PoE 2 Ascendancy Trials

So if you think about PoE 2 Ascendancy Trials Compared to Original PoE
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1) Sekhemas And Ultimatum, rely on pure random vs. skill and general game knowledge of mechanics in lab.

This is just disgusting, how should i Ascend if success is just a matter of Random, is it how i become worthy?


2) Denying general well balanced lab desin with good learning curve vs. ...idk
"Systems that was popular back in the days?"



actually ill put it like that, making 2 systems that was originally created as farm content that was designed for Other game that required the knowledge and builds to do specifically that content and wasn't suitable for just everyone\every build.

And you may say, hey there is to valid options for example for melee and ranged you can chose wisely were to die and repeat, to learn that you can grind here for "Profits" that are not related to your character at all, back in the days we had enchants, and the reason you come back in lab and learn it was to upgrade your build with enchant that is suitable for your build, and here, try and error for Ultimatum rune at wave 4? Or random chest loot in sanctum?

It is designed purely for grind, with no other reason or intent, that can be used later in game progression.

I just hope its a plug for later change, otherwise its just horrible and meaningless waste of oportunity...
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My first league was Perandus that's when Lab was introduced

and this...is just not that experience i hope people see on release date.
Last bumped on Dec 19, 2024, 4:06:03 AM
Thoughts, on wiki there is quite all saying for me part
Trial of the ???
The third Ascension Trial (themed around the Karui) has not yet been released. However, it has been suggested that it may be similar to The Trial of the Ancestors


im not a fan of all that videos from Devs spoilering me the content i will have so im slow on that.

And here what we have, potential 3 Ascendancy ways Sanctum, Ultimatum And Trial of the Ancestors? oh god

making core character gameplay as ex Leage farm content dedicated being done in a specific way?

And who will tell me That picking 1 of 3 is universal for every build?, designed not being universal, for starters at all?

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Additional thoughts why Lab was good as first implementation of Enchants

You had your helmet and skill you use,
this simple concept of two things made it excellent for everyone, with so many possibilities of combinations,
and the reason to return to lab to upgrade Your character with Your Helmet with Skill You use

And later, with enchant is no more we had gems striped from heist.
Gems oh yea, well, now Lab is just Grind designed for everyone
not related to you at all, and this concept is picked for poe 2

I already mentioned above that Sanctum and Ultimatum success based on pure random it self, why My character progression is tied to it?
Will "The third Ascension Trial (themed around the Karui)" be base on random that i will face Phys slaming Kahuturoa? or Tawhanuku Erasing my ass with chaos? so it will Die and repeat To learn EX Farm content to know that i can grind it for "profits"

Continuing on that, This 2 and potential third "Content" What does it Give me as character in game?

All that content is based on Uniq rewards from Last boss, why its called a trial?

Also, according to wiki You need 3 pieces To kill Trial master and and a sanctum boss for last ascendancy, in what way they are equal?

The idea That Ascendancy is Harder to get now is completely fine, Sure they design all them so you can be fine with 1 2 or 3 trials, but why all this Grind content is part of main campaign?
Before, in original PoE you had straight Path through campaign and Labyrinth as As step to your progression, it could be difficult at some point, but its Main intent was To Ascend you and not to Teach you how to grind 3 Ex leage content.
So with that you had 2 parts of your experience in game as a beginner:
Main path that teaches and shows you mechanics in game, bosses, locations etc.
and Trials That is should be you First "Pinacle" content witch is also just first step to Final End game for beginers. At least it should be as i see it
And it was quite simple, you learn from additional mechanics with each trial. And later on maps You had 6 trials, with knowledge combined you had Last Isaro at its full.
And thats it, then you had it all. The End Game.
But now, trying to bring the endgame to Main campaign, as a concept is just annoying.

I simply don't understand Why we Have Reused content pitched as Core gameplay.
Okay they picked 3 Lore parts 2nd act as Sekhema 3rd is based on vaal, and potential Karui on third.
So its just the story all around them, as Lore. But reusing League mechanics as an excuse?
6 month of early accsess? i hope only thing they do now is Designing 3 Differend New Trials Worth For Sekhema Vaal and Karui, coz These 3 is just Dead by design.

