Trivializing content/bosses is a huge problem and you're playing it down, Mark.

"
Idk people are trying to argue against hard data, that's extremely silly.


Nobody is arguing against the data, although I'd hardly call it "hard data" as we're all just basing that on what Mark has said in an interview, we don't actually have access to their data.

But like I've said previously, based on their stated data... there's a serious issue there. The discrepancy between a "smart" player and an average player is really high before we even talk about any time investment in said character or build. And as we've established earlier... the "smart" requirement isn't even all that high to begin with to reach OP status super early... it's just a few general notions.

If, for example, every player received an unskippable tutorial video that tells them those 4 things I've mentioned... everyone's times would drastically go down.

In that same interview they also talk again about how life on tree felt like a noob trap to them and they want to avoid that. Well, not knowing those things I've mentioned can also be put in that same "noob trap" category.... as their data shows clearly.

To me, the way Mark talked about the data, it felt like they're taking it at face value... oh number is where we wanted it for average times so it's fine.

Like woah, wait a minute there buddy, aren't we going to investigate these a bit further? Let's look at -how- those 2 minute average times were achieved and see if there are issues there, let's do the same for the 8 second guys and the 4 minute guys...

If they did that, they would be hard pressed to notice that they aren't getting those average times they want because balance is where it should be for the most part, but rather that those players are falling into noob traps set by GGG via the game's power scaling system. Which doesn't get explained to the players, at least not in a proper way as far as I'm aware.

IF they would've followed their own plan from years ago, where they said that most support gems, for example, will not provide damage multipliers and will be more focused on changing how the skill behaves... perhaps the raw data would've been more indicative of the truth, but we're not in that universe.

We're in the + level of gems up the wazoo universe and more multipliers and so on and so forth.

Ironically, it seems like the more casual players are getting to experience the boss fights properly, and those that have a little more knowledge of the game's scaling and systems are in fact punished for that with a poorer experience.

I don't know how that sounds for you, Mark... but it doesn't sound so good for me.
"Sigh"
Last edited by IonSugeRau1#1069 on May 15, 2026, 4:16:23 AM
"
snip


right but they DO have all the data.
do you think mark just lied or made up a number that isnt real?

you dont get to act mad about an assumption thats actually based on something then try to follow up with your own baseless assumptions and conspiracy theories.
:D
Last edited by JODYHiGHR0LLER#6171 on May 15, 2026, 6:06:50 AM
I agree that GGG has a problem to fix. I also think that answers that they gave during QA were at least alarming. When we add to that the way they introduced Atziri to the game (great story arc, underpowered boss fight), iconic figure in PoE universe, then we really need to stop and ask some questions about the future.

Over time I accepted that the solution to that (decreasing difficulty) lies not within realm of campaing.
It is true that the campaign get easier and easier as well as later stages of the game. From 0.1 till 0.4 players get better and better as the result of many different factors: player skills improved thanks to additional hours of playtime, more items are dropiing (changes to rare chests etc.), league mechanics give more exp and additional items as well as new sources of power etc.

We have to accept that for players with multiple characters created, wisdom and skill gathered thanks to that we are not going to feel the same challenge during the campaign.

HOWEVER that does not change tha fact that I agree that if they ignore challenge/aspirationl aspect of the game, they will have a big problem within the game. As I said, campaign is not the place for challenge for experienced players, but if they wont deliever actual challenge and aspiratoonal content in form of Pinnacle bosses then PoE2 will have a big hole within it and I fear for the long term future of the game.

I said in another topic: there must be something similar to the times when PoE1 introduced Atziri or Shaper. There must be challenge in form of bosses that are the reason why players keep grinding.
Yes, power fantasy is a great reason for many: level new characters just because I wanna try new skill or playstyle. But for many players, especially those who play 1 or 2 characteres, there must be something to aspire in form of challenge, not just different kind of the same flavour like grinding maps with bow char instead of mace one.

Devs said many times that aspirational content is crucial to the game, even for players who have no chance to achive that because it is still something they can look forward, to aspire and even watch their favourite streamer achive or fail to do so.

Once again, I accept that campaign may not be the place for that, but I really hope they will nail Pinnacle content in 0.5 or patches after that leading to 1.0.
Lauching the game without truly aspirational content will be a big mistake in my eyes.
Last edited by DenimBoy#1964 on May 15, 2026, 7:30:37 AM
"
"
snip


right but they DO have all the data.
do you think mark just lied or made up a number that isnt real?

you dont get to act mad about an assumption thats actually based on something then try to follow up with your own baseless assumptions and conspiracy theories.


