One thing to take from Wolcen - I hope for PoE2
1) Leveling past 90 is an achievement, it's a reward for playing well, and is not build defining or mandatory at all to play any end game.
2) Poe already offers 6 portals, which is more forgiving then wolcen in how many tries you get. 3) With very rare exception, there's no one shots in Poe that couldn't have been prevented. Maps and areas tell you the mods, your character screen tells you your defenses, and with something like metamorphs you even get to pick the enemies skills. Yes, experience is needed. If you're brand new then you'll die a lot learning, and I find that a perfectly acceptable trade off to get a good, challenging fun game. |
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" Having four lives per battle would seem to encourage recklessness of play. Kinda weak sauce. |
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" They already nerfed life leech so much its pretty much useless compared to what it used to be. I dont remember when was it, maybe you werent playing PoE yet, but back in old days Vaal Pack used to be instant life leech. Also Berserker used to have global life leech. Which means you could pretty much go from 1 life to 10 000 with single hit, no matter if you used attack or a spell. |
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" True, but certain bosses had (and still have) 1shot mechanics, so no matter how tanky you'd make your character, recklessness would always end up costing you. The issue really is that PoE is unpredictable in it's stability, so even very well done boss fights where every move is seen clearly, because of some random ping spike or a half a second frame freeze, you can potentially die without being able to do anything about it, but quite honestly apart from few unlucky players, it's not exactly a wide-spread issue. But even then, if PoE2 is supposedly gonna run much better and smoother, i think i can quite safely say, that thing will dig it's claws back to the roots of countless oneshot mechanics like there is no tomorrow. And tbh, i will welcome it. Because as far as difficulty goes, this was and hopefully will be yet again the hardcore arpg experience in every aspect it can be. No rest for the wicked.
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" Maybe its just personal opinion, but it doesn't feel 'hardcore' or difficult when I die. I know I could have made build choices to have 3k more hp, and layered defenses. Its just far more efficient to skip bosses phases and clear 5x faster. PoE rewards fast gameplay and glass cannons, and you will just die sometimes. Im not saying its not fair, its just not super fun. There is rarely a gameplay moment where I make a decision that saves or kills me. I made them days or weeks ago in build design. By pushing one shot mechanics, we have gone even further down the road of build design being the real game, and gameplay itself being far less meaningful. Its almost an ARPG simulator. I mean, you dont have to play tons of hours to determine success, you only need to build your PoB. |
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" Its always weird what people consider casual. Like, the actual gameplay of D3 is far harder than PoE on a mechanical playing level. But the depth of the game is non=existent and casual. On the other foot, PoE has a ton of depth, but the actual game play is super casual. Lots of builds operate on spamming one ability, or you even play specs that dont even have an attack, like Righteous fire, and the game plays more like a simulation than an "Action" rpg. What I would like to see, is a game with D3 combat, and PoE depth. |
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" ^^^ Agreed. It becames a lot worst year after year. If u look at the beginning it had a better combat with u at least using more than 1 skill and buffing/pot depending on the ocasion. Now its a piano for pots and just zoom zoom everything explodes (literally...) killing the mobs and eventually yourself on post death explosions. |
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To address some of the early replies to my original post:
1. Being a "new player" or "casual" has no bearing on the merits of the proposal. 2. Phasing out insta-killing and introducing something like the system in Wolcen will not "trivialize" the game because no matter the mechanics, the best players will always end on top should they choose to put the time in. Just like in college, when an exam is graded "on a curve" it doesn't matter how difficult the questions are but how you compare to your classmates. Thus, "top level players" need not feel threatened if the insta-kill mechanic gets mitigated. What matters for many is that the game feels punishing, rather than hard. When you feel bored and half asleep map after map just to suddenly see "resurrect in town," something can be done to keep customer engagement and satisfaction (and profits) better. Also, after Diablo 3, I am a bit surprised that there is no cheat-death mechanic in PoE. When stakes get high (days of playtime erased) it appears to to a stable item. |
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I would not want this death-resurrection system implemented in Path of Exile.
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I would not want this death-resurrection system implemented in Path of Exile.
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