LET ME PLAY 0.1 AGAIN!
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0.1 you say? Grenade launcher and supp gem that casts 5 novas at once is what you deserve.
Last edited by Azimuthus#1135 on May 13, 2026, 2:42:52 AM
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Then i could play my first character again! Merc!
WASD and just hold down the button as i rapidfire down the game! (kindly give me back my rogue-light shooter haha) Cant have to much Junk in your Stash
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You sure that you want 0.1? I think what you want is to relive being new to the game because AFAIK Count Geonor, Jamanra, and Doriyani didn't change in the campaign, they are only easier in the endgame.
Tech guy
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we did not know much about the game then becouse it was new. if u can't understand that then u got some brain problems.
now when we learned how to link-up our gems corectly and how to get damage, that dificulty should be the sweet spot. game now is LAUGHABLE ! IGN : __FrosT__ Last edited by Dark0ne#6104 on May 13, 2026, 10:10:04 AM
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I think you guys over-estimate the average gamer's capability.
My friend who has gamed his entire life but never touched PoE1 - but played the shit out of D2R - played PoE2 for the first time this league and A1 Geonor absolutely demolished him his first few tries after some long attritional fights. It is the case that now he effortlessly insta-phases him (as long as he's playing witch lol). But I think that's how they are aiming for the game to be. I'm not sure what you're expecting from an act 1 bossfight, but I think you're just going to have to be disappointed that you're never going to be able to 'unlearn' his mechanics or your muscle memory from doing the fight 100 times all on top of your increasingly larger amount of game knowledge and mastery of the inputs, and that all of that is going to make it feel easy. The only way to make it feel "tough" would be to put some serious restrictions on the gear you're likely to have by the time you get to the fight and make you play an unfamiliar build. I think even this would be just be criticized by adept players for making boss fights feel like a 'damage sponge'. I think it's good to be reminded that because once you do have that mastery, you don't have to consciously recognize that you have it and it makes it easy to forget that you have it. It also changes your perspective - you're more likely to pay attention to the fact that all you had to do was dodge roll for 5 minutes with your crap weapons and pick him apart slowly. You'd ignore the part where you perfectly timed the cadence and timings of his mechanics without even consciously trying - something that most average players would likely take into account when discussing "difficulty", and which was also not hard-coded into you yet during 0.1. I love challenging games and I'm a through and through hcssf masochist signing up to learn everything the hard way but I don't really thing it's possible to revisit that 0.1 experience and the closest we'll get is when doing new content on a new class when they release it, but even then, we'll still have all our accumulated knowledge. This sort of "wish to be a noob again" thing is why I tell people never to use a guide on their first playthrough or for as long as they can hold out. You only get an opportunity for that "blind" experience once - and for me it'd be a shame to look back on it knowing it wasn't entirely my own. Who am I to say anything, I don't respect my time either.
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" The argument that we can't have a difficult ARPG because we "already know the mechanics" is false. Look at what happened during the first 48 hours of Patch 0.2.0. Even with the baseline white mob nerfs, that patch launched with a massive 400% HP scaling modifier on rare minion packs. In start of 0.2, you couldn't just play braindead. White mobs still died relatively fast so you felt strong clearing them, but the couple of rares scattered through the zone became an actual challenge that required a flawless execution of your full skill combo just to clear. It created a perfect balance. Regular trash mobs should clear quickly to keep the game moving, but the entire sandbox, including those white mobs, needs a much higher damage impact so you can't just ignore them. Rares and campaign bosses specifically need that threat combined with massive health pools and dynamic resistances. If an encounter can’t heavily punish or kill a player running a glass-cannon build with zero defensive layers, the game isn't hard, it's just a passive dps-check. Give us a dedicated Ruthless Mode that officially brings back that 0.1 / 0.2 (start of 0.2) style of high rare-pack scaling, white mob damage scaling, and boss scaling. |
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Yeah the is no real hurt to the game ramping up the difficulty of the campaign if it's done as SEPARATE DIFFICULTY OPTION.
My 0.4 leaguestarter: Lightning Spear Amazon
https://poe.ninja/poe2/profile/default_mp3-9394/vaal/character/fava_amazonls |
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I also enjoyed 0.1. I believe it's my most played patch.
I think the mass reception was too negative, and they had to pivot. It appears to be the minority that enjoy a truly challenging and punishing game. |
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" I agree that the negative mass reception did not seem entirely fair to the game. To me it almost felt like a critical mass of dopamine-addled PoE1-brain cookie-clicker players who were literally experiencing something approximating withdrawal symptoms and attributed that irritation to "bad game design". Most of the criticisms about PoE2 were filtered through a PoE1 lens from people who were confused why PoE1 strategy wasn't working in PoE2. Imagine a legion of addicts testing out a new unfinished and less-potent substance than what they're accustomed to and expecting a normal, properly emotionally-regulated feedback response lol. Probably explains a lot of the hyper-vitriolic responses we get on this forum too. Who am I to say anything, I don't respect my time either.
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" +100 Couldn't have said it better myself. No Rest For The Wicked also had their fair share of the same crowd show up in the beginning, but they didn't bend over for them, thankfully. "Sigh" Last edited by IonSugeRau1#1069 on May 14, 2026, 7:44:51 AM
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