Feedback thus far from 22 hours.
" To play devil's advocate, I do recall back in like March, they teased that PoE2 would have mounts. Its entirely possible that the reason maps are so big is because mounts will be account-wide and they're anticipating people using them to skip most of the content after the first time through. Until someone actually gets a mount though, that's entirely speculation. Don't even know if they're in EA or not as of now. And even if that were the intent, ultimately, my experience thus far suggests that its a flawed intent. Mounts being in the game doesn't justify the degree of slog getting through the campaign currently is due to foot speed and size of areas. Especially considering odds are we'd need to do it again without the mount at least once at the start of every league. Last edited by AdeptusEnginus#0665 on Dec 8, 2024, 10:47:39 AM
|
![]() |
" Sadly it sounds like that's probably the case. The only advice I could give there is consider a strength based build of some sort with a focus on regen and blocking. There also are several keystones that change the mechanics behind dodging, IE, removing the iframes entirely but making it so you take a percentile less damage during the dodge instead. They said from the offset they intended PoE2 to be a far more involved game. I don't think they'll ever let it turn into the one-button fire-and-forget brainless blitzfest that PoE1 has turned into. If that's what you're looking for, yeah, PoE1 is probably where you want to stay. |
![]() |
" This I'm going to have to hard disagree with to a degree. My current "rotation" is 4 skills, two sets comboing off one another. Permafrost Rounds + Fragmentation Rounds and Gas + Explosive Grenades. I don't think the point is necessarily to have a whole set of skills complimenting each other 100%, I think the idea is that you need to be juggling 2, MAYBE 3 sets of 2 skills that compliment one another. Technically speaking, my build counting space bar is currently 8 buttons. Attack, both grenades, both round loader skills, dodge, and banner. Granted, I barely ever use banner because it feels so utterly underwhelming. I have no difficulty using all of my kit against bosses, its just a matter of learning the timing and juggling priority. Frankly, that's a large part of what makes PoE2's combat so much fun. I don't think the problem is GGG didn't play it. I think its that there's a lot of left over design elements from the "old" version of PoE2 that was still tied to PoE1 that they failed to recognize needed to be reworked or removed. IE, map sizes make sense in the context of us still moving as fast as we did in 1, but don't make sense at all for the much much slower pace of 2. |
![]() |
" With respect, I'm going to have to completely disagree and I feel like such an assertion is coming entirely from a place of emotion rather than practical reality. GGG is not stupid. PoE is actually one of the biggest games in the world (not counting mobile slop), given its insane MAU numbers that it pulls each league reset. Its not THE biggest but its probably in the top 20, 30 at the least. The only reason the game is able to stick around is because GGG recognizes what works and what doesn't, and as a general rule is good about giving enough game that both casuals and hardcores have something to enjoy each season. There's a reason they opted to make so much league content so approachable once they introduced the Atlas tree. GGG aren't the types to think they can get away with not courting the casual players. Hell, the raw volume of QoL and clarity in skill function proves that they know they need to do better on on-boarding the less technically inclined. I don't think the state of PoE2 is any sort of malice or due to them "prioritizing hardcores". I think its genuinely just a case of having gotten the balance wrong the first time through, expecting the average player to be capable of putting out far more output than they actually are. Probably due to skewed data on account of most casual players in PoE1 by and large following guides that artificially boost their output well above what they'd accomplish on their own. All and all, it isn't entirely surprising given that there's been so little playtesting to be had until now on 2 (at least, that we know of). Also, the hardcore grinders aren't the ones who spend hundreds of thousands in the shop. With the exception of content creators and the rare few like Neversink who can treat the game like an income source, most hardcore grinders are jobless and don't have the funding to spend hundreds of thousands in the shop (which is why they even have the time to be hardcore grinders). Last edited by AdeptusEnginus#0665 on Dec 8, 2024, 11:02:58 AM
|
![]() |
100% this
|
![]() |
" I agree with everything you said except for this part. I think the dodge mechanic is very well implemented and certainly doesn't fall short. The problem is you're looking at it from the lens of comparison to Soulsborne. PoE2's dodge serves a SIMILAR purpose, but it isn't one-to-one. 2's dodge is designed to be altered. There's already multiple keystones that change its functionality, or remove it entirely. There's probably going to be uniques that do much the same as well. Dark Souls/ER's dodge, with the exception of DS2 and the meme that was adaptability, are designed to be consistently functional. With a very small number of examples like rings that change it slightly, it always works in the exact same way no matter what you do (That is to say, light, medium and fat rolling all have their own consistent iframes that you can never inherently alter). PoE2's dodge is designed to be functional to a degree, but as only one facet of a far bigger picture. You aren't supposed to be able to exclusively dodge your way to success, where as in Soulsborne, you ARE supposed to be able to. That's an important distinction to recognize. You're not going to be seeing any PoE2 "hitless" runs any time soon, if ever. If you try to use PoE2's dodge with the same mentality as in Soulsborne, it will inevitably feel like its coming up short. Its not the linchpin of your survivabilty like in those games, but merely a single facet amongst several. |
![]() |
" People are going to come here and try to make you feel like shit about not liking this style of play saying it's a "skill issue" as if dodge rolling stuff in games is the only "real" skill. Ignore them, they're just pricks. There's nothing wrong with the way you want to spend your free time and anyone gatekeeping that is a c**t. |
![]() |
" From the looks of things, they play a melee class and you play a ranged class, the game is an entirely different experience. |
![]() |
" Possibly, though I tend to remain in melee range 99.9% of the time because I've found almost every single boss is easier to manage if you stay in close and dodge their melee swings rather than try to back off and trigger their often extremely obnoxious ranged abilities. |
![]() |
This I'm going to have to hard disagree with to a degree. My current "rotation" is 4 skills, two sets comboing off one another. Permafrost Rounds + Fragmentation Rounds and Gas + Explosive Grenades. I don't think the point is necessarily to have a whole set of skills complimenting each other 100%, I think the idea is that you need to be juggling 2, MAYBE 3 sets of 2 skills that compliment one another. Technically speaking, my build counting space bar is currently 8 buttons. Attack, both grenades, both round loader skills, dodge, and banner. Granted, I barely ever use banner because it feels so utterly underwhelming. I have no difficulty using all of my kit against bosses, its just a matter of learning the timing and juggling priority. Frankly, that's a large part of what makes PoE2's combat so much fun.
I don't think the problem is GGG didn't play it. I think its that there's a lot of left over design elements from the "old" version of PoE2 that was still tied to PoE1 that they failed to recognize needed to be reworked or removed. IE, map sizes make sense in the context of us still moving as fast as we did in 1, but don't make sense at all for the much much slower pace of 2.[/quote] From the looks of things, they play a melee class and you play a ranged class, the game is an entirely different experience.[/quote] Possibly, though I tend to remain in melee range 99.9% of the time because I've found almost every single boss is easier to manage if you stay in close and dodge their melee swings rather than try to back off and trigger their often extremely obnoxious ranged abilities.[/quote] From what I've seen of most ranged players (watching friends and streamers play) they tend to be out of actual melee range which is pretty damn close, almost ontop of mobs/bosses, while being inside the range of the obnoxious range abilities. |
![]() |