The game is great, but POE1 had virtues that we cannot forget. A bit of feedback.

The game is great, it has so many positive aspects that it would take me too long to make such a long list. I'll just say that I've experienced playing D2 for the first time again. However, for a polished and completely refined experience, it still has a long way to go. I'll try to briefly list things that I think could improve the experience based on my gameplay:

Crafting:
Spoiler
I understand the simplicity of crafting compared to POE1; it's straightforward, enjoyable, and engaging for new players. However, I think a balance could be found between this and the crafting bench we had in POE1. Sometimes, the gear progression is frustrating because it simply consists of using the available currency and praying for a good outcome. The micromanagement that POE1 offered for items was fun, as planning has always been a key aspect in these games. It doesn’t have to, nor should it have the complexity of POE1, but giving the player the sense that they are taking control, that they need to plan something, has always been fun. The rune system seems like an approach to this, but the feeling is weak since it practically feels like a generic and anodyne addition to the item you already have.


Building:
Spoiler
One of the hallmarks of POE1, and what has made it the best in its genre, is the diversity and creativity of builds, among other things. In POE2, we can see a glimpse of this in certain interactions between weapon swaps, items, and skills, but it also poses a series of restrictions regarding the use of gems, partly hindered by the new "weapon swapping" mechanic. I think the weapon system is fun and an innovative addition, but restricting all abilities to their respective weapons gives too much importance to something that should be another avenue for creativity. I don’t know, maybe there could be general-use gems limited to the type of weapon, like it always was in POE1? Ranged weapons, melee weapons, etc. Each weapon should have its signature skills, of course, to make the system meaningful. But, for example, why couldn't a bow use a "Ballista Totem"? The interactions would be much more creative with the skill tree, items, and skills themselves.

Regarding support gems, they don’t feel too bad, but sometimes, depending on the build, they are too generic; you socket a few support gems with damage multipliers, and that's it. Where did "Multistrike," "CWDT," "Trinity," "Mirage Archer," and a long list go? One thing that always fascinated my friends who I tried to introduce to POE1 were these skills that completely changed the gameplay, though they were later overwhelmed by the complexity and density of existing content. We must maintain the most positive aspects of POE1 and start building on those foundations with time and caution.


Skills:
Spoiler
For now, I've only had time to try the Mercenary, specifically the "Witch Hunter." I played it with a crossbow and naturally transitioned into a grenade build due to the items I acquired. The first thing I felt once I reached maps was, why on earth does "Explosive Grenade" exist? The "Gas Grenade" did everything the "Explosive Grenade" did, but better. Same "AS" scaling, better "AD" scaling, and a relatively faster fuse time. The "Explosive Grenade" is a detonator, true, but the interaction with other skills is too clunky and doesn't feel right, leaving aside that many skills are undertuned, which I understand you are aware of. What I mean is that this specific skill lacked identity; it had a close cousin who was taller, better looking, and smarter. This suggests that if it happens with the crossbow, it might also happen with other weapons.


Survivability:
Spoiler
I won’t elaborate on this; you probably have enough data. The defensive layers are insufficient. Kripparrian has a very good video on this topic, and it also raises a fundamental premise: balancing the entire game around the "Dodge Roll" is too impulsive; having moments of respite is also a virtue, and it's fun. POE1 divides this content very well: trivial content, content that requires some attention, and content that requires extreme attention. It’s not always possible to pay extreme attention for hours; it’s exhausting.


Endgame:
Spoiler
I understand that POE2 is a gateway to this wonderful genre for new players. Here, I'll share a personal experience with different friends I tried to introduce to POE1; once they reach maps, the chaos is total. There’s no long-term goal they are aware of that makes them work towards it. In POE2, something similar happens; there’s a short-term goal, doing maps according to progression, T1, T2, T3, etc., but without telegraphing a long-term goal, new players end up getting bored because they don’t understand the purpose of doing maps. They don’t know that there is something beyond maps, that everything has a purpose. I understand the concept of discovering the Atlas, seeing the map, entering the tower, and trying to figure out what it is, but new players don’t know things that we take for granted. I’m not saying the content should be spoiled, but giving small hints, a quest journal that gives a purpose, would keep many people from quitting the game due to a lack of knowledge.


