Your top 3 downsides of POE

1) Performance is utter crap and eats up $5k rigs for lunch. And it keeps getting worse. Of all the things broken or deal-breaking about this game, not being able to run the game is, well, number ONE. Every league, yet another encounter type or activity goes on a list of things I can't do anymore because they lag, freeze, stutter, or crash to desktop. Odd that they went smoothly when they were still new and "untuned" during their league debuts - Betrayal, Legion, Delirium, Heist - but even one league later, something has changed and now they're a slide show.

2) UI/UX is a deliberate Kafkaesque ordeal. Clunky skill mechanics, lack of support for controller/adaptive input, spammy micro and RSI-inducing reward system, HUD and screen clutter in a visual-cues-heavy game...these alone would spell grave tidings for a game competing with AAA titles...but that's not all. Nearly all client-side workarounds (macros, overlays, custom HUDs, various input devices, particle/bloom reduction, etc) to reduce eye strain and mechanical injury, are at best, UNSUPPORTED, or more likely, STRICTLY PROHIBITED. The dev philosophy seems to have doubled down on carpal tunnel, eye strain, and operational fatigue as proxy measures of player skill, for want of creative ideas on how to reward critical thinking skills under pressure.

3) It's not really a multiplayer game. It's a chat room/ trade room with RPG elements. Better support for multiplayer would entail addressing issues from 1) and 2) as well as reworking the concept of SSF and HCSSF. Better guild structures and support, better trade API, better support for low graphics cards and multiplayer tile load, shared map exploration, better scaling of encounter acuity with party composition and number, and unique and separate reward systems for HCSSF and SSF to make those game modes more viable and feel "right" without gimping the individualistic feel. PoE might survive having crappy multiplayer experience if players primarily play for their own ends, and can expect to solo most encounters successfully; however, in future, any content that absolutely requires 2+ players in a zone to complete, e.g. simultaneously unlocking doors or something of that nature, will drive players away due to the horrid performance and threadbare party/guild tools.
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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Vennto wrote:
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I don't want the game to be too easy. Most of my points are quality of life.


And here is your list of stuff that... well... makes the game too easy ;-)

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2. Bring back deterministic crafting. 3.11 Harvest was a good start.
7. No immunities on monsters. [Expedition]
8. Remove physical/elemental reflect from the map pool.
13. Simplify Heist
14. Make talismans well-rolled again.

Out of the 16 points a whopping 31% of your wall of demands adresses things that directly make the game easier. Technically you are right, "most" of your points don´t focus on that. But given the fact that this thread asked for your 3 biggest downsides and you managed to cramp up 5 in there that directly challenges the level of difficulty I´d still say you are horribly overwhelmed by the game and need it back to mickeymouse in wonderland level.

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Your other two points are completely useless. They don't add any solutions, don't add anything to the discussion how the game should be heading.
(Ofcourse GGG should introduce new cool endgame bosses with fun mechanics... Wow Einstein!)

And to that comment - First of all, the Thread was asking for my personal view on the biggest downsides. It did not ask for me to give my thoughts on options to improve upon it. So there´s that first of all.
Secondly, giving feedback is already useful as GGG can make up their own mind how they want to adress problems that are brought up by the community. And third: I specifically explained what is crucial for me to enjoy a boss-fight. It is not the drops, it is not the speed of how fast I can kill him or how deadly he is (well, kind of - without risk there is no sense of accomplishment), it is the mechanic skill that is needed to beat him. So yeah, I am pretty sure I made a very valid point what kind of bosses I want to see. Just because you can´t understand that as it surpasses your "give me everything free and easy plzz"-mindset does not mean its not a valid point.


Killed Maven, doing delirious mapping, killed all bosses. Your claim that I want the game to be easier because I suck without knowing anything about me shows that you can't defend yourself with factual discussion points. Your attack on me on a random thread because I deviated from the format tells me you are nothing but a weasel.

I only consider 2 of my points making the game easier. And one of them I placed at spot 14.

2. Bring back deterministic crafting. 3.11 Harvest was a good start.
Makes the game easier yes but also a lot more fun and something to work for in endgame.

7. No immunities on monsters. [Expedition]
Doesn't make the game harder just more annoying.

8. Remove physical/elemental reflect from the map pool.
Doesn't make the game harder just more annoying.

13. Simplify Heist
You removed half of my point. Remove gearing/leveling from the rogues. This is not making the game easier just less tedious.

14. Make talismans well-rolled again.
This makes it easier to find good gear. You are right here. I bet there's not a single person who's picking up and looking at talismans.
Last edited by Foortsatak#1644 on Sep 8, 2021, 1:02:20 AM
1) WAY too much game information can only be found outside the game.

Even no-lifing a league start for weeks on end doesn't net me the actual tens of thousands of crafting mats needed to 'experiment' with crafting items and item bases. The item level 69 cluster jewel dropped... Are there mods that can't be rolled on it? How am I supposed to know? As stated, I can't just waste my precious mats on seeing IF an item can roll something I'd like.

Please for the love of planet Earth, add in a hideout bench that shows the possible natural rolls of an item that I put in it. It doesn't even need to show higher item level rolls, just what it CAN roll and below. GGG do you want an absolute fool proof way to add hype to any league? Add this in.




2) Crafting and item bases / influenced bases.

It just feels straight up *bad* to try to craft on a non BiS base, and there's SO MANY redundant / bad item bases in PoE. You could remove the majority and most players wouldn't bat an eye. I Just counted the amount of 1 handed sword bases. 53! FIFTY FRIGGIN THREE! And how many different implicits? Five. Is it THAT hard to cull those bases down to say, 15?



3) Boss fights and target farming.

Yes yes I know, I'm SSF so my opinion doesn't matter. But MAN does it feel bad to not be able to at least FIND the bosses to fight. And don't get me started on Divination Cards, what a wasted potential. How about an experiment for a league; Have Div cards have a small (5%? 10% at most?) chance to drop off specific map bosses, instead of the mobs in the map. Might be a tad more fun trying to get to 'small' boss fights each map for a reward, rather then just one tapping a screen at a time.
Possibilty of suffering from massive damage without reaction time (no-go)

Defences (e.g. Armour should reduce a certain percentage of the damage plus the known reduction). So it would be more of use against high damage.

Trade, I would like to see no trade in general (maybe only trade with people you have played with for a certain amount of time, better for a minimum amount of killed monsters, so no afk and you are still part of that group), instead more (semi-) determinístic crafting.
obey - consume - marry and reproduce - submit - watch t.v. - trust the internet - conform - do not question authority - sleep - buy - do not think - die
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Force always attracts men of low morality. - Albert Einstein
The Atlas - rng of map drops, too grindy and repetetive

Characters too squishy - HP drops too fast to react to

Too much visual diarrhea - hard to see what you are targeting and what is targeting you
1. Repetition
2. ..repetition
3. ...repetition
...narf
1- oneshots!
2- oneshots!
3- oneshots!
i have a wife and 2 kids = not mutch time to play poe LOL
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1) Chris is basically trying to be the class bully while also trying to be everyone's best friend. Doesn't work. That contradiction is the heart of all of GGG's problems.

2) The "expand forever" model. Simply ruins what was a great game. They never should have made that their strategy.

3) Trade. To make a game based on trade you have to deprive people of access to stuff to create artificial demand. There has to be content that's simply too hard to complete on your own. Some players love this, and others hate it. I get that. I just happen to be in the second group.

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