The Game Feels Overly Complex and Time Demanding
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I don`t get it. Can somebody explain to me why those lazy and easily discouraged people prefer to ruin poe experience instead of just playing games suited for them like d4 or sth?
Last edited by SalamiHaze#9389 on Mar 9, 2026, 3:51:01 PM
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As games grow in popularity and start turning into franchises they start attracting a lot of low effort players who have been spoonfed for well over a decade, and not only expect, but in fact demand for things to be simplified and handed to them on a silver platter.
Eventually this starts impacting the product itself, because as the company grows, so does the scope + expenses, hence you can't afford to make the game you want - you need to pander to potential consumers - especially if using a f2p seasonal structure, which lives and dies on repeated engagement. |
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Die diehard PoE 1 players never accept the criticisms leveled against PoE 2; they attack those who call it unnecessarily complicated like religious fanatics. It's ridiculous. If you're so happy with these ridiculously difficult and poorly optimized games, then go ahead and play PoE. New players and those who find the game unnecessarily complicated, those who can dedicate 2-3 hours a day to the game, don't have to agree with some fanatics who spend their whole lives trying to reach level 300. If the company insists on catering to you and you, they are free to continue with 5-6 thousand players.
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" No. It`s not a difference of how much time everybody has to play. It`s a difference about whether people are willing to take minimal effort of understanding things. 2-3hrs a day is wayyyyyy more than enough tho achieve everything during season and learn stuff. OP claims there`s no meaningful rewards unless you grind for 12-16 hrs a day. I`m not even gonna comment on that. You`re just living in denial that everything should be easily given. I wonder how people with such mindset perform irl. What are their jobs, incomes, ambitions. What`s funniest is i never get answer why ain`t people like You just play d4 or casual targeted games. But i always get called jobless living with parents nolife. Pathetic. Last edited by SalamiHaze#9389 on Mar 10, 2026, 9:58:24 AM
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" Reality is that "a game for everyone is a game for no one" isn't a universal law. As harsh as this sounds i think that the majority of developers nowadays aren't actually good enough at making games for everyone. Take games made by old school Blizzard like D2, Classic WoW or Overwatch, the reason people still play these games is because they managed to achieve the perfect balance of being casual friendly and being engaging enough for hardcore players. People just don't appreciate this aspect enough. Nowadays is always about prioritizing one over the other. A live service game won't survive prioritizing only one type of audience, in a way is kind of similar to population replenishment. If you make a game too easy or shallow people will not care enough or will lose interest quickly. And if you make a game too complicated, the moment you lose a player (to other media, work, or family) it'll be hard to replace them. |
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It's not the complexity of this game that's the problem, it's the opacity. The language, nomenclature, verbiage and in game explanation of game mechanics are frankly very poor and terribly lacking.
Last Epoch does it better, where they even give examples of different mechanic interactions in item views. Hopefully GGG is paying attention to and planning to address this, and they just haven't done so yet because it's early access and final mechanics etc. haven't been decided. That may be a vain hope though, we're pretty far along in this for it to be so muddled. |
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I think this discussion is extremely black and white here in this forum usually. I want the game harder but I also dislike needless complexity or lack of qol
One example I can give: there's no proper UI for crafting. This indeed makes it harder for people to understand what goes where, but it's just bad design in my opinion and could be made much clear for new players or casuals by simply giving us a UI where you put an item and you can choose what to put there (exalts can't go on normal item for example so the option is null) This kind of stuff and other things like showing which stats can be achieved in an item with a certain orb is just qol and it makes the whole game experience much less scary |
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" It`s not only about those games balance but also about time period they released. D2/Classic WoW - these are like 20/25 yrs old. Hands up who remembers average game back then but sure as hell i remember most of them required minimal effort to engage with them. Example - in morrowind we had to read log for quest directions. Is it outdated? Yes. Are current open world solutions better? Definitely not. That`s why i find two things weird: 1 - People literally have games suited for them. Why do they want to bruteforce some stupid casualization in poe? There are plenty not "overly complex and time demanding" games. Even within arpg genre. 2 - People literally have easiest time to get game-knowledge nowadays. Why do they ignore that completely? For fuck sakes, today there are 100 milion money printing content creators doing not only long formats but also 15s knowledge-packed short you can literally watch while taking dump. Back then? Forums or fanmade websites at best. Is it really that hard to search "poe2 defence" in youtube and spend 10 minutes one in a while? Please, I just don`t want another d4 or retail wow because of casual feedback. Last edited by SalamiHaze#9389 on Mar 12, 2026, 6:12:22 PM
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" That's the kind of black and white I was talking about. I crafted a ton, most of my income is from crafting so I feel comfortable talking about it. Lets go back to my crafting example: Last season we had omen of homogenizing. How did you use it? You had to know the characteristic of each affix, know if they're prefix or suffix, know their weight, level, their tier and a bunch more things just so that you could block some or be able to use others Of all of that info, the only thing present ingame is if they're prefix or suffix and the tier (which you won't even know at what level starts appearing, for ex 35 mov speed for boots is only on 82ilvl so it's a 82+ilvl affix). You can guess "cast speed" has "caster" characteristic or "level of all chaos spell skills" has a chaos characteristic, but it's all a guess until you actually open a 3rd part website and see it by what would be the equivalent of data mined info Another simple example is desecration. Not to mention knowing the lord specific affixes, there are many, many affixes you can only get through desecration and they're specific to certain pieces of gear as well as specific to suffix/affixes slots. Unless you study this game like a bible, there's no way you can remember even half of them or where they go, even the relevant ones All this could be made much less complicated by simply giving the player some good qol, and making a UI that actually makes sense for new players instead of being all guesses from the moment you get your first aug orb All of this doesn't make the game "easier", but more accessible for new players and casual while also helping hardcore players be more comfortable Last edited by iHiems#0168 on Mar 12, 2026, 9:15:01 PM
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" Quests in wow originally required you to read and explore the world too, and the game was still considered casual back in the day. " This can be a very complex topic, for why things changed over the years, but i'll give you my perspective: I'm someone who grew up with all sorts of online rpgs, investing a lot of my time checking forums, skill calculators, watching youtube guides, and reading and editing wikis. I'm someone who's used to this stuff, and yet i always advocate about leaving that level of commitment in the past. Why? Maybe it's because i got older and don't have that much energy anymore, or maybe it's because i want innovation in this area. I like the idea of putting theory into practice and feeling like progress is tangible, not abstract. i don't like the idea of alt tabbing the game just to check some stuff, like information about skills interactions, crafting or how to obtain a certain item. Would the game become casual if we could learn these things from inside the game? In the end the only true difference would be the number of clicks needed to access this information. |
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