My recap of PoE vs D4 and why even still PoE is unmatched

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RandallPOE wrote:
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DarthSki44 wrote:


Disagree, but again opinions and experiences vary.

From lvl 70's-100 is well over 100 paragon points. The difference between 3 boards, to 5 with glyphs and min/max is far beyond "no meaningful progression". That's flat out bs to anyone that's actually played into the late levels. It absolutely matters, and the power delta from a 70 to a 100 is obvious.

I actually find myself playing with the boards and layouts, deciding on what to focus on. Lucky hit and the subsequent effects are a very interesting mechanic too. I'm having to make decisons, and look for affixes. It's deeper than I anticipated tbh.

Now I suppose you could say "whats the point, there is nothing to do", to which I'd say what was the real point to begin with? Build a character, make it powerful, finish your goals for the build, and then either re-roll, or wait for more content as the seasons roll out.

If that isn't enough to satisfy some, then D4 probably isnt for you. It's meant to be finished, not played forever. Refreshing actually (and I'm not done yet)


By 75 you've socketed 4 glyphs, the remaining paragon points are going to give you your weakest glyph and a bunch of stats you've probably stacked on gear anyway. At this point it's very much just more of the same - you've got all your skill points, aspects & the most valuable affixes on your gear. There's nothing game changing in the paragon board anyway - % damage to XYZ, %damage reduction from XYZ etc. Was hoping glyphs would provide more impact like POE keystones rather than just stats - there are the legendary nodes but haven't even used any of them since they aren't worth pathing to for what they provide.


I don't know why you are trying to minimize this when I know you have played it? Maybe its more character based or something?

This is not the experience ive had with the Pulverize Werebear I'm playing for example. The glyphs and pathing really matter, and change the way you gear/play. Whether it's the "Exploit Glyph" where you are making enemies vulnerable for a time period, or another that benefits stacking damage/reduction while your are fortified. These are not just stat sttuffers or multipliers, they are condition-based modifiers. This provides incentive to the player to make decisions on gearing and skills.

As I said perhaps this is a Druid experience, and not true for the other characters, but I'm not seeing it the way you are it seems.

Plus just from a desgin perspective, the devs will be able to supply new boards and glyphs, and perhaps eventually be able to make them rng based drops in the future. Imagine a legendary paragon board that a pinnacle boss drops for example, or random customized versions in the loot pools. Plenty of flexibility here.

Anyways idk what else to say, I'm definitely positive on this part of the endgame based on my personal experience. It's quite good.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on Jun 30, 2023, 12:06:18 PM
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DarthSki44 wrote:


I don't know why you are trying to minimize this when I know you have played it? Maybe its more character based or something?

This is not the experience ive had with the Pulverize Werebear I'm playing for example. The glyphs and pathing really matter, and change the way you gear/play. Whether it's the "Exploit Glyph" where you are making enemies vulnerable for a time period, or another that benefits stacking damage/reduction while your are fortified. These are not just stat sttuffers or multipliers, they are condition-based modifiers. This provides incentive to the player to make decisions on gearing and skills.



The Exploit glyph is pretty much mandatory for every class & build in the game because invulnerability is too good to pass up on, it's just increasing the damage of something you are already doing anyway. You use the glyphs and paragon nodes that synergise with your skills you are already using, they aren't game changers.

Something I'd say is more game changing is the sorc Fire Bolt enchant that causes direct damage to apply burning - you can use that without using the skill and it applies to cold/lightning skills. That opens up a whole bunch of gear affixes, paragon nodes and glyphs that do increased damage to burning enemies / reduced damage from burning enemies. I took that enchant an hour into the game and used it ever since, there's nothing like that on the paragon board.
Innervation: note I said they add to the story of the world/setting, not the campaign. Each side quest in DIV, and there are many, is written in a way that reminds you what sort of effect living in Lilith's world would have on human beings. It drives home the irony of the name "Sanctuary" constantly -- but frequently these quests also end on a note of hope. And that too is the theme of the game: shit's fucked but change is possible. Not all hope for a better tomorrow is lost.

And these really are side quests -- when I hit Act V and just wanted to know what happens next in the main campaign, I started skipping them all. As a result, my map completion of certain zones is MUCH smaller. Side quests shouldn't exist to empower the character significantly, not in a properly realised game world. They are optional and there for the curious, the compulsive and the completionists.

