My biggest take away from the game mechanics of PoE2
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They exist only to exist.
PoE1 had charges? Let's add charges. Should we put any thought into making them a useful/fun mechanic to work around? Nope. They just exist. PoE1 has aura's and curses, so PoE2 needs auras and curses. Are the auras/curses interesting? Do they synergize with coop play? So they interact with the passive tree at all? Nope. We need a huge passive tree with lots of options! Will anyone ever put a single point into 80% of them? Nope. We need crowd control! Let's add 9 different mechanics that can CC things, also do basically the same thing, don't synergize in any way with multiplayer people in an online game, are effectively worthless when you can just two shot everything except bosses... then let's make them useless on bosses. Dodge roll exists just to allow boss one shots to exist due to limited player movement. The sprint exists just because moving around takes too long. This game has a ton of mechanics, but the solution is always figure out a way to ignore all of them, and lob one ability from distance. Every mechanic other than "do tons of damage from across the screen" just feels like something you want to avoid, not engage with. Actually trying to engage with any mechanics outside of that is never rewarded whatsoever. This entire game feels like a checklist of things poe1 had mixed with a half baked list of "wouldn't this be cool" with no thought to how it all blends together or why/how those things would be used. Last edited by Jhaerik2#3188 on Jan 20, 2026, 8:44:41 PM Last bumped on Jan 20, 2026, 8:51:00 PM
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" +1 The best thing I ever heard from someone on these forums "Its like GGG has all of these great ideas up on a board, and they get someone to put on a blindfold, throw a dart, and they stick with whatever idea that dart lands on, while forgetting about the rest of the game and how to properly implement it in" Temples a fine example of this! Last edited by Jobama#9902 on Jan 20, 2026, 8:51:23 PM
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