Resist calls to make POE2 back into POE1

I was going to avoid r/pathofexile until 1 month in or something but it's hard to miss that the POE2=Ruthless complaint has now hit r/all in Reddit (from r/pathofexile). That basically sells the mood of the POE1 playerbase towards POE2.

To this, I urge Jonathan and company so: Please resist and push back against those who want POE2 to become like POE1.

I'm only nearly done with Act 2 but I really appreciate that these are 2 distinct types of ARPGs unified only by the shared universe. And when the kinks are ironed out POE2 will be my preference over POE1 by far because there is a sense that combat actually feels engaging and meaningful. I can be strategic about hits to tank. Positioning isn't always about avoiding the shiny circles. There actually are multiple opportunities to learn the boss fight within the boss fight (i.e., I can make multiple mistakes and still finish the boss fight within 1-2 tries), not only over multiple deaths.

If anything, I think POE2 currently doesn't seem tuned enough to deliver on what Jonathan promised about crafting. I think regals and exalteds need to start dropping fairly regularly as early as Act 2. Either that, or the drop rate of rares for disenchanting need to be higher and the disenchanter needs to provide more shards when disenchanting (or the number of shards needed to form a full orb need to be reduced).

This makes more sense here than in POE1 because crafting in POE2 is irreversible and Jonathan's ideal is that dropped loot matters. To find a genuinely good upgrade to my current gear I will need to ID many relevant magic items or transmute/alt them myself, then regal the ones with the most potential to succeed. I will need to keep doing this on a regular basis as I expect to need to ugprade my gear about 2 times throughout a single Act to keep on top of monster difficulty. Hence, this entirely falls apart if regals and exalteds are dropping at a rate of 1-2 orbs max per Act, given that unlike in other games with similar philosophies like Last Epoch the craft added is random (therefore extremely high chance of failure to get something actually usable).
Last bumped on Dec 7, 2024, 11:52:01 PM
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To this, I urge Jonathan and company so: Please resist and push back against those who want POE2 to become like POE1.


Nah, that would be a bad idea. They'll only say "Oh, he's gaslighting us!", and that'll make Jonathan look really bad.
They can't keep it like it is. The game will fail hard long-term if they don't make major changes.
General discussion gaming forums are almost always a cesspit of ignorance and trolls.
Its not that its "Different" its that those mechanics have been replaced with inferior and broken alternatives.

e.g. the gem (skill orbs) menu while not needing to socket in armor slots, sockets into nothing, its just a menu, it has nothing to do with your character. And you can only use ONE skill support support ONE skill. And you have a list of 10 available skills which can only be used by certain weapons,

So no shattering steel on your swor... (SWORDS ARNT EVEVEN IN THE GAME YET)

Who makes an RPG without swords?

Its not like they have to make a whole new physics engine for swords, its just a pointy stick, why arnt they in teh game?
Last edited by KingDaMuncha#6025 on Dec 7, 2024, 9:28:30 PM
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I was going to avoid r/pathofexile until 1 month in or something but it's hard to miss that the POE2=Ruthless complaint has now hit r/all in Reddit (from r/pathofexile). That basically sells the mood of the POE1 playerbase towards POE2.

To this, I urge Jonathan and company so: Please resist and push back against those who want POE2 to become like POE1.

I'm only nearly done with Act 2 but I really appreciate that these are 2 distinct types of ARPGs unified only by the shared universe. And when the kinks are ironed out POE2 will be my preference over POE1 by far because there is a sense that combat actually feels engaging and meaningful. I can be strategic about hits to tank. Positioning isn't always about avoiding the shiny circles. There actually are multiple opportunities to learn the boss fight within the boss fight (i.e., I can make multiple mistakes and still finish the boss fight within 1-2 tries), not only over multiple deaths.

If anything, I think POE2 currently doesn't seem tuned enough to deliver on what Jonathan promised about crafting. I think regals and exalteds need to start dropping fairly regularly as early as Act 2. Either that, or the drop rate of rares for disenchanting need to be higher and the disenchanter needs to provide more shards when disenchanting (or the number of shards needed to form a full orb need to be reduced).

