I feel like POE2 is a 10 foot mozzarella stick



"
Souls-likes allow outgrinding the game - POE2 does not
- If you cannot beat a boss, you go grind more souls and levels to have higher damage, endurance, whatever to just outgear the fight
- POE2 unable to outgear a fight because you cannot outlevel a zone or skill gems
- Just because you like thinking that artificial diffuculty is difficulty, it doesn't change the fact it was artificial and can be bypassed by the player


This is just wrong info.

B/c this is how I've beaten every big boss. I'll fight them first time losing 2-3 times, and figuring it all out. I'll go grind end up 2-3 levels above the level of zone. like with the Manor guy, all 3 character's I've been level 18 when I beat him, b/c lvl 18 is allows for new level of gem upgrade levels.

I've also been like.. ok let me make new weapons, add some runes, etc etc. Reattempted bosses after doing this.. bam, able to complete them then.

I may not agree with some of the other comments, but this is just straight wrong info.
Last edited by Lewtz#3630 on Dec 9, 2024, 8:14:29 AM
Great post.
I'm done buying anything until we get some clarity on the future of POE1 and POE2 and I know GGG plans to spend effort on a game I want to play.

Tell us if POE1 still has your top tier support or if POE2 will get a mode for more casual play.
"
Arakki#6986 wrote:


Overall thought: If you wanna be soulsborne, act like it. Otherwise you just half-bake the whole game and end up with a boring and an actively unfun mess.

Actively hostile design - but no reward
- No reward for succeeding; Limgrave tree sentinel can be killed with a twig fresh out of the gate if you're good enough -> you get rewarded with the Golden Halberd or you can ignore the boss because you cannot beat it right now to come back later
- Optional bosses in souls offer either unique interactions with the world, strong lore, alternative gameplay type weapons, just straight up upgrades or ALL of them; poe2 has nothing because power comes from either fully random gear acquisition with no power floor guarantee or from gems which cannot be outleveled
- Games like Escape from Tarkov rewards the player for their risk - you get to extract with the giga loot, which feels good

Maps and zones are series of tubes or open fields with mandatory things at the very far ends or in each of the four corners
- Only 2 options, an interesting design choice
- No way to traverse inside the zone more efficiently, even though checkpoints exist and could be perfect in-zone teleportation points
- Tedium is not difficulty

Normal monsters pose a higher skill challenge than bosses or rares
- Bad precedent
- Rares can be isolated and dealt with accordingly, normal monsters cannot
- "Improved AI and pathing" means you need to aggro, at most, three white monsters at a time to not get swarmed in the corridors constantly; stress and outplaying game design is not difficulty, it's cheesing the content
- Normal monsters moving at 3x player speed is not helping

No movement options at all
- Tedium is not difficulty
- Actively unfun
- Add some

I cannot move or dodge roll through glass bottles or urns
- If I can walk past something in real life, I assume I can walk past them in-game
- I cannot scale a tree effortlessly IRL, so I walk around it, but 3 glass bottled on the ground is something I am capable of traversing through or just stepping over - apparently not in-game
- Actively unfun

Boss fights pose a challenge if you are on the average gear curve
- Good, as promised, most of the time
- Except, if you were lucky, you will steamroll the boss and it poses no challenge
- No guaranteed floor of gear a player has before encountering said boss, see next section, is actively unfun

Random is not difficult, it's random
- Kill a boss, flip a coin, if you landed heads, you drop something else than currency, flip a coin again, if you landed heads, you receive more than 1 item
- Another heads, it doesn't get converted to gold, another heads, it chooses a weapon, another heads, it's a melee basetype
- Repeat rolls until you end up with a weapon that might ID into something you can use if you have the currency, which is not guaranteed either
- Variance in the boss loot table means you have 10% with a great experience, 70% being mostly okay and 20% who will have a miserable time with gear 20 levels behind the zone - pick ARPG or soulsborne gearing, don't mix them
- If you want people to have a uniform experience, you must control all aspect of the curve, not just one part of it

Gold does not cover the gap of itemization
- I got to use gambling 3 times in act 1 and start of act 2, this was without spending any gold on respecs
- RNG said no, didn't get an item I needed, I received nothing for my gold, I wasted my time
- Remove gold or make the curve of costs start 80% lower and scale up only after the storyline acts are done
- Tedium is not difficulty