My man, did you read what I wrote? Do I need to repeat myself a third time? All I've said was based on their stated data.
"Sigh"
"

My man, did you read what I wrote?


did YOU?

most of it was random shit you made up, assumed or accused GGG of not understanding (but you do, right?).

you not liking a data point doesn't change it and mark mentioning one of them in a brief, casual answer doesn't mean they are blind to other pertinent information.
disliking the number 2 doesn't change the solution to 1+1.

"

Do I need to repeat myself a third time?


i think you need to read your own posts twice before clicking submit.

"

All I've said was based on their stated data.


again, i think you need to read your own posts twice before clicking submit.
:D
Last edited by JODYHiGHR0LLER#6171 on May 15, 2026, 9:44:17 AM
"
again, i think you need to read your own posts twice before clicking submit.


I am Jack's complete lack of self-awareness.
Honestly, I don't understand why you consider it a problem for the range to be that wide.

Newer and casual players are the ones taking up to 4 minutes. Every player I know in that category is honestly pretty happy about that. Veteran ginders are the ones killing bosses in tens of seconds. They're pretty happy about that too.

Really feels like a non-issue to me.
Spoiler
"
DenimBoy#1964 wrote:
I agree that GGG has a problem to fix. I also think that answers that they gave during QA were at least alarming. When we add to that the way they introduced Atziri to the game (great story arc, underpowered boss fight), iconic figure in PoE universe, then we really need to stop and ask some questions about the future.

Over time I accepted that the solution to that (decreasing difficulty) lies not within realm of campaing.
It is true that the campaign get easier and easier as well as later stages of the game. From 0.1 till 0.4 players get better and better as the result of many different factors: player skills improved thanks to additional hours of playtime, more items are dropiing (changes to rare chests etc.), league mechanics give more exp and additional items as well as new sources of power etc.

We have to accept that for players with multiple characters created, wisdom and skill gathered thanks to that we are not going to feel the same challenge during the campaign.

HOWEVER that does not change tha fact that I agree that if they ignore challenge/aspirationl aspect of the game, they will have a big problem within the game. As I said, campaign is not the place for challenge for experienced players, but if they wont deliever actual challenge and aspiratoonal content in form of Pinnacle bosses then PoE2 will have a big hole within it and I fear for the long term future of the game.

I said in another topic: there must be something similar to the times when PoE1 introduced Atziri or Shaper. There must be challenge in form of bosses that are the reason why players keep grinding.
Yes, power fantasy is a great reason for many: level new characters just because I wanna try new skill or playstyle. But for many players, especially those who play 1 or 2 characteres, there must be something to aspire in form of challenge, not just different kind of the same flavour like grinding maps with bow char instead of mace one.

Devs said many times that aspirational content is crucial to the game, even for players who have no chance to achive that because it is still something they can look forward, to aspire and even watch their favourite streamer achive or fail to do so.

Once again, I accept that campaign may not be the place for that, but I really hope they will nail Pinnacle content in 0.5 or patches after that leading to 1.0.
Lauching the game without truly aspirational content will be a big mistake in my eyes.


Thankfully, I couldn't bring myself to go to Atziri after I've deleted her architect before I could see anything he does... I just lost all desire after I saw that. Hopefully, they'll realize the issues at some point and make it actually aspirational to get there and fight with her and all the other endgame bosses.

On the campaign part, I'll have to disagree personally. If they keep the campaign devoid of any challenge... it will become more like a chore to do then an actual experience to be enjoyed. As such, it almost validates the insistent push for campaign skips many have... and it also just devalues the whole campaign as a whole.

I still remember how fun Act 1 was and especially Count Geonor. It felt really good beating him after 8 or 10 attempts or so. It actually felt like my reactions to what he did mattered. One too many hits and I would be a goner. Ever since then though, I can get hit so many more times before I even feel like I there's any chance for me to die...

It kind of feels like he's just roleplaying as a boss now, him and everyone else.
"Sigh"
Last edited by IonSugeRau1#1069 on May 15, 2026, 11:03:47 AM
At this stage we're nearly at: "Looks like you're having a tough time. Since you've died we're giving you a boost! You gain +200% damage and +300% defenses for the next 60 minutes. This bonus can stack up to 10 times."
"
Honestly, I don't understand why you consider it a problem for the range to be that wide.

Newer and casual players are the ones taking up to 4 minutes. Every player I know in that category is honestly pretty happy about that. Veteran ginders are the ones killing bosses in tens of seconds. They're pretty happy about that too.

Really feels like a non-issue to me.


Honestly, I don't know how it can feel like a non-issue for anyone. To me it feels like the most obvious problem out there.

As a testament to this, I've asked AI to see what it says about that. I've tried to do it in the most objective, non-biased manner I could think of. This is what I got:






Here you go, more or less what I've been saying too.
"Sigh"
Last edited by IonSugeRau1#1069 on May 15, 2026, 11:20:25 AM

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