And that brings us to why PoE's sidequests don't do the same narrative lifting: they aren't really side quests for the most part. ARPGs traditionally don't have many at all. No one considers a quest that gives you a skill point a "side quest". They are mandatory. Add to this fact that in PoE, a so-called sidequest is usually nothing more than going somewhere and killing something (eg passive reset books in both acts 1 and 2 are acquired this way) OR retrieving an item for a truly pointless reward (looking at you, Cap'n) and it is easy to see the difference. Diablo IV's side quests can be quite detailed and take several steps to complete. PoE's, in the grand tradition of Diablo 2, not so much. Fairly thin npc in town has a request. Complete request. Get reward. Probably the only side quest I can think of that genuinely has some development as a result would be Love is Dead and you can tell whoever wrote that knew Clarissa and Tolman's story had already left an impact. Thanks Piety -- you were too good a villain and gone too soon.

And this all comes down to DIV being open world and having the dev army at its disposal to make said open world genuinely seem alive with relatable people and their personal struggles. As I said, DIV foregrounds its writing with a confidence unprecedented in ARPGs. PoE doesn't because its "unprecedented in ARPGs" doesn't need to. PoE's brilliance in writing came in the form of minimalism. A quip here, a moment of tightly packed character detail there. All in service of its unique systems. Writing at the level of DIV would have been wasted in a game apt to attract people who consider campaigns "tutorials". Hence my skepticism re the incoming campaign's significance but eh can't call it a sequel without one I guess.

That suffice as a response or do you have further queries?
The name says it all.
Last edited by 鬼殺し#7371 on Jun 30, 2023, 8:08:11 PM
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鬼殺し wrote:
And that brings us to why PoE's sidequests don't do the same narrative lifting: they aren't really side quests for the most part. ARPGs traditionally don't have many at all. No one considers a quest that gives you a skill point a "side quest". They are mandatory.
They're literally not though, so I suspect you'd actually find significant numbers of people perfectly comfortable to call them side quests if you were to ask. Mandatory in this context means they're required to make progress through the main campaign, not "I will always choose to do it".

Don't get me wrong, I absolutely agree the side quests in D4 are in many cases stronger (especially in a narrative sense) than the ones dotted through the campaign in POE - first and foremost because they more regularly involve characters as well as monsters and objects.

Are they better than, say, Heist? No, but then POE has had a lot more time in the oven.

And, I mean, long-term Diablo 4 players aren't going to consider missing out on the skill points, health potion increases, paragon points something they want to do either. They're going to choose to do most of those optional side quests for the exact same reasons people do those skill point quests in POE, and after the first time, probably skip all the dialogue in the process, just "going somewhere and killing something".
Playing PoE for couple years now and D4 in this last 2 weeks. They both have ups and downs.

Poe is still top in my opinion because of the variety of different builds you can try and make, Fast pace fighting, and great endgame.

D4 best part of it was I did not get 1 shot by anything leveling to 100. had tough fights but never 1 shot even without worrying on resistances or gear. Simple crafting. Was simple play thru more beginner friendly with a lot of different things to do besides level and endgame. A lot less math involved lol
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鬼殺し wrote:
That suffice as a response or do you have further queries?


Ah...I don't know. We know that lore in PoE is very opt in. I feel like its only fair to add in the terrain clickables and npc town-optional dialogues. Were this game 'that other game'
Spoiler
if D3 was TOG does that make D4 TOG2??
the devs would have shoehorned a lot of that dialog into the quest giving.

Then there is lore from stuff like Heist and Synthesis league. Those leagues were, in a very twisted form of the term 'side quests' in that you didn't have to do them to beat the game.

Taken all together, if a player would opt-in to reading all those dialogs it would be quite substantial. One might even find themselves writing a paragraph like:

The lore in PoE, and there is a lot of it, is written in a way that reminds you what sort of effect living in Wraeclast has on human beings. And not just human beings - play through the game with the Ranger to hear her opine about what it does to nature! It drives home the theme of the game name "Path of Exile" constantly - frequently these quests end with death - but also with survival. And that too is the theme of the game: life is tough - deal with it.

There's plenty of dialog that adds to Wraeclast's setting. But GGG seem to know the audience of the genre and were keen to put the main course (mechanics and dynamics) front and center. With gameplay there is a very grass-is-greener-on-the-other-side effect with ARPGs. I've seen it thoroughly this past year on the LE and PoE reddits where a new player is blown away at first glance and can't believe what they've been missing and boast that after 300 (or 3,000 if you're leaving PoE for another game) in 'the other game', this new one that I've put 13 hours into is JUST THE BEST and EXACTLY WHAT I WANT.

