No longer wanted to play

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Pendaho#2131 wrote:
POE2 is great if you hate POE and like souls games.. i've already said screw this. This isn't POE


I like Souls-games and PoE1.

I do not like PoE2.

I do not understand why people keep making the comparison between souls and PoE2. PoE2 has nothing in common with those games. In Souls-games, you have a lot of tools at disposal in terms of how to approach problems. And their sense of progression is appropriate given the genre.

In PoE2, you have the build you have and progression is really slow for its genre.

I also saw some people make comparison with Monster Hunter. I played Charge Blade, supposedly most complex weapon in MHW. PoE2 does not have that level of sophistication at all.
I have seen people mention decreased difficulty and using dodge alot.
This is actually the main problem.

The game is very bad technically.
The Count fight is a good example of this.
The first boss fight should be the simplest and easiest out of all of the boss fights.
It has 'Fishbowl' which makes proper dodgerolls or just plain movement to avoid practically impossible.
It has very fast mobs that can move-glitch you if you don't either spam rolls or use 1 of 2 knockback AoE gems WITH additional AoE to create enough gap/timing for it to do anything.
You also have the boss diving at you approximately every 3.5 seconds which you can only dodge.
It also has 'rain' in the third phase inside the fishbowl, which isn't even random and specifically targets the person if they don't move.

How are you going to do MAP BOSSES withotu them being either a complete boring let down? Who is the extremely unintelligent claustrophiliac who thought that this setup would be an ideal first act boss fight?

Just the tree itself main stats are halved and have practically no affect. IE 6 nodes gives 30 intelligence. IE a regal orb can be more exciting than getting 6 levels AT THE SAME TIME. There are also many nodes gone. IE no resistance nodes means you can't round defenses and have to rely completely on gear for resistances.
Everything is set up to make gear more important and make you have to play longer to get what you want......
Sadly as always, when GGG makes a decision of any kind, they go full zealot until it is way overboard and breaks everything.....
At the moment it really is a number 2. Just like Starcraft Broodwars to Starcraft II, or Diablo Hellfire to Diablo III, or Devil May Cry 4 to Devil May Cry 5.
PoE used to be one of the only games where they didn't confuse simplify with stupify and balance with restrict. Last two years they seem to be in an accelerating spiral to become 'normal'/'big game company'......
Charged seasons and buyable lives for hardcore on the way.....
Universal Law - Balance
Most frustrating thing in the world.

Game could have been amazing, but no... we want it to be basically ruthless but also you walk slow and the maps are 8x the size they used to be for no reason.

Trash
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Unless you get oneshot by something (which may be a gearing or build issue), that difference between reacting just in time or getting hit only matters if you do multiple mistakes back to back. Which I'd say the game should be allowed to be punish you for? If doing mistakes doesn't punish you, there's no reason to play well.
<snip>


BTW: TY for the feedback. You are GENUINELY trying to be helpful and you've got a good opinion -- even if I choose not to follow your generally sound advice. :)


... Now to reply to your well thought out post ...


I don't get oneshot by anything and I doubt that even a two shot would normally kill me but it's at least possible. What is a problem though is that even with some investment in "recovery" on the tree and everything I can find on gear I will eventually be whittled down to zero well before my meager recovery can erase the mistake thus making fights an issue with life flask vs damage to boss. When I loose it's generally a very narrow loss esp. if it's not my first time....


There have been a few times as ES/cold where I was getting dumpstered by bosses and had to back off for a bit to recover ES/mana. There's also the period after a stun/freeze that the boss gets massive resistance to those and it's not worth attacking them since you're wasting mana. I played a little bit of melee and it did way more damage than a caster (at least early) so a rhythm of going in and out seemed optimal.

I know it seems counter intuitive but it felt like bosses died faster when I took my time and planned rather than just spamming spells and running out of mana/flasks.