And if it will be same on release, then first thing they should do is 3 straight leagues replacing it with New things that are reliable To story and not to a RNG it self.
Thinking again about it, keeping in head that
"
And if it will be same on release, then first thing they should do is 3 straight leagues replacing it with New things that are reliable To story and not to a RNG it self.

The general idea of 3 different ascendancies isn't that bad, i terms of 3 pilars of game as stats Int Str Dex.
Designing 3 ascendancies that will be suitable For:
Int Characters - Witch and Sorceress
Dex Characters - Ranger and Huntress
Str Characters - Warrior and Marauder
Spoiler


Int\Dex - (Ranged?) Is for Sanctum
Str\Dex - (Melee?) Is for Ultumatum
Str\Int - (???) Is for What ever that is

And Here is 2 main problems in that design:

1) There will be 6 Acts.

We Have Sekhema First in Act 2
And Being melee is a nightmare trying to pass it

In Act 3 We have Ultimatum
Lets assume its suitable for Melee and not other Archetypes

And lets assume third trial is in 4th act

The thing is, that depending on Architype of Class i pick, i will get trials that are comfortable for me in different stages of game.

Which is fine concept, like we had decisions with Bandits(poe1)\Venom in here, its all about decisions we make across campaign and game it self and this is great, it can work.

We already see that Making Each Ascendancy point be more valuable, it is what it is, if all Ascendancies Will be Designed capable achieve enough seatrain capabilities through Character development, it is totally Fine.

Lets assume that all 3 trials will have Piece to start Trial.

There is Quest one For Sekhemas in act 2, quest inscribed ultimatum in act 3

So if i Chose to Skip Sekhema as melee, and ascend in act 3. so it will be second Ascendance for others, and i backtrack overleveled to sekhema, thats is an option, i guess.

Will it work for the third one same way?

2) The Learning Curve of Different Trials at this state is not Balanced at all.

You cant just throw all that random modifiers in a face of newcomers. this is just malicious.

ill just wright Compared to Original Labyrinth how it should be.
Assumig that all that will be on release

Sekhema trials
1st Ascendancy it is just 1st floor Without Curses at all, or put maximum 1 curse vertical row wall, in a middle. and a trader right before Boss.



Why do people get taste of curses before even knowing how system works what each room?
at 2nd ascendancy via this trial also just add 1 same curse row
so at 2nd trial you will be at maximum of 2 curses at all with potential boons
remove most disgusting mods from the floor pool like -25 ms etc.

Same for Ultimatum. 1 debuff per 4\7\10
1st at wave 2-3 and second at 6

Thats can work as crutch for a short term Before reworking it all.
the true hell starts in cruel sanctum.
"
MaxW81#9965 wrote:
the true hell starts in cruel sanctum.


i did it ilvl 75 with 85 char...with second try...and first try boss full of boons More dmg less life etc

as mentioned above why random debuffs is a part of core game progression?
"
"
MaxW81#9965 wrote:
the true hell starts in cruel sanctum.


i did it ilvl 75 with 85 char...with second try...and first try boss full of boons More dmg less life etc

as mentioned above why random debuffs is a part of core game progression?


So your opinion is that they should just simply get rid of the Debuffs during core game play?

Let me explain why I believe that is a HORRIBLE idea.

I have not played the Way Stones yet, however with all I have seen in videos, and heard from friends I play with I'm betting that the Way Stones have Debuffs, so I honestly believe that the Debuffs should remain right where they are, yes some of the Debuffs are specific to that trial, however not all of them are some of the Debuffs you receive, or the Buffs that the enemy gets, I guarantee are going to show up on the Way Stone. I would rather players learn about Debuffs at an early level so they are prepared for the later game, instead of them learning about them at the end game, and then they get discouraged about the game being to hard.

What we (the players that played PoE) need to understand is, we have played with Debuffs on PoE, I'm willing to bet most the players in PoE 2, are new to the game, I see it as a learning experience for the new players to Wraeclast.
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, 2:18:30 PM

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