Get around needing POB for POE2

I would love to see the following in POE2. A room or something you can get to off your hideout or from somewhere else. The room allowed you to freely respect to any passives pretending to be at full level, invent any legal equipment any equip it, equip any skill gems at any level/quality etc. Then have a way to spawn a selection of monsters and have a DPS meter on the screen. Then pob will effectively be in the game without the need to do complex and possibly inaccurate damage calculation. When you leave the room. All your stuff resets to what it was when you entered the room.

The whole thing could obviously be fancier but I think this would be a minimum requirement to be useful.

Definitely would be fine paying a microtransaction to get the room, similar to a stash tab or several stash tabs.

Maybe already been suggested but I really think this is a good and implementable idea for POE2.
Last bumped on Jul 24, 2024, 5:06:57 AM
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POB just made poe a mathematical problem.nothing but boring
want more math?


No, I want to be able to try out different tweaks to my build and have an idea of whether it's an improvement or something I should strive for without using external tools and without decreasing the complexity of the game.
They have stated multiple times that they dont even want test-monsters with dps-checks, because it could lead to situation where everybody only cares about dps in the dojo, since it would be the only way to measure dps vs another player.
Your proposal would make it even worse, since it is basically the ultimate way to play the game without engaging with its content. There will be no value in actually achieving something, if all gear is readily available in your hideout.
I'd prefer they creatively come up with some ways to entirely remove the PoB pre-solved meta aspects that PoB gives. The build crafting in POE was better more exciting and more full of potential before PoB IMO. Though I've got zero illusions that they will or even that its on their minds. PoB has probably removed an order of magnitude of build diversity and exploration from the game over the years.

I've occasionally daydreamed about procedural systems that would eliminate meta gaming in specifically D&D descended style games like ARPG's. Essentially randomized character bound probability based passive trees with game balanced for it.

I know core ARPG'ers largely don't give a shit about the origin of the genre and would hate this but It would make the most replayable D&D-like action game possible which believe it or not was the original design intention of these games. You can see the same sort of DNA in roguelikes and lites.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.

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