Difficulty

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AintCare#6513 wrote:
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Veumski#0662 wrote:
ok so i'm not sure how you guys are struggeling THIS much, but maybe try to not stand in stuff? I guess i'm having an easier time since i'm playing merc then you guys do but you have to bob and weave, enter combat then dodge when enemies are trying to attack you? from my experience, this reads as in "i want to stand in enemy attacks and never try to dodge at all"?


That's exactly what they're doing. They're playing non-tank classes and trying to tank hits.

If you don't want to dodge, try getting a shield? Just a thought.


shield will make you zdps and still die since most dangerous hits can't be blocked + you get hit with aoe anyway lol, would not recommend.


I've got a shield as a weapon swap, don't even have a weapon with it. Push one button to block, even 1% skill lets you completely negate a HUGE amount of damage that way without losing any dps.

But hey, if you'd rather keep dying and crying, you do you boo!
1. Not game for everyone
2. Not game for zoom zoom poe1 and lazy D4 players
3. Lol at rage quitters - my son who is disable, manage to play warrior with me and doesn't whine like you guys.
game does feel very sluggish
maybe its the base move speed?

i think if you reduce monster hp by 30% across the board it will be a good start

final act1 boss as a pure cold sorc seems way too long/near impossible
i added fire spells into rotation, helping but the mega boss hp is just exhausting
I cant make it past the Act 1 boss after 4 tries I get him to the Sec form and WHAT a Joke
Souls player who has played a lot of Elden Ring and Wukong the past few months here. I think one problem is that we gamers are heavily conditioned by the genre of games we enjoy to the point where we have strong expectations for what should or should not be in a genre.

Like when I play Elden Ring, I expect to take my time even with normal mobs and dying to bosses is a natural part of the process, but with ARPGs, our pre-conditioned "normal gameplay" would be seen as speedrunning elsewhere. We expect to mow down whole screens of mobs with ease at endgame with a good build, and the campaign is just a long tutorial.

It's no secret that GGG is trying to redefine the ARPG genre here, hence the WASD controls and dodge rolls. It's too early for me to tell how I like it. No way this is harder than an actual Soulsbourne game but then again, should it be that hard to non-hardcore players? Should the player take his time and play carefully even with non-boss mobs in early game? I think maybe not, there should be a learning curve. If GGG put a Tree Sentinel at level 1 in poe2, it would definitely be way too much. Right now it takes some getting used to but let's wait and see what later Acts are like.
I'm not convinced the problems that I'm having with the game are easily solved [for me --- YMMV]:

1. I played SSF Rutheless prior to the beta and made it to yellow maps with my own build ... Gearing in the EA feels too much like Ruthless for my tastes. I miss the crafting bench, recipes, early essences, and other early power way too much.

2. By the time I read the telegraphed ability incoming I often don't have time to completely move out of the way. As for dodge rolls I feel it's more luck than skill when I get the timing right to avoid damage. In EA by Level 12 I died 33 times. In SSF Ruthless I made it to maps with 19 deaths so it's not like I'm trying to be in the way, not raise a shield, etc. -- I'm just not reading the information in time to react as appropriate.

3. As a warrior [haven't tried other classes] my damage uptime is horrid as I'm spending a lot [most?] of my time trying to get out of the way of attacks. By the time I've gotten out of the way of "must dodge" attacks I'm out of position for followup damage and when I'm back into position I'm trying to dodge another ability. If it wasn't for the ability to drop a totem down I would never have made it out of the cemetery.

4. While I'm mostly fine with bosses resetting on player death [I prefer the Ruthless "partial reset"] what I don't like is an entire map resetting with it. I feel that it's already a slog to move through a map and if I die to a boss and the boss flees the "arena" then I have to contend with it AND the rest of the creatures I've already cleared once :(

5. While I specced my passive tree with 3 damage nodes, 3 recovery nodes, and 6 mitigation nodes with gearing to match I feel like NONE of the investments are paying off. Damage feels super weak, recovery is pretty bad [in the cemetery I had to run around and let my low regen heal me enough to continue the fight], and my mitigation means nothing IF I can't BOTH read an incoming attack AND negate high damage abilities [via movement, dodge roll, raise shield, etc.]


So far the effort invested isn't worth the satisfaction gained. Even when I do muck my way past a "tough" boss I don't feel satisfied -- more just relieved that I don't have to "do that again".

Yeah, it seems they leaned too heavily into the Souls/Elden Ring level of punishing difficulty. There's a reason I don't play those games. I'm sad to see that is what PoE2 turned out to be. Now, I can stomach the difficult, but I do not like the start from scratch mechanics for boss fights. The difficulty and spongy nature already makes them tedious. Having to start from full life if you die from making a few mistakes? No. That king of game-play is not fun.
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Zipkan#6195 wrote:
Game seems way over tuned, I'm not sure how any new players are actually enjoying this. I've been playing since 2013 and have never had the campaign be this hard. It's to the point where I'm not having any fun at all progressing.

-Playing as monk


You don't remember the old days of poe then, when degen bears in the cave would murder you. Or lightning resist would be mandatory in the chamber of sins, surely you remember?
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Yeah, it seems they leaned too heavily into the Souls/Elden Ring level of punishing difficulty. There's a reason I don't play those games. I'm sad to see that is what PoE2 turned out to be. Now, I can stomach the difficult, but I do not like the start from scratch mechanics for boss fights. The difficulty and spongy nature already makes them tedious. Having to start from full life if you die from making a few mistakes? No. That king of game-play is not fun.



To be honest I was hoping for more of a D2 experience where if you played carefully and had a decent build you could do [most] of the hardest content and if you died it was almost always an obvious mistake you made. I don't mind "act bosses" with abilities that are dodge or die so much but it seems every ten minutes you're fighting another "dodge or die" type of mini-boss and that's what I find to be too much.

The problem is this is so baked into the game that I don't think I'll ever like PoE2 the same way I do PoE1, D1, or D2.
Not even one day and already PoE 1 veterans are complaining that you actually NEED TO BE AWARE OF YOUR SOURROUNDINGS

Jesus Christ people, if you are so useless as players, then go back to PoE 1 where everything is easy, you use one skill whole game and everything dies from your mere presence.

People complain because you completely don't understand how to deal dmg in this game, you can't deal dmg without efficiently using skill combos.

Stop complaining and trying to force GGG to change design of this game to become next PoE 1 or Diablo like bs, if you are not having fun then go play PoE 1, simple as that
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