Is Path Of Exile too much to handle?
I've played the game for what seems like an eternity. watched it evolve from 3 Acts with a metal credits theme, to 4 Acts to 10 Acts. tons of content, mechanics, things to do and collect...
But... did it gain too much content at this point? Played a bit of D2R and besides the obvious nostalgia, it just looks more... clean. simple. you do things without being bombarded from all sides by legacy league mechanics. find gear that doesn't have a hundred thousand possible affixes. skills which aren't a mountain of legacy and current gems and variations of them. travel a linear path with a beginning and an end. I understand the possibility of doing all the Heists, and Temples, and Delves and Atlas and side-activities is what many players seek. the freedom of choice. But on the other hand it's just pure chaos in my opinion. Merry Christmas everyone! Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Dec 27, 2021, 2:23:04 AM Last bumped on Jan 9, 2022, 2:55:52 AM
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It does make you feel like you are running around like a headless chicken at times.
My personal favourite is: lets just do one map and go to bed, find and abyss depths in there and zana with an abyss depths or some shit in her map too and half an hour passed... Another issue is base content is unrewarding in comparison to side content. You could otherwise just ignore it but nah, there is justified fomo so you gotta prioritse the side content that you may otherwise hate. POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1. |
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i dont mind that there are many thing to do,the problem is that most content is unrewarding and not worth doing except early on in a league
Last edited by Lyutsifer665#1671 on Dec 27, 2021, 3:03:55 AM
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Well, all legacy content is nerfed like 10 times alrdy. So why worry?
Or you didnt know that? |
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I don't think PoE has too much to do. The reason is because you don't have to do it all. You can pick what you do.
I think the "issue" is that most human beings have to be told what they should be doing at any given time, and PoE doesn't do that for you, so people feel lost. You get to pick what you like in PoE. Let that be a strength and not a weakness. |
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there isnt too much to do, in fact if you want to be efficient u just pick one thing and do that, say u want to farm awakener orbs, if u go for that, u just skip everything in a map rush to boss kill boss, leave map, u dont have to engage in eveeerything, say u want to do delve u put delve scarab pick up sulphite, leave
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" thats not exactly a problem, this is simply due to nature of trade sc league, items come into economy but they dont leave, so only the rarest of rare items go up in price infinitely and everything else crashes into the ground |
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" That's fair. However to me a game should have well defined boundaries. Kind of like D2 had or PoE back in 2013/14. In that sense any additional content can be a free DLC or an expansion e.g. "Path Of Exile: Delve" rather than something in the core game. A "pick it up if you want it" kind of thing. Think of current Path Of Exile as if someone just shoved 1/4 of Steam's library into one game. And you don't get any checkboxes on the installer or main menu to select the stuff you want. It's all there. Over 10 years worth of stuff into one ggpk, where it could have been multiple games in my opinion. The upcoming "Path Of Exile 2" is more like a "Path Of Exile 5" in terms of how many iterations the game actually had without changing terminology. Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Dec 27, 2021, 5:46:07 AM
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It's on every player to decide how they want to play. If you don't like the game, move on to another. If you still find "fun" to be had, keep playing. It's a game. It's not a marriage. You don't have to make it work for the sake of the kids. You can play, or not, and there's no drama.
I tried, once again, to start a Standard character. There's too much stuff for me to enjoy it. My stash is overwhelming. The goals I have in League play don't translate well to Standard. But that's on me. I just need to decide if I'm going to play it, or not. Pretty much going with "not". And that's ok. No drama. League play is getting to the point where many of the goals I normally try to achieve are out of reach. The complexity of building a character, with all the crazy stuff you can do with timeless jewels, and Clusters and whatnot is overwhelming. Playing just "vanilla" PoE wont get you far. The game has been tuned for those that know how to exploit the newer stuff. If you do it right, the game is easy. If you do it the old fashioned ways, it's not. |
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I don't think there is too much, but I do think they should give us more power to decide when and what we see in an instance. Each region having a mini-tree that let you have some power over what happens in that region was a good start, but they mostly enhanced the mechanic, rather than it being a checkbox as you stated above.
Getting rid of Prophecy was stupid (although I will concede they had some work to do with it with the release of POE2). It was one of the few mechanics where the player had nearly full control of when and how they saw it. A player could go an entire league and never see it if they didn't want to. And that's the mechanic they decided to cull. Just a bad choice. I think all the systems is a strength of POE. One man's trash is another man's treasure. I personally love the Syndicate and I know that's not a universal truth for the player base. Having a lot of options means each player can find the system they enjoy. The real issue is people can't seem to just run passed something. If it is there, they feel compelled to do it. In order to play POE, people need to be able to get beyond the fear of missing out. I don't think GGG should have to cater to that crowd by culling mechanics that some people like. I also dislike when a mechanic far surpasses all other mechanics in terms of effectiveness, making ignoring it feel really bad. That's what 3.13 harvest was; it completely outshined any other crafting mechanic in the game. It made finding things on the ground completely irrelevant. The game became Harvest crafting simulator and everything else paled in comparison. If all mechanics are balanced appropriately, I don't mind them all being in the game. They just need to find a better way to integrate them. The 10% spawn chance is not a good long term method.
Spoiler
Legacy Stones...that's the answer as far as I'm concerned.
Thanks for all the fish! Last edited by Nubatron#4333 on Dec 27, 2021, 7:14:50 AM
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