I'm not reducing anything or everything you wrote to 'this is just a honeymoon phase' but what I am saying is that from the outside looking in I don't see the differences. And I'm almost certainly never playing another Blizzard game so I won't be able to investigate for myself.

This does make me excited for the new PoE campaign though...I wonder what if anything they will try in the narrative arena that they didn't or couldn't in the current live game.
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TorsteinTheFallen wrote:
Hi everyone, I'd like to give my insight after playing D4 for few days.
Although at first glance it looks like Diablo 4 swallowed whole arpg scene, under all the shiny bits things are not that great in D4. There are many design flaws, uninteresting mechanics and so on to the point it becomes boring/annoying game really fast to my disappointment.

Progression: Monsters scale with the level of player. This means that every time you level up, whole world does the same so you are essentially weaker every time you level up. This gives you the feeling of never getting stronger. Your char feels the same at level 15 and level 40. PoE's scaling with zones gives much better feel with clear power spikes on the char along the way.

Controls: For me one of the biggest design flaws that ruin the precision of combat is left mouse click that has 3 actions bound into 1 (MOVE/INTERACT/BASIC SKILL). What this does is that every time you want to reposition you will end up standing in place attacking like a moron. Movement skills are very m
Now, you can UNBIND those actions but then new problem is created, you have to use 3 buttons instead of one.
This is a major problem because gameplay revolves around spamming 2 skills (basic and core) where now you either have both on left + right click and move with some 3rd button OR move with left click and use right click for one skill and some other for second skill. At the same time you have to juggle 4 other skills and their cooldowns.
I don't know what is worse, either having those actions bounded or not, but it feels horrible either way. It's probably designed to be played with controller primarily.
PoE compared to this feels razor sharp, precise and simple.
I plea to GGG not to ruin this with new gem system in PoE2!

Cooldowns: All D4 skills except the basic skill have cooldowns. This fact alone is something game breaking. This cooldown can be simple like timer or complex like depleted resource, something like D4 mana analog. Cooldowns can be from few seconds to few dozen of seconds and I can't emphasize enough how boring and annoying this is while at the same time basic skill of every class is so underpowered that you might as well not use it.
PoE doesn't cripple you like this. Even very early in the game you can spam you skills and have fun as much as you like with mana flasks.

Mob density and diversity: PoE is king of mob density and this is where D4 fails big time. Amount of empty spaces in D4 is staggering. You will find yourself walking and walking between areas with so little monsters in between you fast come to question "what I'm I even doing here?". Makes game very boring and time wasting and boy, D4 is designed to waste your time on walking.
Diversity of mobs in D4 is very low. There are like maybe 20 different monsters in the whole game and it shows.

Melee: Oh boy, did we all think melee can't be worse than in PoE? Well being in melee range in D4 is new level of bad. First thing that you notice is you're being hit every time when in melee range. Monster made a swing, you're getting hit almost without exception. You're getting hit a lot and it drives you nuts because your actions are so little worth. Have I mentioned cooldowns? Well you can't move like in PoE because of that. If you used your movement skill or "dodge" you're fucked pretty much. There's no defense layer as Evasion, you're getting hit non stop like a motherfucker. Not to mention that some bosses are very much anti melee designed.
Melee in PoE is million times better handled than in D4.

Campaign/Story: How lore is done in D4 is something that PoE can't compete, at least not with PoE1. But, even with top notch lore of D4 they managed to make PoE1 acts be much more interesting to play even after whole decade. Mob density is higher, diversity of skills and their modifications is higher, you can use your god damn skills.
There is a LOT more action in PoE leveling that in D4. It's simply more fun experience.

Endgame: there's not much to say about this, D4 can't come close to PoE in this regard. PoE has so much to offer for everyone's taste that I don't see any game being able to compete with it. Trading in D4 is virtually non existent also.

Good things about D4 are shiny new graphics and less meaningless friction that PoE has in abundance.
edit: "Shiny new graphics" is a bit disrespectful to Blizz devs. World is done beautifully. Art, music, sound effects, story, cutscenes, ambiance is top notch. I really did enjoy every part of that.