Gameplay:
Spoiler
The best ever in an ARPG so far, the WASD system is simply masterful, among other things. The enemy body block isn’t so much, but it’s something you are working on.


I’m sure I’m leaving something out, but I wanted to reiterate congratulations to the whole team. We are probably talking about the ARPG of the last decades. I hope you receive what I’ve written constructively if someone reads it. Again, congratulations on the work done.
Last edited by Sinape#5414 on Dec 13, 2024, 1:41:36 AM
Last bumped on Dec 13, 2024, 6:36:34 AM
"
but POE1 had virtues that we cannot forget

Yeah, no.

Sure it has slightly better e.g. crafting compared to PoE2 barebones situation. But PoE crafting is generally terribad and shouldn't be used at all. We need a better system that's not just gambling over a smaller pool of affixes.

As for the rest, you're looking at half-finished early access game, saying that there's less build diversity is just premature. Let it cook first.

"
Kripparrian has a very good video on this topic

No, just no.
PoE2 difficulty is fine and shouldn't be changed in any major way.
And we definitely don't need any more PoE1 in here.
Theres a lot more things but the points here is all good ones
"
Sinape#5414 wrote:
The game is great, it has so many positive aspects that it would take me too long to make such a long list. I'll just say that I've experienced playing D2 for the first time again. However, for a polished and completely refined experience, it still has a long way to go. I'll try to briefly list things that I think could improve the experience based on my gameplay:

Crafting:
Spoiler
I understand the simplicity of crafting compared to POE1; it's straightforward, enjoyable, and engaging for new players. However, I think a balance could be found between this and the crafting bench we had in POE1. Sometimes, the gear progression is frustrating because it simply consists of using the available currency and praying for a good outcome. The micromanagement that POE1 offered for items was fun, as planning has always been a key aspect in these games. It doesn’t have to, nor should it have the complexity of POE1, but giving the player the sense that they are taking control, that they need to plan something, has always been fun. The rune system seems like an approach to this, but the feeling is weak since it practically feels like a generic and anodyne addition to the item you already have.


Building:
Spoiler
One of the hallmarks of POE1, and what has made it the best in its genre, is the diversity and creativity of builds, among other things. In POE2, we can see a glimpse of this in certain interactions between weapon swaps, items, and skills, but it also poses a series of restrictions regarding the use of gems, partly hindered by the new "weapon swapping" mechanic. I think the weapon system is fun and an innovative addition, but restricting all abilities to their respective weapons gives too much importance to something that should be another avenue for creativity. I don’t know, maybe there could be general-use gems limited to the type of weapon, like it always was in POE1? Ranged weapons, melee weapons, etc. Each weapon should have its signature skills, of course, to make the system meaningful. But, for example, why couldn't a bow use a "Ballista Totem"? The interactions would be much more creative with the skill tree, items, and skills themselves.

Regarding support gems, they don’t feel too bad, but sometimes, depending on the build, they are too generic; you socket a few support gems with damage multipliers, and that's it. Where did "Multistrike," "CWDT," "Trinity," "Mirage Archer," and a long list go? One thing that always fascinated my friends who I tried to introduce to POE1 were these skills that completely changed the gameplay, though they were later overwhelmed by the complexity and density of existing content. We must maintain the most positive aspects of POE1 and start building on those foundations with time and caution.


Skills:
Spoiler
For now, I've only had time to try the Mercenary, specifically the "Witch Hunter." I played it with a crossbow and naturally transitioned into a grenade build due to the items I acquired. The first thing I felt once I reached maps was, why on earth does "Explosive Grenade" exist? The "Gas Grenade" did everything the "Explosive Grenade" did, but better. Same "AS" scaling, better "AD" scaling, and a relatively faster fuse time. The "Explosive Grenade" is a detonator, true, but the interaction with other skills is too clunky and doesn't feel right, leaving aside that many skills are undertuned, which I understand you are aware of. What I mean is that this specific skill lacked identity; it had a close cousin who was taller, better looking, and smarter. This suggests that if it happens with the crossbow, it might also happen with other weapons.