Souls-likes allow outgrinding the game - POE2 does not
- If you cannot beat a boss, you go grind more souls and levels to have higher damage, endurance, whatever to just outgear the fight
- POE2 unable to outgear a fight because you cannot outlevel a zone or skill gems
- Just because you like thinking that artificial diffuculty is difficulty, it doesn't change the fact it was artificial and can be bypassed by the player

Soulsbornes have more than one option to outplay the game
- If you think that dodging with invulnerability frames is your only option in any soulsborne, you are self-reporting yourself for being bad
- If you say you need to "git gud" to beat soulsbornes, you are once again self-reporting for being bad, there are at most a few actually hard fights in any of the games, and none of them are on the main story, rest of the fights are either fair or you can just go out grind the challenge

Soulsbornes actively engage and award exploration
- I can go to a small cave far off the beaten path and find an item on a corpse, which is placed there by devs to act as a reward for me taking the time to wander around the lands
- In POE2 a rare box on the ground at the far edge of the Cemetery? that's right, 2 medium life flasks and 4 gold!
- RNG is not difficulty

You cannot procedurally gemerate fun
- Either you craft the zones to be fun or you let them be random and guarantee the outcome some other way
- Being unpredictable and thinking it is fun is the mentality of a gambler putting down their house down on red at the roulette table; 48.6% chance to get a 2nd house or you get to reroll because your character is now stuck because you lost too many RNG checks in a row with no way to recover
- Look at the bell curve and remove the bottom 30% of outcomes if you wanna make it all "random" to create some sort of a floor for itemization

Maps have 4+ second levers for no reason
- Tedium is not difficulty, make them instant

Character moves incredibly slow compared to the vastness of areas and scaracity of content
- Tedium is not difficulty, make us move faster or zones smaller

No crafting currency to craft, despite promises
- Tedium is not difficulty, make currency drops uniform across all players or stop relying on it as a crutch

Itemization is the same as in poe1, with 90% less access to bases and item drops and no deterministic options to overcome issues
- Tedium is not difficulty
- Crafting bench fixed the early itemization in POE1, it actively made it digestable. Bench was the crutch you had because you couldn't design the game like you wanted; game is now like you wanted it to be and you chose to do nothing about the fluidity of itemization

No fallback options for itemization
- There is no guaranteed itemization outside of a simple runes and sockets, which both require high rolls in RNG to even find
- Soulsbornes have guaranteed itemization to create fair experience for all players

Mechanical skill checks often do not check skills, only luck in debris generation
- Dodge rolled 3 degrees to the wrong direction? You get auto-pathed to a corner instead of the hallway because there was a pebble that guided your roll despite you not wanting that to happen

White monsters should only be a challenge once
- Add more checkpoints and do not allow normal monsters to respawn inside the aggro range of a checkpoint
- Tedium is not difficulty
- XP and gem power is capped by zone level, not player skill or grind

Gold is looking for a place in the game design and it is still outside in the foyer banging on the doors to be let in any of the rooms
- For gold to have value, it needs to be scarce, so players cannot use it outside of a last ditch effort to salvage their character
- For gold to have a use, it needs to be plentiful enough to be of constant use if you want to try out other things or just move passives around
- Gold is literally neither of those things and doesn't provide the player with options, clutches or even a genuine use because you do not have enough of it in any case until you get to maps -> Gold effectively does not exist for your first character.

Staring at content creators, things do not change at the early endgame
POE2 is one of those shorts about mozzarella sticks being 10 feet long at a restaurant and we are only at the first 6 inches of it. There's too much of the same and nothing to wait for at the end of if because you already see what you are getting.

If you love cheese-stuffed bread, the game is great.

I prefer the flavour of something that was actually prepared well.

Yes, tedium really is not difficulty and your gamer ego doesn't become larger just because you like doing mindless things for no outcomes.


Yes, preach
I dont understand the 'tedious slog' comments, or that sentiment. You're just saying you don't like the game - fine, however that's just... your opinion man. If the only reason you play a game is to 'get through it' then I'd suggest playing another game. I also understand that this is EA and your opinion is valid and matters but, it just seems like a LOT of people find 90% of the game a 'slog' because all they care a bout is some vacuous thing called 'end game'.

