I Like Campaign Gameplay, Dislike Screen Clearing in Endgame

My feedback is that I like the mechanical, tactical gameplay that shines in the campaign. I like the dodge roll and I like having to engage with every single mob/mob pack in the game.

I've been playing in POE 1 since closed beta but the screen clearing meta of the endgame was not for me so I focused on other games in the genre (that frankly also take huge inspiration from POE1 so screen clearing seems to be seen as a goal in the genre now). When I saw POE2 footage from the devs it really felt like a dev was trying something new in the genre and that was exciting.

I'm really enjoying the campaign but I'm discouraged when I see that players in endgame are approaching POE1 clear speeds already. I was hoping that the footage from the dev videos that showcased the endgame was a good representation of what meta gameplay might look like. Faster than the campaign because of all the power of almost complete character, but still slow enough that characters had to engage with mobs.

My hopes for endgame are that it would be like challenge trials from God of War or side content in Elden Ring. As a player I'm looking for challenges beyond the main story that exercise the skills I've learned and let me flex them. I'm not trying to blast away the screen with a button. It was frankly a pleasant surprise when I learned that the makers of POE1 were taking their next game in that direction.

This is my opinion and preference. I know GGG is getting feedback and I just wanted to express mine as well. I know folks have expressed dislike with the dodge roll and designing the game around it to be more mechanical and tactical and I wanted the team to hear that there are folks who think it's actually a great decision.

Thanks GGG, keep it up!

Last bumped on Dec 12, 2024, 3:13:33 PM
saying you played poe2 since closed beta yet you have basically not touched the endgame as you are 37/127 achievements kinda invalidates your points, poe1 had challenging endgame fights maven for example
Add Scion To PoE2
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Ripto#7716 wrote:
My feedback is that I like the mechanical, tactical gameplay that shines in the campaign. I like the dodge roll and I like having to engage with every single mob/mob pack in the game.

I've been playing in POE 1 since closed beta but the screen clearing meta of the endgame was not for me so I focused on other games in the genre (that frankly also take huge inspiration from POE1 so screen clearing seems to be seen as a goal in the genre now). When I saw POE2 footage from the devs it really felt like a dev was trying something new in the genre and that was exciting.

I'm really enjoying the campaign but I'm discouraged when I see that players in endgame are approaching POE1 clear speeds already. I was hoping that the footage from the dev videos that showcased the endgame was a good representation of what meta gameplay might look like. Faster than the campaign because of all the power of almost complete character, but still slow enough that characters had to engage with mobs.

My hopes for endgame are that it would be like challenge trials from God of War or side content in Elden Ring. As a player I'm looking for challenges beyond the main story that exercise the skills I've learned and let me flex them. I'm not trying to blast away the screen with a button. It was frankly a pleasant surprise when I learned that the makers of POE1 were taking their next game in that direction.

This is my opinion and preference. I know GGG is getting feedback and I just wanted to express mine as well. I know folks have expressed dislike with the dodge roll and designing the game around it to be more mechanical and tactical and I wanted the team to hear that there are folks who think it's actually a great decision.

Thanks GGG, keep it up!



Why do you compare an ARPG with a huge emphasisis on randomized loot and much of the player power derived from that loot to the point it supersedes player skill, to two games that are 100% handcrafted all the way through and do everything they can to not have RNG play into the progression, leaving it almost completely up to player skill?
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Why do you compare an ARPG with a huge emphasisis on randomized loot and much of the player power derived from that loot to the point it supersedes player skill, to two games that are 100% handcrafted all the way through and do everything they can to not have RNG play into the progression, leaving it almost completely up to player skill?


I think he is using Elden Ring as a comparison because the concept is quite familiar in this game.

What the OP stated is also how I feel as well. I like interacting with the mobs more than most a 1 skill and “poof” they are gone.
I really dislike the current state of roll and how it feels. A movement skill shouldn't feel like it's hindering my choices of where to move, hopefully they revert to past movement skills or thoroughly polish it out. The idea of being able to cast spells, summon things, do massive slams ect ect but only able to roll is silly to me. Getting pinned against something or surrounded by tiny little spiders, for example, shouldn't prevent my character from being able to move. Getting stuck often, rolling towards a direction but unit collision forcing the roll awkwardly in a different direction, just feels so bad in comparison to PoE1 movement skills.

Don't even get me started on party play. You can't look at another player's character without them bumping into you(hyperbole), it feels 10x worse when you're rolling next to them. I really don't know how the current state of unit collision made it through. Like, I can't walk over this little bridge because some monk dropped his bell? I'm extremely hopeful they polish that stuff out and maybe even revert back to the fun/fantasy related movement skills that PoE1 had to offer and not this rolling crap.