Survivability:
Spoiler
I won’t elaborate on this; you probably have enough data. The defensive layers are insufficient. Kripparrian has a very good video on this topic, and it also raises a fundamental premise: balancing the entire game around the "Dodge Roll" is too impulsive; having moments of respite is also a virtue, and it's fun. POE1 divides this content very well: trivial content, content that requires some attention, and content that requires extreme attention. It’s not always possible to pay extreme attention for hours; it’s exhausting.


Endgame:
Spoiler
I understand that POE2 is a gateway to this wonderful genre for new players. Here, I'll share a personal experience with different friends I tried to introduce to POE1; once they reach maps, the chaos is total. There’s no long-term goal they are aware of that makes them work towards it. In POE2, something similar happens; there’s a short-term goal, doing maps according to progression, T1, T2, T3, etc., but without telegraphing a long-term goal, new players end up getting bored because they don’t understand the purpose of doing maps. They don’t know that there is something beyond maps, that everything has a purpose. I understand the concept of discovering the Atlas, seeing the map, entering the tower, and trying to figure out what it is, but new players don’t know things that we take for granted. I’m not saying the content should be spoiled, but giving small hints, a quest journal that gives a purpose, would keep many people from quitting the game due to a lack of knowledge.


Gameplay:
Spoiler
The best ever in an ARPG so far, the WASD system is simply masterful, among other things. The enemy body block isn’t so much, but it’s something you are working on.


I’m sure I’m leaving something out, but I wanted to reiterate congratulations to the whole team. We are probably talking about the ARPG of the last decades. I hope you receive what I’ve written constructively if someone reads it. Again, congratulations on the work done.

Nice post: very balanced and constructive.

I feel like more Crafting and Building options will be coming, though: the Building options will come as they add the other half of the game, and Crafting options will come with league mechanics as the game develops over time, just like it did in PoE1.

Survivability (i.e. difficulty) is reminding of of O.G. PoE1 (i.e. the 1.0 version of the game) which was my favourite version of PoE1 in many ways, so I think I'm going to disagree there, although I'm sure GGG are watching their telemetry data here, too, and will tweaking things if they too many of us on the struggle bus.

100% agree on Gameplay: I'm loving the feel of the game, generally, and it's especially good to have melee back.
Living the Hollow Palm life, and loving it. Stay sane, exiles!
"
Sinape#5414 wrote:
The game is great, it has so many positive aspects that it would take me too long to make such a long list. I'll just say that I've experienced playing D2 for the first time again. However, for a polished and completely refined experience, it still has a long way to go. I'll try to briefly list things that I think could improve the experience based on my gameplay:

Crafting:
Spoiler
I understand the simplicity of crafting compared to POE1; it's straightforward, enjoyable, and engaging for new players. However, I think a balance could be found between this and the crafting bench we had in POE1. Sometimes, the gear progression is frustrating because it simply consists of using the available currency and praying for a good outcome. The micromanagement that POE1 offered for items was fun, as planning has always been a key aspect in these games. It doesn’t have to, nor should it have the complexity of POE1, but giving the player the sense that they are taking control, that they need to plan something, has always been fun. The rune system seems like an approach to this, but the feeling is weak since it practically feels like a generic and anodyne addition to the item you already have.


Building:
Spoiler
One of the hallmarks of POE1, and what has made it the best in its genre, is the diversity and creativity of builds, among other things. In POE2, we can see a glimpse of this in certain interactions between weapon swaps, items, and skills, but it also poses a series of restrictions regarding the use of gems, partly hindered by the new "weapon swapping" mechanic. I think the weapon system is fun and an innovative addition, but restricting all abilities to their respective weapons gives too much importance to something that should be another avenue for creativity. I don’t know, maybe there could be general-use gems limited to the type of weapon, like it always was in POE1? Ranged weapons, melee weapons, etc. Each weapon should have its signature skills, of course, to make the system meaningful. But, for example, why couldn't a bow use a "Ballista Totem"? The interactions would be much more creative with the skill tree, items, and skills themselves.