If you step away from the boss how much does life regen do for you? The values seem to be half what they were in poe, same with energy shield recharge, but es recharge has way more support on the tree. Also are you rolling str/life on gear? I had about 450es and 400 life on the act 2 boss and it never even got through my ES with zero armor, so I would think some DR would go a long way no?

I do think the hp of some enemies/bosses are overtuned but bosses don't do crazy damage with any attack that isn't unblockable. Can you post your character sheet so we can see your str, life regen, armor etc?
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th3orist#5387 wrote:
I agree, i think the difficulty needs to be lowered quite significantly, especially on trash mobs. And then it would still be challenging enough. I worry however: How many people will want to play through the campaign every 3 months for a new league?? It was already annoying in PoE1 but the campaign was pretty easy, so okay. But this? Ugh...tough sell.


Yes, I wonder how many of the "its perfect, don't change the speed!" people will still be saying that on their 10th build 3 leagues from now. I think "lowering the difficulty" is too vague though, to be honest now I've made the mental adjustment the 'difficulty' is just maintaining focus, all of the game feels like wading through deep water...there needs to be some variance where sometimes you hit a wall, but sometimes you can blast through and have a bit of power fantasy.
Got to Cruel and honestly can't be bothered playing anymore. I haven't even done my 2nd ascendancy because it's honestly just so fucking boring.
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th3orist#5387 wrote:
I agree, i think the difficulty needs to be lowered quite significantly, especially on trash mobs. And then it would still be challenging enough. I worry however: How many people will want to play through the campaign every 3 months for a new league?? It was already annoying in PoE1 but the campaign was pretty easy, so okay. But this? Ugh...tough sell.


Yes, I wonder how many of the "its perfect, don't change the speed!" people will still be saying that on their 10th build 3 leagues from now. I think "lowering the difficulty" is too vague though, to be honest now I've made the mental adjustment the 'difficulty' is just maintaining focus, all of the game feels like wading through deep water...there needs to be some variance where sometimes you hit a wall, but sometimes you can blast through and have a bit of power fantasy.


I agree with pretty much everything you said, However I play these games for the point where suddenly I'm doing loads of damage, and my power fantasy is fully online, however my was nothing but a constant battle of Feeling like I had no damage -> getting a meaningful upgrade and im destroying again -> To within 3-4 zone levels feeling my damage fall off. My damage seemed to fall off going between acts as well, and then when i hit maps, not sure if that was just a placebo though or if they have some behind the scenes damage scaling.


Not to mention the death by a thousand cuts that the -10 resistance per act is, the constant search for new armour to wear while also somehow needing to find a new weapon upgrade to feel like I have meaningful damage.
There do indeed seem to be two types of players.

Those who enjoy brutal, punishing content and don't mind the reward being very little. Hats off to them. I don't mind them at all.

The main populous of any game are more casual, especially right after launch.

I don't see why we have to be at odds!


There is this thing called gradual scaling. Good games pulls this off all the time!
Diablo 2 solved this beautifully by the way, you could increase difficulty by typing in how many players you wanted to simulate in a zone to scale up difficulty and drops.

First few acts you introduce game mechanics, boss mechanics, how to build, how to play. In these acts you SELL your game to the audience.
It's should be fun and easily accessible for an ARPG.

Then you can scale the difficulty! If you do it in act 4-6, or in the endgame with maps, both are fine! The hardcore players that wants a challenge will get here even faster. The main body of players will have a hang of the game and be better equipped to deal with it!

When it comes to loot, it has to be plentiful. Loot is what makes these games, and starving players for it, is absurd.

Also, making respecking so expensive is equally absurd. Especially in a phase where you want to encourage testing as many builds and passive nodes as possible.
The same goes for ascendancies. For me both of the league mechanics used from poe1 was my two least favorites. Now I'm forced into content and build mechanics I hate -and honor bricks builds that aren't build around range, evasion or high damage. If you went tanky melee, well sucks for you.
That is BAD. Really bad.
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How do you deal so little damage? My boss fights take a minute at most. Bad builds exist, you know


i was using a good build until it's left knee was hitten by GGG

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