Why does the game force you to make a build that 1 shots the screen?
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The entire game needs to be slowed down.
• Attack and Cast Speed increases need to be reduced across the board (passive tree, abilities, & item modifiers) by at least half • Reduce monster movement speed drastically • Increase monster health drastically • Add life nodes to the passive tree (or have armor increase life in some way) • Increase base damage of spells drastically • Rework "cast on" meta gems to not be spam-able • Add interactions for maiming, slowing, cursing, pinning, etc. so there's actually incentives to use multiple abilities and mechanics together I would even argue that you should be able to hurt yourself with your own AoE, so you can't just make mindless clear the entire screen builds without killing yourself. Not full self damage, but even if you take 10% damage from your own AoE, it would promote better gameplay. The campaign is actually good because the pacing is good. Things don't kill you instantly and you don't die instantly, but you don't kill everything instantly either. There are benefits to using multiple abilities, tactics and strategy, etc. The original vision is actually good. Attempting to appease zoom players when there's an entire game for them (POE1) results in PoE2 having no identity. Last edited by SplashKing#6352 on Mar 21, 2026, 2:50:43 AM
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Easiest way to tell if the game is still bad: herald skills have a place in it.
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" I disagree. The campaign is not "good", but it's better than the rest of the game. Act 1 is no doubt the best act by far (best boss included). Still, you're flooded with massive packs of enemies as soon as Clearfell, and you face stupid ground degen as soon as Grellwood, never mind the Ogham Manor. Well, when it comes to Clearfell I understand that the white wolves are meant as a mob that is only dangerous in large packs, good. But then that continues to be the case for every mob type that comes after, the werewolves in Grelwood are no different to white wolves, they just run faster. Mobs (white mobs included) should have some individual characteristics that make them tough to deal with in one way and easier in another. I really like the witches in Clearfell with their massive damage + small AOE + channeled spell and ability to ressurect the little ones -- easy to counter yet punishing if not done right. But then, take for example the shoot-projectile-on-block fat shield guys from the tombs -- absolutely terrible design and unfun to deal with. If you're playing a squishy projectile build then you have to wait for them to move their slow asses out of a monster pack before you can even engage. Now, that wouldn't be a problem if monster encouters were rare are far between, but at the current pace of the game you have to kill who knows how many thousands of mobs every act. You just can't expect players to employ patience at any point, feels like a total waste of time to spend even two extra seconds on a monster pack when you'll have to fight two hundred more before your next progression milestone. I would argue that monsters being able to mitigate all damage is just stupid to begin with. Even the giant lizards with shields feel terrible. Just give them a very large health pool and partial damage mitigation when the shield is raised, not complete. I could go on an on but then what's the point if quite clearly GGG's game designers don't read the forum. My conclusion: game peaks HARD in Clearfell (Mud Burrow a close second), and boss-wise it peaks with act 1's act boss. |
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" Because POE 1 players couldn't stand a game where they are not one shotting enemies and demanded changes multiple times.. that is it. | |
" so go do something else with your time |
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It does not require you to make a 1 shot build, why do you think this?
I got the sauce.
POE1 & 2 enjoyer. |
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" Clearly, none of these monsters want to take their time with me. Are the timers on Delirium and Breach GGG’s little “masterstroke”? |
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Close your eyes and picture a cool version of path of exile 2, in which no spell or ability can damage more than 8 monsters in total, aoe or not. Players deal less damage, monsters deal less damage, just one big, fun scrap from start to finish, that would make you go like "god damn"!
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As long as enemies are playing PoE1, the player needs to do the same to keep up.
Right now, only bosses are designed for PoE2, none of the regular enemies are. So you end up with all non-boss content just being about wiping out the screen as fast as possible, since the only thing enemies do is run up to you and spam attack. You can't survive having 20+ enemies rush you down and attack you constantly. So, you have to kill them before they get to you. Enemies need to either show up in fewer amounts, but be more intricate in their design, or keep the current amount, but severely nerf their speed/damage. Once we can walk up to an enemy and use like 2-3 skills without risking death, you will be able to play in a slower manner, because you don't need to nuke everything just to not die. |
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we need more defense layers... it should save that
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