Suggestion: New philosophy for POE 2 -- Meet us in the middle :)

The formatting was intentional to ensure as little as possible can be misconstrued -- Considering the number of bad faith people here, this felt necessary.

Additionally, there is a TON about Elden Path that I actually love. Literally, most things are absolutely fantastic, and the first time i've felt an 'evolution' in the genre since it's inception.



We understand that GGG doesn't want to "trivialize the game" and unfortunately they realize that a small minority of us enjoy breaking and/or trivializing the game.. So some of us will always be at odds, and should accept it, but this post isn't about that.

There's a lot of types of gamers that have a lot of fun in unique and sometimes stupid ways -- be that as it may, GGG will inevitably be forced to change some things, which will directly and indirectly affect people.


GGG incidentally seems to believe in a Japanese philosophy that mirror's their vision/decisions: "The nail that stands out, must be pounded down".


- The problem: This philosophy of only pounding the nail that stands out down, leaves a boring, stale meta, with VERY few choices in a game that should have infinite choices. Especially during EA.


- Unintentional Consequences: This forces players to pick meta classes, skills and ascendancies, explore less mechanics, and never bother with non-meta skills or classes.


- GGG's Solution: Destroy the skills mechanic, AND nerf the damage from multiple angles. Nail effectively pounded down.


Take note GGG -- We are currently playing builds that feel strong, sounds obvious, right? We understand some nails need to be tapped down a bit. Nobody disputes that. We get it.


The Obvious Solution: Why not lift the other nails up a little (like you used to), AND tap that one nail down a little less?


GGG, seems to be going for equilibrium, which I understand... But If you really don't want a stale meta you are going about it backwards and always have. These kind of mechanic nerfs on TOP of the dps nerfs render a skill unusable, and is 100% forcing people to not explore skills as it's already not worth our time mere days into the open beta.


Thank you for coming to my TedRant. Stay sane exiles.
Last bumped on Dec 13, 2024, 11:34:00 AM
The issue is that they want a game that requires precision, timing and skill...but the game engine they are using and the amount of mobs on the screen does not fit that decision.

Its like they have 2 game design leaders arguing with each other, both trying to make the game the want.

and we are stuck with the player character from elden ring, and the mobs from PoE1
Last edited by fr0st2k#1732 on Dec 13, 2024, 10:24:07 AM
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fr0st2k#1732 wrote:
The issue is that they want a game that requires precision, timing and skill...but the game engine they are using and the amount of mobs on the screen does not fit that decision.

Its like they have 2 game design leaders arguing with each other, both trying to make the game the want.

and we are stuck with the player character from elden ring, and the mobs from PoE1



On that note, my other problems are~


Their monsters are also a bit too nimble for the speed at which we can move, and defenses just stop helping at a point. I'm in T7 waystones and most of the time i'm just fine -- but one missed roll and even with res cap, 1750 health, 1400 ES I get 1 tapped.

Res capped except Chaos res... which just doesn't exist i'm sure lol

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