The Game Feels Overly Complex and Time Demanding

just play d4 or something
Gambling Simulator, yup
Even with newer currencies, still a big fricking ugly Gambling Simulator.
Imagine obtaining hard-earned PERFECT Exalted Orb, to only get really stupid modifiers like 35% Lesser Requirements.
There's probably a suitable compromise that exists in the middle here somewhere that would probably satisfy 80% of everyone on both sides of this table.

I don't think anyone disagrees that it would be really nice to have certain kinds of information in the game, like lists of modifiers, affix tags, and other things of that nature which would otherwise need to be data-mined or brute-force reverse engineered.

When the game is just hiding information from you for what seems like no good reason at all, it feels really unnecessary. It also leads to distrusting the game itself - what else is it hiding?

A player will think, "Why should I even bother trying to learn anything when getting all the information to do so means collecting and comparing information across some unknown number of different external data-sources, and THEN coming up with a solution?". That's a mentally exhausting proposition for most people.

For example, when you drop an omen that says "guarantees a Kurgal affix", it would be nice to be able to open some sort of in-game compendium and look up what Kurgal affixes even are, what bases they can roll on, and at what tiers/ilvl, etc.

Another example - look at how many people take their armour rating at face value. "I have 90% damage reduction" is a common takeaway by most players when they open up their character sheet, and you can't blame them for it because it looks like that's exactly what is being communicated to them. I'm sure people are going to read this comment right now and be like "wait... that's not how it works?" - because that's basically the only way for people to learn about it. What other parts of the game aren't being honest with the players?

I think most people would agree that what the game shouldn't do is tell players what to play, or how to play it. That sort of stuff stays in as the player's puzzle to solve. What I originally commented on in this thread was mostly related to that aspect - the player attitude of not desiring to engage in any recreational problem solving purely out of preference, and how you can't really design a game to fully appeal to everyone's preferences.

If the issue isn't about whether a player minds solving problems or not, but would feel discouraged from doing so - even if they wanted to - because it would required them to embark on a directionless information foraging excursion where all they know is that they don't know things, there is validity around the idea that this aspect is an unnecessary source of friction on top of everything that's already required to understand and be successful in the game.
Who am I to say anything, I don't respect my time either.
"
Vyend#2601 wrote:
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.


I agree, game should be as self-explanatory as possible. Alt tabbing to see tags for possible affixes is simply unnecessary. On the other hand, for people who think systems are too complex and refuse to understand them a bit it`s no difference whether it will be explained in-game or at 3rd party webiste. And what about things game shouldn`t guide You about?

For example - You struggle with raw div drops and don`t want to build temple.

Option a - You can go cry on forum that game is too hard and requires 16hrs grind daily.

Option b - You go to Youtube and after 15 minutes You print 100 divs/hour by omen of light farm(yes, it`s literally what i did this league).

Minimal effort - that is all it takes.

"
Gambling Simulator, yup
Even with newer currencies, still a big fricking ugly Gambling Simulator.
Imagine obtaining hard-earned PERFECT Exalted Orb, to only get really stupid modifiers like 35% Lesser Requirements.


Well, poe1 has some more deterministic crafting methods so i think some of them will arrive before 1.0.
"
karsey#2995 wrote:

I think most people would agree that what the game shouldn't do is tell players what to play, or how to play it. That sort of stuff stays in as the player's puzzle to solve.


To be honest, that's exactly what the game does right now. Best example might be infusions, it limited the entire elemental spells to multi element. Can you make a ice mage? Yea, but good luck if you don't use fire. You want to use fireball? The game grabs you and pretty much screams at your face that you have to use living bomb. Etc etc
Last edited by iHiems#0168 on Mar 13, 2026, 12:50:21 PM
"
iHiems#0168 wrote:
"
"
karsey#2995 wrote:

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.


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.








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


This is exactly why I don't craft. It is very tedious and have to search 3rd party websites and also take it up another level and simulate crafting on craft of exile to make sure you don't waste your precious omens since they can be so expensive. It's better to sell the crafting materials and buy the item directly from the market.
"
karsey#2995 wrote:
There's probably a suitable compromise that exists in the middle here somewhere that would probably satisfy 80% of everyone on both sides of this table.

I don't think anyone disagrees that it would be really nice to have certain kinds of information in the game, like lists of modifiers, affix tags, and other things of that nature which would otherwise need to be data-mined or brute-force reverse engineered.

When the game is just hiding information from you for what seems like no good reason at all, it feels really unnecessary. It also leads to distrusting the game itself - what else is it hiding?

A player will think, "Why should I even bother trying to learn anything when getting all the information to do so means collecting and comparing information across some unknown number of different external data-sources, and THEN coming up with a solution?". That's a mentally exhausting proposition for most people.

For example, when you drop an omen that says "guarantees a Kurgal affix", it would be nice to be able to open some sort of in-game compendium and look up what Kurgal affixes even are, what bases they can roll on, and at what tiers/ilvl, etc.

