Do you understand why PoE2 managed to reach that peak?

"
"
easthood#7411 wrote:
poe1 players will take ANYTHING GGG throws at them as 'this is good'


I know what you're talking about, it's really annoying when those players **** post with rage bait comments, like their ego is so inflated after exploiting their cancer builds. As if POE is the holy grail of perfection. Maybe deep down they are praying that GGG doesn't wipe all the items before launch, because they committed to grinding so much they forgot it was a playtest.

It all comes down to judgement, It's okay to see somethings strengths from POE1 and keep it, as long as it's exceptional. But for POE2 to grow it definitely needs innovation and gameplay improvements. Should not be catering to a minority of players who are afraid of change.


The thing is they created two very different types of PoE1 players.

The ones from beta and before the game had more than 3-4 Acts and the ones from after Elder/Shaper golden era. These are two entirely different games.

Old PoE1 you couldn't zoom. You'd get overwhelmed and die. You had to use terrain to line of sight and for enemies like Cobras you couldn't just run directly at them. Each enemy type had it's own interactions and how to dealt with them. Players complaining about Roas will never get old.

The most outspoken PoE1 players seem to be the ones that think screen explosions are normal.
"Never trust floating women." -Officer Kirac
PoE 2 was successful at launch for the same exact reason as D4, and it has absolutely nothing to do with the actual product.
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Todd#2342 wrote:
PoE 2 was successful at launch for the same exact reason as D4, and it has absolutely nothing to do with the actual product.

If it had absolutely nothing to do with the actual product they could have released a game called "Spin the apes" with the same initial playercount.

You see how much sense your argument makes there.
PoE2 is fun to play, PoE1 is not. 1 has too much powercreep, feature bloat and is devoid of meaningful gameplay.

2 currently has some balance issues and I dislike rng crafting, and wish SSF was more fun like CoF in LE as some items are unrealistic to ever drop for a casual player, but ultimately it is a better game with a better foundation.
PoE2 leveling is a blast in my opinion (may be in the minority) - But its where the actual gameplay shines. Then you turn into a one shot machine if your build is good, and if not, you wait for next league like me who can't be arsed to grind temple.
Hype and a long wait mostly.


Not like it matters
Mash the clean
"
For me, this game is a complete failure.
Trade is like a soccer manager game overwhelmed by hyperinflation, ignoring casual players.
XP loss – one of the most frustrating experiences in gaming history.
Critical Kill is like roulette in Wild Wild West.
Trials - Disrespectful Players
Crafting: Casino Slot Machine
META system: GGG Wilas asks you: What is it?


That's a very insightful comment that explains the problems concisely and clearly. Congratulations!
Players will naturally gravitate towards the most powerful option, this is simply natural for most of us. Thing is, the power ceiling in old PoE1 used to be much lower.

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Xzorn#7046 wrote:

The thing is they created two very different types of PoE1 players.

The ones from beta and before the game had more than 3-4 Acts and the ones from after Elder/Shaper golden era. These are two entirely different games.

Old PoE1 you couldn't zoom. You'd get overwhelmed and die. You had to use terrain to line of sight and for enemies like Cobras you couldn't just run directly at them. Each enemy type had it's own interactions and how to dealt with them. Players complaining about Roas will never get old.

The most outspoken PoE1 players seem to be the ones that think screen explosions are normal.


This.

I genuinely miss this era of PoE1, before we even had movement skills. Nowadays, most of the challenge is in building your character and getting it to the state where you basically don't even play and watch screens explode.

Back then you had to actually build well and be good at playing the game. I understand that not many want this and that's fine. It's completely understandable to want the dopamine rush of watching screens explode, but there are some of us who much prefer the slower and more methodical approach to gameplay that is punishing but also rewarding without the crazy power creep.

I also bought PoE2 expecting the return to that style of design, though I'm not sure why; I haven't seen any interviews or read this in any design document or statement confirming this was the direction, the game just had that "aura" around it, as if it was a given, like the whole reason for its existence is to start over without the crazy power creep.

This, coupled with the weird skill design of forcing combos and interactions with other skills (as opposed to creating them in a way so they synergize organically) really has me disappointed. I think what killed my will to play is when I discovered that spell totem, a skill I'd been waiting for since 0.1 and what had been my favorite playstyle in PoE1, requires charge consumption. Oh well...

I'm not hating on the game or the community or anything, I'm just disappointed. Though the game is still in beta, and there's still time to change the direction, I doubt they will.
Last edited by Sonrakus#6586 on Mar 11, 2026, 5:09:01 PM
They let powercreep get out of hand with "pinnacle" bosses dying in seconds.

They let the amount of items dropped get out of hand insanely much, like how does the game already require a third party loot filter just to be playable?

They let gameplay degrade into cast on X deleting everything passively.

Then temple completely broke the economy and it wasn't addressed quickly.

Honestly 0.4 was a huge step backward from 0.3

Hope 0.5 fixes all of this.
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Sonrakus#6586 wrote:
Back then you had to actually build well and be good at playing the game. I understand that not many want this and that's fine. It's completely understandable to want the dopamine rush of watching screens explode, but there are some of us who much prefer the slower and more methodical approach to gameplay that is punishing but also rewarding without the crazy power creep.

I also bought PoE2 expecting the return to that style of design, though I'm not sure why; I haven't seen any interviews or read this in any design document or statement confirming this was the direction, the game just had that "aura" around it, as if it was a given, like the whole reason for its existence is to start over without the crazy power creep.


You weren't crazy to think that. It's what Chris wanted. Problem is, Chris is gone now.

I don't remember how long ago it was but he mentioned that Headhunter was a mistake. Around PoE2 starting out he also mentioned numerous times he didn't like the speed of PoE1 or unlimited movement skills. I'm really not sure what happened.

The same design mistakes are being made along with a bunch of new ones.
No one goes, Oh a potential for +14 all skill levels. That seems fine for launch.

Every video they released had a totally different vibe and the Exilcon trial was beating up streamers. Mark tried to showcase the monk class and died fighting a boss.

They said and showed a lot of things that just aren't here.
"Never trust floating women." -Officer Kirac

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