This makes more sense here than in POE1 because crafting in POE2 is irreversible and Jonathan's ideal is that dropped loot matters. To find a genuinely good upgrade to my current gear I will need to ID many relevant magic items or transmute/alt them myself, then regal the ones with the most potential to succeed. I will need to keep doing this on a regular basis as I expect to need to ugprade my gear about 2 times throughout a single Act to keep on top of monster difficulty. Hence, this entirely falls apart if regals and exalteds are dropping at a rate of 1-2 orbs max per Act, given that unlike in other games with similar philosophies like Last Epoch the craft added is random (therefore extremely high chance of failure to get something actually usable).


POE 2 is not an ARPG... ist a souls game, and they can make what they like but most will drop out at act 1 end and not comre back.
imagine paying ggg the last 10 years, so they can make a game for you and not for their customer.
PoE2 still needs to become PoE2. As of right now it is Dark Souls: Wraeclast Edition. The combat has a long way to go. The progression is an unexciting slog. The devs seem intent on gimmicky long boss fights in every area, sometimes multiple. Also, not counting when under a boss de-buff, movement in a boss area like the cemetery seems a touch off even from the sluggish dodge roll in regular areas. This is either a bug or by design. My bet is by design.
Last edited by ExsiliumUltra#5541 on Dec 7, 2024, 9:38:03 PM
Someone else mentioned that the modern gamer immediately equates a smidge of difficulty to being 'souls-like', which I completely agree with.

There's scope for loot scaling and "some" difficulty but all I had to do was buy a crossbow at level 5 to upgrade and I've been 1-shotting bosses since. They even made white items useful again as you need to scrounge them for gold hehe.

Peeps need to

* keep moving / circle strafe
* stop trying to make 1 button builds
* utilise class skill synergies
* utilise vendors
* stop skipping / rushing through quests (you are guaranteed yellows from mini-bosses - do them! this ain't no mud flats rush)
* stop expecting to immediately rollover the game and hit maps in 5 hours
Remember that PoE 2 is possible because PoE 1 was supported for 10 years by players who have been blasting?

The point is not that PoE 1 players are entitled to anything, but that PoE as a franchise is successful because it gave ARPG players (not Souls-like or whatever) a game which they didn't have before, a faster ARPG, with lots of customization in terms of how you approach gameplay, which you can play for hours because its not super mentally taxing, and which brought new bosses and endgame systems fairly regularly.

The problem with dodge rolling is that it allows one type of fight: one where you dodge using the dodge roll and that's it.

While movement skills in PoE 1 were a blessing and a curse for GGG, they fixed a lot of issues over time, and allowed many cool stuff to happen, between Lab running, Delve phasing farm builds, archetype independent traversal, cool builds using movement skills, etc. All of these will simply stop existing until they need to be able to have them again. And when that happens, PoE 2 will slowly turn into what its supposed to be, an ARPG.

The problem with PoE 2 being entirely different to PoE 1 is that GGG most likely won't be able to maintain two games with different game styles, so they will have to at least prioritize one. So if PoE 2 turns out later that its not profitable enough because they don't have enough returning players (this has happened before with PoE 1), and PoE 1 players are gone because that is not supported, they basically threw out 3-4 years of development out the window.
This is just speculation, but few companies managed to juggle two projects of such magnitude at the same time, and I wouldn't want to be the person who has to decide which one to support long term, after so much time spent on both.
The title to this post should have been "Please have GGG resist the urge to make the game into a better looking D4/Dark souls simulator". The way this game is played is so out of touch with the bigger base of the PoE audience. I mean, sure it does have it's place as a game (just like D4 has) for sure but if you think you will retain a majority of the regular poe players with the game feeling like this to play you are fooling or straight up coping cause there's no way. Sorry to burst your bubble. I am not saying I want the game turning into a PoE 1 copy at all but sliding around like you are iceskating, having 1 single orb of alchemy(?!?!) at level 40+ while not having ANY decent drops in terms of gear at any point, doing nothing but dodge roll a million times per bossfight? This is not fun dude. I don't know what planet these people are fun if you enjoy that situation...wellwell, anyhow, good luck. These things got to change drastically or this game will be gone in a month which would be seriously tragic given how cool it looks...

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