No life nodes in POE 2
https://www.youtube.com/clip/Ugkx2ubFV3_pJlIuiGpcY44Rs0ZEbmrJOjXa
From recently posted Subtractem interview with Chris and Neon. They will add other defensive mechanics to make up for it , so people can use different approaches instead of always choosing path of life. Lets see how this really works out. Masterpiece of 3.16 lore "A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body." Only usable with Ethanol Flasks Last edited by gandhar0#5532 on Aug 8, 2023, 2:27:27 AM Last bumped on Aug 10, 2023, 1:41:50 PM
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Wonder how es is
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only no lifers will play poe2!
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I'm keeping a Healthy open Mind towards this.
Second-class poe gamer
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poe 2 will be even more ruthless than current ruthless
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Makes sense to remove it from the passive tree.
Allows them to focus on scaling through other methods. More life per level Greater emphasis on life on your gear Frees up 20+ passive points to focus on damage/defence/utility. The number 1 issue a new player faces when playing PoE for the first time is life, they finish the campaign with maybe 1.5-2k life and attempt to do maps. Where they get obliterated. Now with life no longer on the tree, and then lets say the average person gets level 65 when they finish the campaign, GGG can say with a reasonable level of accuracy that a player will have around 3k life so they can balance with that in mind. Last edited by MadMossy#1934 on Aug 8, 2023, 6:30:21 AM
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I agree with MadMossy, great summary btw too.
It just gives greater freedom to the players. Currently there is a very small offset between HC and SC passive allocation for life and that is all the design space it creates its pretty redundant as a feature because its mandatory to some degree and all that changes is how much. Also tighter constraints on players life value allows superior tuning for content, i've mentioned many times previously that evade's existence skews game balance simply by being there and it ties in with that. |
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" I'm fine if characters get more life per level up or on items. Frees a lot of space for other new defensive possibilites. Not sure how they will handle the new ES. Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body." Only usable with Ethanol Flasks |
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In the grand scheme of things, this isn't a very big change - and even though I don't fancy what we've seen of PoE 2 so far, this change is probably a good one.
Life in PoE is just "get this amount". It has become better in the last year(s), where you can get less life as you have access to better mitigation options. Removing life, probably gives more character and uniqueness to your character, depending on the option you have instead of life. As long as they just swap life with another required stat, I don't see the point. But if they give you heaps of options? Ok. Bring me some coffee and I'll bring you a smile.
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Provided they stick the landing and actually pull it off, I'm totally down for no more life on the tree. Always felt kinda bad having to fish for the same bloody clusters every single time you build a character because that's where the life is, life is mandatory, and clusters far away from life suck because they're far away from life. Anything that reduces the need for ridiculous scaling in favor of making interesting build decisions is a win.
Besides, think of how much more amazing/valuable Kaom's Heart will be when there's no glut of life on passives and life mods on gear become much more important, heh. She/Her
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