We welcome First Impression posts! Please be nice to those posts.

At first couple of mins of playing this. Looked like a low class typical game. Animation and effects are not so good for me in the beginning. But later on, the more i am playing the game it become better. Only having problem so far are i am confused with so many things as a beginner. Skill tree is so many. Dont know which one i should put my points. And the skill gems also. Which one should i use. I know i will gonna figure things out soon. But my impressions is not a beginner friendly.
I was thinking about Poe and its complexity. I think Poe 2 should be choose easier for new players. Maybe if u add "paths of exile" in skill tree 2-3 ways of builds for each character that new player can go. If u implement standard builds in your trees new players stay more in game. They will be know what to do. OF course Pro players could on/off this tips. The rest of the game is easier to learn than this. I think its the easiest way to take care of new players. Sry for my English
Ok next thought. These paths can be shown as little transparent circles red, green and blue. Each char has specific gems drop rates in missions so when u end quest and choose for example fire arrow skill your skill tree will show the Path of the most standard and common build for the archer for fire arrow. I know that will be easy way but i say one more time it should be on//off tip.
Poe has so many pro players. We have pastebin and poe builder. I think copy paste some the most standard builds for GGG isn't so much problem. I think Streamers help u with choose which build will be the best for new GUYS. They have many films on you tube. And many players stay more in game to end this build or another. 3 builds x 7 characters are tones of hours of playing game and many new players that stay in game for weeks:)
I am in a rough spot when it comes to this game. I really like many things about it, and I have spent a good deal of money supporting it, but I know my time here is limited and eventually I have to get away from it because it literally changes my mood and behavior. It is one of the few games that absolutely rages me at times.

One simple thing for me, I absolutely cannot stand the experience loss at higher levels. This is a game that is designed to kill you around every corner. So why in the hell would it be necessary to penalize a new or semi-casual player that is seeking to take risks and progress? All this does is cause us to back off, do content we know we can do, and then the game becomes boring or stale. Suggestions I have heard were to only do so when you first reach the next level. Just think about it, that is a ridiculous way to have to play.

For those that love the experience loss, great, just give us an option to play on a different type of server with less experience loss or other means of penalty that does not punish the already slow progress at high end. I would even be okay with 5 chaos loss each death or something. This way, you could earn the money to take risks and still not go backwards in level.

Another, easier solution, just give us an option to turn off experience at level 90. For some reason, Seeing experience go away just makes some of us feel like shit and that we are wasting our time. I am for sure one of these people. I like to take my time, plan things out, not always rush (yes the time limits in this game drive me nuts at times too), and always seek progressing forward, even if it is small gains.

I have reached a spot in my life where time is the most valuable thing. I am not going to play a game where I see two hours of my time just disappear or seem to anyway.

I closing, there are many things I love about this game, but this one major thing is too big of a deal to keep me around for a long time. My wife will divorce me if I keep playing :)
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AgentPyye wrote:

Another, easier solution, just give us an option to turn off experience at level 90.


100% best solution i have heard to the exp loss issue that would not enrage a significant amount of people *salute* safe travels exile.
Innocence forgives you
I think the Metamorph bosses will be cool when I reach higher level. Dying in the first level (aoe fire /w zero resists) reminds me why I always skip the league stuff until end-game. It seems that will be the case in this league again, which isn't a huge deal.
I would post a first impression if there weren't still two hours of game download left.

Seriously.

Other friends have been playing for an hour and a half already. We were supposed to party together. We are all in Australia.

The download through the stand alone game was about half an hour. Through steam, it's been 2 hours and counting. 4 hours total.

I am REALLY, REALLY
Wow weaver camps the doorway and insta-kills me when I enter. I'm not even sure I'll be able to complete quest.

Edit: I killed it but dam, that was tough! I think my build suffered hard with passive pathing through straight life/str. Glass cannon may have faired better.
Last edited by beefnuggy#6270 on Dec 13, 2019, 6:02:37 PM
I've come back to the game after a very long hiatus. Started playing just before Conquerors of the Atlas came out and I basically had to get used to actually playing the Atlas, because in my previous stint I didn't get to max level.

The Atlas, for the brief period I experienced it in its old incarnation, was a very exciting tug of war between the Shaper and the Elder. I felt it live and breathe as I did my maps, with the Elder grabbing some land here and there. Or the Shaper blocking the Elder's progression at certain chokepoints. Or again the Elder spreading like a plague when I fought the Shaper in those chokepoints. This was also signalled visually with beautiful, moving art on the Atlas itself as well as on the map tilesets. Stars and tentacles gave the whole thing an appropriately eldritch feel, in line with the general tone of the game. A whole feast of immersion in the fantasy, in short!

And it got me coming back again and again, trying to hunt for the next Shaper Memory in incremental steps.

The New Atlas has very little resemblance to that, as far as attention to detail goes. It does very little for immersion. The regions, once you meet an Exile, are coloured in pastel shades that have no place in this gritty world and look as if someone used the Fill function in MS Paint or spilled their watercolour on Zana's carefully traced glyphs. The zones are static, the stars and tentacles are gone, not replaced by anything specific to the Elderslayers (e.g. a pattern made up of symbols specific to the Elderslayer's class). The Shaper's voicelines are gone from each of his influenced maps, further reducing the immersion. Exile voicelines exist, but you only bump into them during fighting and they get lost in the commotion. Shaper voicelines at the beginning of a map were a declaration that set the mood.

That was all about the flavor side of things. Mechanically, I don't necessarily mind the RNG grind hunting for Exiles in specific zones, but the problem is that I can't tell from a glance in my Map Stash where to go next. I always have to switch between Atlas view and Stash view to remember which maps belong to which reason. In the Old Atlas this was not an issue because the maps had specific Shaper or Elder borders in the stash, so I could quickly chose between them. Maybe the RNG for Exile encounters could be tweaked a bit, but more importantly the hunt should be made more interactive and exciting. Right now it feels like a bare bones kind of system concept.

All of this does not make me want to come back to the New Atlas again and again.
Last edited by evanb0#3581 on Dec 15, 2019, 4:39:57 AM

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