I'm not happy where core gameplay of PoE is atm either and PoE2 can't come soon enough. Ofc this is personal opinion and I think PoE got out of hand with some things.
-time requirement
-damage spikes which are always not primarily from monster damage but from char crippling thru map mods. If map mod shoots me in the foot by reducing my defenses for 70% I feel like my investment into defenses are wasted because I'll die either way.
In general, you die way too often in PoE between map mods, altar mods, mosters and random bullshit going on.
-big lack of QoL and lots of unnecessary friction that just gives frustration in the end.
-game needs to slow down and increase drop rates accordingly

All in all, PoE isn't a lesser game with introduction of D4. It still is the king of the genre despite low quality leagues lately due to PoE2 development.
PoE2 has the chance to blast the scene with it's quality and I whole heartedly hope it will.

My tldr:

Lore 9/10
Art, visuals 10/10
ambiance 10/10
Sound sfx 10/10
music 9/10
combat 5/10
monsters 5/10
build diversity 3/10
bosses 7/10 considering there is very few of them
UI 5/10
town layout designs 3/10 you gotta walk the walk dude
player interaction 5/10
stress level low

If you are wondering is the game worth 70$ depends on you. For me it is in the long run.
If you are looking another PoE (Diablo 2) you will be disappointed.
If you are looking for Diablo 3.5 with great potential in the future, jump right in.


once beta poe2 is out and even with 3.22 diablo4 will start to die slowly but surely.
They messed up the gameplay.
No idea how they could make it so bad.
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skjutengris wrote:
once beta poe2 is out and even with 3.22 diablo4 will start to die slowly but surely.


Nah, Diablo 4 will survive for many years. Hell, it will even thrive. Diablo 4 does probably have A LOT of players that have never really touched PoE - and never will.

But I seriously doubt that Diablo 4 will have this Ragnarok-like effect on PoE numbers that certain people are imagining.
Bring me some coffee and I'll bring you a smile.
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Phrazz wrote:
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skjutengris wrote:
once beta poe2 is out and even with 3.22 diablo4 will start to die slowly but surely.


Nah, Diablo 4 will survive for many years. Hell, it will even thrive. Diablo 4 does probably have A LOT of players that have never really touched PoE - and never will.

But I seriously doubt that Diablo 4 will have this Ragnarok-like effect on PoE numbers that certain people are imagining.



Let's break this down - "A LOT of players that have never really touched PoE - and never will". D4 will "thrive"

What are the categories here?

1) Diablo 2 players, who jumped into D4 - and a great many of these folks don't like D4 due to scaling, itemization, no targetted boss farming etc..etc.. MrLllama is an example representative of this group.

2) Diablo 3 players, who jumped into D4 - and a great many of these folks don't like D4 due to the lower loot drop rate, and the much much slower leveling.

3) New Players to the ARPG genre who are here due to the marketing campaign and hype - alot of these are the "dads with only 1-2 hours to play a night" and thus are progressing much slower then folks familiar with ARPGs. These are also the folks who absolutely abhor the concept of Seasonal content and progression resets.

So, in order for D4 to thrive they would have to:
1) Re-do end game farming from copy/pasta dungeons to more storyline bosses, and change itemization completely - keeping the D2 folks interested.
2) Speed up leveling and item drop rate significantly - keeping the D3 folks interested.
3) Slow down the release of new content to account for new players who consume content at about 10x slower than the average APRG person.

Do explain how you think D4 will "thrive" when it currently has an identity crisis that half asses interests of various customer segments but does not do a good job of knocking any particular segment out of the park; thus significantly reducing long term retention. It's literally the most average game across the board, other than graphics and arguably story.
IGN: RFIncBlood_1
Last edited by Omgmynamesux#5130 on Jul 2, 2023, 4:57:32 PM
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Omgmynamesux wrote:
Do explain how you think D4 will "thrive" when it currently has an identity crisis that half asses interests of various customer segments but does not do a good job of knocking any particular segment out of the park; thus significantly reducing long term retention. It's literally the most average game across the board, other than graphics and arguably story.


I don't like it either, after spending a decent amount of hours in the game in the betas. I think it's a progression-less, average game - at best.

But I didn't like D3 either, and have probably never been more disappointed over a game ever. I was even more disappointed over D3 than I was over CP77. That said; D3 thrived for years. A lot of people like Diablo 4. And it will probably have ten times the players that PoE will have. We knew that before launch, and that would probably be the case even if it was ten times worse than it currently is.

Popularity was never - and will probably never be an issue for the Diablo franchise. The question will always be; can it steal a lot of PoE regulars? In the long term, I don't think it can or will. But the amount of PoE regulars on this planet is only a fraction of the Diablo 4 player base.
Bring me some coffee and I'll bring you a smile.

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