With that being said, I respect your opinion and I'm excited to see how the game progresses going forward.
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Turddog#8292 wrote:
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Why do you compare an ARPG with a huge emphasisis on randomized loot and much of the player power derived from that loot to the point it supersedes player skill, to two games that are 100% handcrafted all the way through and do everything they can to not have RNG play into the progression, leaving it almost completely up to player skill?


I think he is using Elden Ring as a comparison because the concept is quite familiar in this game.

What the OP stated is also how I feel as well. I like interacting with the mobs more than most a 1 skill and “poof” they are gone.


They are incompatible with each other. What makes elden ring good is that it is actually handcrafted. You know exactly what drops what, exactly what the maps are like, where mobs are exactly and gear isn't a huge emphasis. You die in Elden ring, you know it is your fault, not because the game decided not give you any gear for your build.
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Victini#7730 wrote:
saying you played poe2 since closed beta yet you have basically not touched the endgame as you are 37/127 achievements kinda invalidates your points, poe1 had challenging endgame fights maven for example


I don't think it invalidates my opinion. I've been a longtime supporter for POE1 and of the genre even though the endgame isn't for me, and that's fine. Just thought it would contextualize my perspective. I'm sure endgame bosses in POE1 are challenging, not disputing that at all. I've seen the videos of Maven and others and they do look really cool. I would be more interested to get to endgame if the gameplay was different is all I'm saying.
Last edited by Ripto#7716 on Dec 12, 2024, 2:01:18 PM
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They are incompatible with each other. What makes elden ring good is that it is actually handcrafted. You know exactly what drops what, exactly what the maps are like, where mobs are exactly and gear isn't a huge emphasis. You die in Elden ring, you know it is your fault, not because the game decided not give you any gear for your build.


No they are not incompatible and this game is nowhere near the difficulty of Elden Ring, Dark Souls or Bloodborne.

Right now the difficulty is good and myself and plenty others are glad that GGG is taking flavor from those games and implementing it with their own spin.
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Nothv13#0740 wrote:
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Ripto#7716 wrote:
My feedback is that I like the mechanical, tactical gameplay that shines in the campaign. I like the dodge roll and I like having to engage with every single mob/mob pack in the game.

I've been playing in POE 1 since closed beta but the screen clearing meta of the endgame was not for me so I focused on other games in the genre (that frankly also take huge inspiration from POE1 so screen clearing seems to be seen as a goal in the genre now). When I saw POE2 footage from the devs it really felt like a dev was trying something new in the genre and that was exciting.

I'm really enjoying the campaign but I'm discouraged when I see that players in endgame are approaching POE1 clear speeds already. I was hoping that the footage from the dev videos that showcased the endgame was a good representation of what meta gameplay might look like. Faster than the campaign because of all the power of almost complete character, but still slow enough that characters had to engage with mobs.

My hopes for endgame are that it would be like challenge trials from God of War or side content in Elden Ring. As a player I'm looking for challenges beyond the main story that exercise the skills I've learned and let me flex them. I'm not trying to blast away the screen with a button. It was frankly a pleasant surprise when I learned that the makers of POE1 were taking their next game in that direction.

This is my opinion and preference. I know GGG is getting feedback and I just wanted to express mine as well. I know folks have expressed dislike with the dodge roll and designing the game around it to be more mechanical and tactical and I wanted the team to hear that there are folks who think it's actually a great decision.

Thanks GGG, keep it up!



Why do you compare an ARPG with a huge emphasisis on randomized loot and much of the player power derived from that loot to the point it supersedes player skill, to two games that are 100% handcrafted all the way through and do everything they can to not have RNG play into the progression, leaving it almost completely up to player skill?


While it's true that traditionally the genre hasn't skewed more towards systems skill than mechanical skill it doesn't mean it's foolish to try to combine the two. For a long time now most action games have started to incorporate skill trees and while admittedly it's a shallow attempt to add depth to their games it's exciting to see it come from the other end where a dev with arguably the deepest systems in the industry are working to add mechanical and tactical elements into their game. I'm sure it seems unnecessary if you just want a more traditional arpg product but I really want to see POE2 try and succeed with this new vision.
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Victini#7730 wrote:
saying you played poe2 since closed beta yet you have basically not touched the endgame as you are 37/127 achievements kinda invalidates your points, poe1 had challenging endgame fights maven for example


These fights are fun in ruthless or HC. OR SSF.

Tradecore I've a different opinion, since you can effectively stat check the boss.

PoE2 has an opportunity to emphasize on skill expression with less-is-more combat. Payload skills are a great idea, for example.. stun bar... etc.

But we are too focused on wanting to dampen skill expression for power fantasy, which GGG already has a game for that and should focus on something new.

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