Regarding support gems, they don’t feel too bad, but sometimes, depending on the build, they are too generic; you socket a few support gems with damage multipliers, and that's it. Where did "Multistrike," "CWDT," "Trinity," "Mirage Archer," and a long list go? One thing that always fascinated my friends who I tried to introduce to POE1 were these skills that completely changed the gameplay, though they were later overwhelmed by the complexity and density of existing content. We must maintain the most positive aspects of POE1 and start building on those foundations with time and caution.


Skills:
Spoiler
For now, I've only had time to try the Mercenary, specifically the "Witch Hunter." I played it with a crossbow and naturally transitioned into a grenade build due to the items I acquired. The first thing I felt once I reached maps was, why on earth does "Explosive Grenade" exist? The "Gas Grenade" did everything the "Explosive Grenade" did, but better. Same "AS" scaling, better "AD" scaling, and a relatively faster fuse time. The "Explosive Grenade" is a detonator, true, but the interaction with other skills is too clunky and doesn't feel right, leaving aside that many skills are undertuned, which I understand you are aware of. What I mean is that this specific skill lacked identity; it had a close cousin who was taller, better looking, and smarter. This suggests that if it happens with the crossbow, it might also happen with other weapons.


Survivability:
Spoiler
I won’t elaborate on this; you probably have enough data. The defensive layers are insufficient. Kripparrian has a very good video on this topic, and it also raises a fundamental premise: balancing the entire game around the "Dodge Roll" is too impulsive; having moments of respite is also a virtue, and it's fun. POE1 divides this content very well: trivial content, content that requires some attention, and content that requires extreme attention. It’s not always possible to pay extreme attention for hours; it’s exhausting.


Endgame:
Spoiler
I understand that POE2 is a gateway to this wonderful genre for new players. Here, I'll share a personal experience with different friends I tried to introduce to POE1; once they reach maps, the chaos is total. There’s no long-term goal they are aware of that makes them work towards it. In POE2, something similar happens; there’s a short-term goal, doing maps according to progression, T1, T2, T3, etc., but without telegraphing a long-term goal, new players end up getting bored because they don’t understand the purpose of doing maps. They don’t know that there is something beyond maps, that everything has a purpose. I understand the concept of discovering the Atlas, seeing the map, entering the tower, and trying to figure out what it is, but new players don’t know things that we take for granted. I’m not saying the content should be spoiled, but giving small hints, a quest journal that gives a purpose, would keep many people from quitting the game due to a lack of knowledge.


Gameplay:
Spoiler
The best ever in an ARPG so far, the WASD system is simply masterful, among other things. The enemy body block isn’t so much, but it’s something you are working on.


I’m sure I’m leaving something out, but I wanted to reiterate congratulations to the whole team. We are probably talking about the ARPG of the last decades. I hope you receive what I’ve written constructively if someone reads it. Again, congratulations on the work done.



Nice points, I totally agree with where you are coming from.

It is early access, and we shouldn't forget that, but where they go from here is make or break.
Last edited by TTT_Gbarqrnsor#9981 on Dec 13, 2024, 4:27:57 AM
The big "innovation" of path of exile 2 is a 50 hour campaign. There is a workable end game in right now, it isn't bad, but if you get there and start having fun they might nuke your build from orbit while you're playing it.
IGN : Reamus
"
Sinape#5414 wrote:
The game is great, it has so many positive aspects that it would take me too long to make such a long list. I'll just say that I've experienced playing D2 for the first time again. However, for a polished and completely refined experience, it still has a long way to go. I'll try to briefly list things that I think could improve the experience based on my gameplay:

Crafting:
Spoiler
I understand the simplicity of crafting compared to POE1; it's straightforward, enjoyable, and engaging for new players. However, I think a balance could be found between this and the crafting bench we had in POE1. Sometimes, the gear progression is frustrating because it simply consists of using the available currency and praying for a good outcome. The micromanagement that POE1 offered for items was fun, as planning has always been a key aspect in these games. It doesn’t have to, nor should it have the complexity of POE1, but giving the player the sense that they are taking control, that they need to plan something, has always been fun. The rune system seems like an approach to this, but the feeling is weak since it practically feels like a generic and anodyne addition to the item you already have.