Another example - look at how many people take their armour rating at face value. "I have 90% damage reduction" is a common takeaway by most players when they open up their character sheet, and you can't blame them for it because it looks like that's exactly what is being communicated to them. I'm sure people are going to read this comment right now and be like "wait... that's not how it works?" - because that's basically the only way for people to learn about it. What other parts of the game aren't being honest with the players?

I think most people would agree that what the game shouldn't do is tell players what to play, or how to play it. That sort of stuff stays in as the player's puzzle to solve. What I originally commented on in this thread was mostly related to that aspect - the player attitude of not desiring to engage in any recreational problem solving purely out of preference, and how you can't really design a game to fully appeal to everyone's preferences.

If the issue isn't about whether a player minds solving problems or not, but would feel discouraged from doing so - even if they wanted to - because it would required them to embark on a directionless information foraging excursion where all they know is that they don't know things, there is validity around the idea that this aspect is an unnecessary source of friction on top of everything that's already required to understand and be successful in the game.


100% agree, this should all be in the game. This is why you have people playing hideout warrior - crafting is exponenially more profitable than any other activity in the game due to asymmetric information.
"
"
iHiems#0168 wrote:

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


This is exactly why I don't craft. It is very tedious and have to search 3rd party websites and also take it up another level and simulate crafting on craft of exile to make sure you don't waste your precious omens since they can be so expensive. It's better to sell the crafting materials and buy the item directly from the market.


Yea. Imagine if for let's say desecration the game would show you the available and obtainable desecrated affixes when you put the item there in the desecrate thing

Putting X lvl boots there, is it really that hard to make a UI side panel with:

Resistances available (toggle to open and show the resistances) > panel opens > it shows

#% to Cold Res
#% to Lightning Res
#% to Caos Res
#% to Fire
% to Fire and Chaos

etc

Then the appropriate toggle for each other tag such as defenses

It's not like you're turning the game into a diablo 4, you're just giving the player info that should be obviously made available without a website. It's qol, UX improvements that helps everyone from new and casuals to hardcore players
Last edited by iHiems#0168 on Mar 14, 2026, 5:04:16 PM
I thank everyone who has the concurring opinion to me. Everyone brought out good examples. Those who suggested that I stop playing or to play something else like D4. I have played D3 for years which was difficult to roll gear and got boring, but poe 2 is to me 100 times harder. What really bored me in D3 is that set gear was supposed to be the best and it would drop abundantly without having the best stats that would require me to play 12-16 hours a day to get better stats. I am tired of that. I played league of legends for years. I liked it a lot for two reasons game play was 45min to an hour for each game and the gear always had the same stats. So it wasn't based on rng and long hours of play time everyday and it was fun. This season in poe 2 with the vaal temple I can't even begin to build a temple. I have been running temples with my brother and we been getting so many divines that I now feel what is the point of playing anymore. It is disappointing that we can't get even one mirror of kalandra. We found only two kinekora locks. I remember in school we had some computer games to help us learn, but I hated them because the games required us to spell a word, answer a math question or to read something. I feel that games should have little to no reading, math, science etc. Maybe if poe 2 had bigger rewards in the beginning and easier accomplishments all the time and made everything easier to play, it would be more exciting to play. I see that this game puts us with disabilities and hinderances such as without life, manna, movement speed, armor, evasion, energy shield, resistances, chaos resistance, stun threshold etc. And what the heck is really chaos damage and consecrated ground damage. Its invented damage to hinder, disable players.
Last edited by gscarano1123#7928 on Mar 17, 2026, 5:45:09 AM
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Another concern is the heavy reliance on RNG. Many rewards and achievements feel like they depend more on luck than effort. Even when players understand the systems and optimize their builds, it can feel like pulling a slot machine lever thousands of times hoping for the right outcome.


this is a thing that most of players of ALL games are talking about for years
but for business it is a best option to get your money and time for charts, shares, more income.
some governments made loot boxes illegal, but gambling in games is in the beginning of being forbidden, i hope.

many devs have an option to change their monetization strategy, think harder, experiment more, but mostly that means work harder , and sadly, people over the world are trying to avoid that. it is too risky while there is a way for easy money.

but it is another bubble, which will disappear with HUUUUGE negative effect for such devs, who want easy money instead of quality of their products. such studios will be closed when players just stop playing all that gambling shit after some time . or when more governments will react on this and there will be anti-gambling laws for game industry.

hope it will happen sooner than later. not hoping devs will change their "easy money dopamine slot machine" strategy to something worthy

i stopped paying for gambling. maybe i will continue playing, but for sure will spend ZERO money because of such devs behavior (and that's how we all can bring better time sooner than later - business knows only money language)

updated= i also agree that ALL Game info should be accessible IN GAME, not outside. and such info should UNDERSTANDABLE for any player ( very nice example with abyssal modes on omens... another example is tiers and levels t1 is 82lvl etc. so without going to website everyone will think "wtf are those mods and how the hell i will know tiers levels???" )
Last edited by ungamer321#7175 on Mar 17, 2026, 7:13:15 AM

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