All you need to do is go back and grind some levels and find some better loot. Maybe you find an awesome bow instead and you're playing a warrior - roll a ranger and have some fun and maybe you'll find a great weapon for the warrior. This game has been live for a few days, please do not change this into another loot-pinata game like D3/D4. PoE 2 actually makes all items valuable, a white item can still be utilized unlike in D3/D4 where you just ignore everything that isn't colored orange. What I have described isn't a 'slog' its just... playing the game.

I know I am in the minority but we have D3/D4/PoE 1/LE - plenty of fast paced games focused on end game loops. I truly find PoE 2 a breath of fresh air in a stagnate genre.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Yup, this about sums it up. At least PoE1 had avenues to address scaling even if minimally. This game just kind of laughs at you, flips you off, and says goodluck finding shit moron.

And the thing is that in many ways that feels so distinctly unlike PoE. I know Ruthless happened, I know they've talked about the difficulty and things at every turn for this game, but at its core, the game is killing monsters and finding shit. That's literally it. That's the entire game. You'd think both of those elements might have received some attention.

Additionally, I'm really tired of the "once they buff it, they can never move it backwards." Yes they can. Yes they have. Everyone just forget ArchNem? Fuck, the echoes of that nightmare are STILL there in PoE1 and have become part of the core philosophy of the game. They dialed down loot, they reigned in skills, etc. So that wxcuse can kick rocks.
Great post. Right now people are in their honeymoon phase so they will say it's just hate. We need to wait two weeks for tourists to leave and players that want to play this game to lose rose-tinted glasses for some constructive criticism.
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AintCare#6513 wrote:
bro wrote an essay while never hitting maps, ofc the take is unhinged
meanwhile guy that actually got to end game:
https://www.pathofexile.com/forum/view-thread/3607723


Best part is that that post has exact same concerns as I do.
A bit salty, but true. I don't want the game to be trivialized, but the item accessibility is way too low.

I got a great weapon at the middle of Act 2 normal and I literally one-shot most bosses up to the end of Act 2 Cruel. I couldn't find an upgrade for almost 3 whole acts and over 30 levels! That's ridiculous!

I don't want to one shot bosses, because the fights are awesome and I enjoyed learning the move sets and beating the bosses with skill. I also don't want to hit the wall of impossibility because clearing a level 57 zone over and over doesn't even get me a baseline 20+ res on a good base item as a reward!

I like big zones and exploration, it's just that these zones are mostly empty. There is, as you said, no reward for clearing these huge zones. Clearing a huge ass zone at level 50+ should net me an inventory of rares and currency to craft with.

White mobs running at twice the speed of base player movement, attacking so fast it's impossible to land a single basic attack because you get constantly interrupted is also not a definition of fun.

PoE2 is an uncut gem ( ;) ). The base is there, it's just a matter of finding balance. But you can't have a good balance if everything about the game is random and the odds are against the player. We need the game not to cut bottom 30% of the bell curve, but 40% of the bottom and top. Game should be slightly easier or slightly harder, depending on your gear. Right now it's between impossible and trivial.

I'm fine with hitting the boss-wall. But I should be able to find the gear I need by clearing the zone before the boss 2-3 times.
I agree completely. People are praising POE2 because they're enjoying their first playthrough, and the developers should ignore every single one of their opinions. Why? POE2 success or failure will be determined by player retention. How many of these cheerleaders are going to be playing 6 months from now? They won't be, because they'll get bored and leave.

The campaign is way too tedious. GGG are going to make sure the campaign can be speedrun in 5-6 hours MAX or people won't re-play this game when new seasons come out.

The same thing for the loot. You can have challenging bosses, but they should be rewarding. We need way more loot. We should not be forced to play a Ruthless version of the game. Multiply loot by 5-10x and then make the current game loot into the Ruthless option.

If GGG don't make significant changes, this game won't have staying power. POE1 will have more active players in 6 months than POE2. And that will make me angry that they scammed the POE1 player base to buy POE2.
+1 Great feedback!

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