Trials are terrible

I disagree in keeping these 2 mechanics, but I'm sure they won't get rid of them. I also know they've talked about a third one coming in. If there's the possibility to choose which trials I can do(unless the 3rd one is another shit mechanic), that'll be fine. As someone that didn't like the mechanics during league play and avoid any interaction with them in poe1, I now have to interact with them just to progress in poe2. It's a bummer. Other than this, I'm enjoying the direction the game is going.
The honour system feels absolutely awful as a warrior. Especially with how slow everything you do as a warrior is, it feels like the honour system is there purely to punish your decision to play this class/this type of build. It basically just says sorry your character is no good here and there's not really anything you can do about it, but also this is basically mandatory as your ascendancy is gated behind it (thankfully chaos trials exist at least and are much better).

Of course you can hyper outscale the content to the point where you can one shot everything, and stack honour resistance, which then causes the trials to be somewhat doable, but even then you will still take incidnetal honour damage simply by virtue of being melee and having to be near things to kill them. This would be okay, except that it is pretty difficult to regain honour once it's gone.

Also no hit run on a warrior for the chest piece I'm not sure is actually possible unless you convert it into a ranged build somehow. That might be fine that some builds/classes cannot do this, but it really just feels like if you choose to play a warrior (in the classic melee sense - i.e. actually hitting things at close range) you are suffering many downsides and not gaining any upsides mechanically speaking. Not exactly sure why this is something that the devs think needs to be punished so heavily in almost every area (damage, survivability, action speed, movement speed).

Trials of chaos are a much better expression of this type of roguelike gameplay, since your build is still allowed to actually function in them and the modifiers are interesting to deal with rather than just frustrating.
Last edited by Aggedon#4911 on Jan 5, 2025, 2:20:51 PM
Deleting duplicate.
Last edited by Aggedon#4911 on Jan 5, 2025, 2:21:02 PM
Yeah the patch made it a little better but didn't really solve the problem for a lot of builds, or just the terrible feeling of being in a situation you can't recover from after getting boxed in by a bunch of aoes/traps or corpse explosion. I get what they're going for in trying to make people be extra careful but I don't really see a a way to make the honor system work, it will always feel unfairly punishing, unnatural, or convoluted, however it ends up being tweaked. We already have two vital resources in game with a diverse range of ways to manage them, so there's no reason to add another resource that unequally punishes builds.

One idea is that they could just heavily limit flask charge regain (but keeping some so pathfinder passives have a use) and replace honor restoration with partial flask restoration. That way players are encouraged to utilize one of the several ways of regaining health and mana and being efficient with them and not relying on flasks.

With that, there may be some need to reduce health recovery effects while in trials to keep it difficult, encouraging most builds to avoid as much damage as they can while allowing particular builds to still work as long as they have sufficient investment in recovery/mitigation (perhaps partially assisted with relics).
Then mana recovery and flask recharge gain would probably need to be comparatively punished much less since +skill effects and supports can really boost mana cost up a lot, and constantly waiting for mana to regen would be annoying. It would only need to be limited just enough to discourage flagrant spamming, and instead being more efficient with ability use.

With all the different ways you can get health or mana recovery I think it'd be a lot easier for every build to find a solution without too much hassle, and sources of mana and health recovery are already familiar and useful anyways. You also wouldn't find yourself in a situation that you cannot realistically recover from by just going slower and more carefully. You could say the same thing about honor, but not at all to the same extent since some loss is simply unavoidable for many builds, but more importantly the amount you can regain is finite, and likely far apart.
The trials of sekhamas are just wrong, i can absolutely crush everything but because i take a ton of small hits i eventually lose from honor loss... Remove the honor loss, it serves no purpose but to punish melee characters at this point, all other classes can fill the screen with aoe and never get touched....
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hboi#6131 wrote:
I cannot get past the second phase of trial of chaos. Might be me. This is the first time in the game where I thought something was too hard in the game. Leading up to the trials I've never had 30 enemies swarm me all at once. But in the trial of chaos I literally get swarmed by 30 people.

The first trial wasn't that bad just slightly aggravating.

I'm going to keep trying though I'll get it eventually.


That was exactly how I felt on warrior. After a few tries I was finally able to get the 3rd trial on my own. I tried a few times on the 4th and just rerolled and had a much better time playing all around.
Got crash before last boss and when i returned saw my run is failed. What a bllsht literally. Lost my key also, can not re-run. I should drop it again on maps. Omg.

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