Building:
Spoiler
One of the hallmarks of POE1, and what has made it the best in its genre, is the diversity and creativity of builds, among other things. In POE2, we can see a glimpse of this in certain interactions between weapon swaps, items, and skills, but it also poses a series of restrictions regarding the use of gems, partly hindered by the new "weapon swapping" mechanic. I think the weapon system is fun and an innovative addition, but restricting all abilities to their respective weapons gives too much importance to something that should be another avenue for creativity. I don’t know, maybe there could be general-use gems limited to the type of weapon, like it always was in POE1? Ranged weapons, melee weapons, etc. Each weapon should have its signature skills, of course, to make the system meaningful. But, for example, why couldn't a bow use a "Ballista Totem"? The interactions would be much more creative with the skill tree, items, and skills themselves.

Regarding support gems, they don’t feel too bad, but sometimes, depending on the build, they are too generic; you socket a few support gems with damage multipliers, and that's it. Where did "Multistrike," "CWDT," "Trinity," "Mirage Archer," and a long list go? One thing that always fascinated my friends who I tried to introduce to POE1 were these skills that completely changed the gameplay, though they were later overwhelmed by the complexity and density of existing content. We must maintain the most positive aspects of POE1 and start building on those foundations with time and caution.


Skills:
Spoiler
For now, I've only had time to try the Mercenary, specifically the "Witch Hunter." I played it with a crossbow and naturally transitioned into a grenade build due to the items I acquired. The first thing I felt once I reached maps was, why on earth does "Explosive Grenade" exist? The "Gas Grenade" did everything the "Explosive Grenade" did, but better. Same "AS" scaling, better "AD" scaling, and a relatively faster fuse time. The "Explosive Grenade" is a detonator, true, but the interaction with other skills is too clunky and doesn't feel right, leaving aside that many skills are undertuned, which I understand you are aware of. What I mean is that this specific skill lacked identity; it had a close cousin who was taller, better looking, and smarter. This suggests that if it happens with the crossbow, it might also happen with other weapons.


Survivability:
Spoiler
I won’t elaborate on this; you probably have enough data. The defensive layers are insufficient. Kripparrian has a very good video on this topic, and it also raises a fundamental premise: balancing the entire game around the "Dodge Roll" is too impulsive; having moments of respite is also a virtue, and it's fun. POE1 divides this content very well: trivial content, content that requires some attention, and content that requires extreme attention. It’s not always possible to pay extreme attention for hours; it’s exhausting.


Endgame:
Spoiler
I understand that POE2 is a gateway to this wonderful genre for new players. Here, I'll share a personal experience with different friends I tried to introduce to POE1; once they reach maps, the chaos is total. There’s no long-term goal they are aware of that makes them work towards it. In POE2, something similar happens; there’s a short-term goal, doing maps according to progression, T1, T2, T3, etc., but without telegraphing a long-term goal, new players end up getting bored because they don’t understand the purpose of doing maps. They don’t know that there is something beyond maps, that everything has a purpose. I understand the concept of discovering the Atlas, seeing the map, entering the tower, and trying to figure out what it is, but new players don’t know things that we take for granted. I’m not saying the content should be spoiled, but giving small hints, a quest journal that gives a purpose, would keep many people from quitting the game due to a lack of knowledge.


Gameplay:
Spoiler
The best ever in an ARPG so far, the WASD system is simply masterful, among other things. The enemy body block isn’t so much, but it’s something you are working on.


I’m sure I’m leaving something out, but I wanted to reiterate congratulations to the whole team. We are probably talking about the ARPG of the last decades. I hope you receive what I’ve written constructively if someone reads it. Again, congratulations on the work done.


I agree with most of the points. It’s still Early Access, and while it's a good starting point for Poe2, there is definitely much work ahead. Thank you for the post! it's well-expressed and constructive! LOGIN

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