful since I can just blast thru everything. I'm hoping some big nerfs tbh. ES, +levels, Crit. Maybe give early monsters a tad bit more life since we have power crept in that part of the game. Big bosses need more health for sure. And hopefully weapons aren't as RNG early on. I would love more power from the actual skill/weapon base, rather than the random rolled mods from weapon, ring, gloves. It would balance the good knowledge players with the more struggling casuals. New Atlas looks awesome, it's starting to look like a full boardgame with endless potential and I can't wait to dive in :) |
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" That's also true. Droping anything now doesn't fell like a good drop. It's to easy to obtain good gear and to buy it for cheap. Also team-party is a big issue as it flood market and leech-parties even more increase differences between weekly and nerd-gamers. |
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" then read it again.. sim racing - is racing. arcade racing. Is also racing.. both are different. Use your imagination. Entire "genre" stuff is not "official". There's nothing souls like in most souls likes. |
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" Personally, I would also love some nerfs, buffs, reworks in general. However I will say I don't think that in your example a nerf to Crit would be a good idea. Crit feels very good now, not too good just very good, unlike the + to x skill levels. I think if you nerf Crit and + to levels you just loose soo much DPS, to a point that even in end game without the combo or just the crit you feel 3x weaker than you usually would...At least that's how I see it, I might be wrong of course. ES nerf is required, but I would want to see them buffing Evasion and Armour instead of nerfing ES, like bring both of those stats to the same level as ES is now. Defenses are needed in every ARPG no matter how powerful you are with your attacks, so it would be interesting to see (due to almost no life nodes on the tree that I've seen) just bringing all defense types up on the same level first, before they are nuked if overtuned. I would love to make the game more challenging until you reach end game, by that I mean that point where you have your end game equipment, not mirror tier but you know, crafted with whatever we have + the well mods... Like I don't wanna be able to just run past every mob, have low sheet dps and be weak on defense yet still kill Geonor as if he's just a random Rare mob with a bit more HP. We sadly can't do the whole "power from skill/weapon base" right now, and even if we did, I am curious on how you think that would work. Do you mean like just the skill itself getting more zeroes on the number or? |
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" at first - they should tone power gain curve as it's like diablo 3. SKipping most tiers of difficulty - (map tiers) due to having to high power and while reaching pinnacle bossing - we one shot them already. As well as POE 2 should focus on defences and surviving and not zooming/one shoting... giving players more risk - more ways to make character tankiers.. allow to build more hp, more defences, more layers. To more part of the build to be defences than offensive. Like some ascedancies.. have much, much more power than defensive layers - should be inverted. Entire 0.4 have felling of the Diablo 3 and not even POE 1 with our power curve gain and power creep reached on builds like werewolf. Last edited by saashaa#5518 on May 16, 2026, 1:36:03 PM
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