End Game Is Rough

I thought endgame would be a bit more relaxing and enjoyable than the campaign, at least for normal maps.
I was wrong.

I have no issues having to deal with really punishing content every once in a while. But it can't be constantly, everywhere, and everything.
And it can't be so random as it is now.

The player base and reviews are about to drop off a cliff in a couple of weeks, and when the next POE1 league drops, there will be no players left in the game almost.
Mark my words.
I do agree that the end-game over-punishes in general. That said, I could accept how it is with two changes: map is not deleted on death, and un-touched mechanics are not deleted on map failure (ie if you run out of portals and have opened the breaches but left the rituals alone, and the map was not completed, the breaches are gone but the rituals remain).

As it is, the complete loss of all but the basic atlas node (which still must be completed to progress) dramatically over-punishes solo play compared to group play. In group play, on top of the advantages of increased safety by means of stronger synergy and more bodies on the field, you also have a dynamic where as long as one person survives to complete the map, all of the loot and rewards remain accessible; however, in solo play, as soon as you die (and you are more likely to do so as mentioned above), everything uncollected and incomplete is simply gone.

As is, playing in group is objectively the correct way to play right now: much more loot drops, much rarer loot drops, the mechanics are much safer and much more manageable, and the risks of trying things are dramatically mitigated by the contingency that survivors in the map will be able to retain access to the rewards. This is a stark contrast to POE1 where solo play was typically slightly safer with slightly less rewards, and group play was slightly riskier with slightly better rewards, and I think this must be changed for the game to be a positive experience for both playstyles.
Last edited by Bigwilleh#1842 on Dec 15, 2024, 12:56:58 AM
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I do agree that the end-game over-punishes in general. That said, I could accept how it is with two changes: map is not deleted on death, and un-touched mechanics are not deleted on map failure (ie if you run out of portals and have opened the breaches but left the rituals alone, and the map was not completed, the breaches are gone but the rituals remain).

As it is, the complete loss of all but the basic atlas node (which still must be completed to progress) dramatically over-punishes solo play compared to group play. In group play, on top of the advantages of increased safety by means of stronger synergy and more bodies on the field, you also have a dynamic where as long as one person survives to complete the map, all of the loot and rewards remain accessible; however, in solo play, as soon as you die (and you are more likely to do so as mentioned above), everything uncollected and incomplete is simply gone.

As is, playing in group is objectively the correct way to play right now: much more loot drops, much rarer loot drops, the mechanics are much safer and much more manageable, and the risks of trying things are dramatically mitigated by the contingency that survivors in the map will be able to retain access to the rewards. This is a stark contrast to POE1 where solo play was typically slightly safer with slightly less rewards, and group play was slightly riskier with slightly better rewards, and I think this must be changed for the game to be a positive experience for both playstyles.


And If they decide to keep the xp loss, for the love of god make it only the xp from that map you were in! I died earlier again to offscreen ganking projectiles as usual and lost about 3 or 4 maps worth of xp. killing player progression is not fun. Being stagnant in power for days is not fun.
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OG_Smez#4109 wrote:
So I've spent about a day and half doing maps and its been a gruelling experience. I've levelled up 1 and a half times and have had to resort to trading to get more appropriate gear. I've capped a bunch of resistances now and my damage is great considering I got lucky with a way above average staff.

The issues I'm facing are:

1. General mobs feel pretty balanced, they will punish you for being reckless. Getting attacked with projectiles from offscreen though is not okay, especially since projectile damage seems way overtuned considering it only takes a couple of hits to die.

2. Events/mechanics on the map throw the entire gameplay philosophy of PoE2 out the window. Mobs spawn in so rapidly and in large numbers that in things like delirium (edit: I meant breach) I literally survived for 1 second after activating it. I had 0 time to actually react. theres no thoughtful and deliberate gameplay when the mechanics themselves are not designed for slower gameplay.

3. because of point 2, I literally avoid even trying any of the mechanics now as theres just no upside to them for me personally. So its just standard map clearing right now, which is pretty boring and unrewarding.

4. The entire experience just feels like "F you for trying." Lose waystone, lose map events, lose loot, lose xp, lose boss maps while gaining very little from any given run. Use a 300% waystone drop chance waystone that adds tons of detriments, clear the map, not a single waystone drop or good loot. So what did I actually make my life harder for?

4.1 We need more waystone and trial token drops.

5. The atlas tree is 90% nodes to make the players life harder, which is okay I guess for giga chads but offers very little for people who are struggling.

6. Overall I think the punishment is way too high for all the costs involved to run a map. Let us use portals to have another crack at it and balance the enemies especially projectile based packs who can spit tons at you in a second and end your run.

I am aware that we were warned this is EA and end game hasn't been cooked for as long as GGG want yet. This is just feedback based on my experience and I think more hardcore players may be having a better time. I just don't think end game should have this level of inaccessibility for more casual players even though I don't consider myself super casual.


You forgot to mention the resistances penalty after T6 -10% and another -10% later.

So, in the end you'll have "regear" twice when you hit maps.
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eldheim#2436 wrote:
I thought endgame would be a bit more relaxing and enjoyable than the campaign, at least for normal maps.
I was wrong.

I have no issues having to deal with really punishing content every once in a while. But it can't be constantly, everywhere, and everything.
And it can't be so random as it is now.

The player base and reviews are about to drop off a cliff in a couple of weeks, and when the next POE1 league drops, there will be no players left in the game almost.
Mark my words.


Maps are rough right now but I don't see myself going back to poe1 and doing all that same stuff I've already done countless times, with a new league building to click on which summons monsters. Probably just wait until poe2 gets improved.
ENDGAME is BORING TO THE LIMIT.
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ENDGAME is BORING TO THE LIMIT.


It would be far less boring if I wasn't so scared to do anything other than delirium or expedition (who's merchants offer trash 99% of the time and don't even refresh with levels)

I'm so scared to lose all the xp I've been grinding all day that I won't do boss nodes until I have levelled up and have a fresh xp bar.
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SupaMF#6823 wrote:
You forgot to mention the resistances penalty after T6 -10% and another -10% later.

So, in the end you'll have "regear" twice when you hit maps.


EXCUSE ME WHAT!?!?!?!
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Breach is nice on EQ....

Get setup time and then I just chain it over and over and all the mobs come to them and I just bonk the ground.

Much good. Big nice.

Honestly all the mechanics are nice on EQ im finding....


what is EQ?
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OG_Smez#4109 wrote:
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Breach is nice on EQ....

Get setup time and then I just chain it over and over and all the mobs come to them and I just bonk the ground.

Much good. Big nice.

Honestly all the mechanics are nice on EQ im finding....


what is EQ?


Earthquake I'm guessing, a mace skill that causes a big AoE explosion a couple seconds later. With enough AoE bonuses it covers most of the screen, so you can just run around laying down Earthquakes that the enemies following you will walk into.

I find myself doing that more and more often too because currently the maps are often not very melee friendly, to say the least.

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