The problem = Zero chill

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dodosuke#6531 wrote:
If GGG imported poe1 to poe2 without the boosted Ruthless mode, you would still be here, trying to defend the game against any critique, even though the game would be completely different

If it would be a PoE1 (2), I would even be here.
The game already has enough things quickly copy-pasted from PoE1 (like most of endgame or trials), and nearly all of it is just bad and needs considerably more balancing at least.

PoE1 stuff = bad.
Last edited by just_dont#6539 on Dec 16, 2024, 4:41:33 AM
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dodosuke#6531 wrote:
If GGG imported poe1 to poe2 without the boosted Ruthless mode, you would still be here, trying to defend the game against any critique, even though the game would be completely different

If it would be a PoE1 (2), I would even be here.
The game already has enough things quickly copy-pasted from PoE1 (like most of endgame or trials), and nearly all of it is just bad and needs considerably more balancing at least.

PoE1 stuff = bad.


That's why I said if it they improved poe1 problems instead of making the game completely Ruthless, everyone would be much happier since noone asked for a standalone Ruthless game.

I feel like I'm playing a survival game rather than an arpg. That's why there's no point to play anything other than minions.
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dodosuke#6531 wrote:
That's why I said if it they improved poe1 problems

GGG is the company that created PoE1 as it is right now in the first place.
What makes you think it's even possible to "improve poe1 problems"? Nearly all PoE1 problems are exactly due to YEARS and YEARS of changes that turned the game into what it is right now.

Throwing it all out and making a new game that doesn't have to stick to old ways is the only correct move. Too bad they still didn't throw all of the old stuff out.
I do agree with the OP. Was what put me off of D4 with how many on death affixes were happening. I’d so much rather the difficulty be during the fight when the mobs are alive, as opposed to dying because I killed them. Just seems like a cheesy way to make the difficulty harder, when it’s just diminishing the fun by doing so
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I do agree with the OP. Was what put me off of D4 with how many on death affixes were happening. I’d so much rather the difficulty be during the fight when the mobs are alive, as opposed to dying because I killed them. Just seems like a cheesy way to make the difficulty harder, when it’s just diminishing the fun by doing so


Cheesy is the best word to describe this.

Losing items, losing maps, random things, sometimes very tiny and easily missable things that explode after 3 seconds in a map where you were killing mobs comfortably is not difficulty but frustration.

Imagine you're fighting mobs and you see a valuable currency drop and you think it's a difficult fight and might die. I immediately go for the currency right now and completely ignore the mob which is an insanely weird experience. Having to think about "what if I die and lose the items on the ground, I should loot them first while fighting" is so counter-intuitive along with many other things, sometimes I think GGG has a very low understanding of UX/CX, and just be developers and develop only.

The onboarding problems of poe1 and poe2 explains a lot. They don't explain anything to new players in enough detail, literally almost nothing.
Last edited by dodosuke#6531 on Dec 16, 2024, 5:42:28 AM
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I do agree with the OP. Was what put me off of D4 with how many on death affixes were happening. I’d so much rather the difficulty be during the fight when the mobs are alive, as opposed to dying because I killed them. Just seems like a cheesy way to make the difficulty harder, when it’s just diminishing the fun by doing so


a slower, more tactical and LESS effect ridden ARPG was the main selling point for me. ground effects should not exist at all and if they do they need to be clean and well communicated. instead of firing a hundred ice projectiles or magma spraying all over the place why not have one or two that feel really powerful but you better use them at the right moment. skills are just spammy and feel like they do way too little for the time it takes to cast many of them. enemies should not just waltz through firewalls and I should not be able to spam dozens of them.
also I hoped to see a revolution in how skills work. why are Firewalls for example still random? why can`t I "draw" the shape and place I want them to appear on the screen? give melee a parry button and real ability to play close range instead of pseudo ranged gameplay.

I like the game overall despite all needed improvements but it does not feel like the next step in ARPG evolution. at least it doesn`t yet
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Brzlmo#0565 wrote:
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I do agree with the OP. Was what put me off of D4 with how many on death affixes were happening. I’d so much rather the difficulty be during the fight when the mobs are alive, as opposed to dying because I killed them. Just seems like a cheesy way to make the difficulty harder, when it’s just diminishing the fun by doing so


a slower, more tactical and LESS effect ridden ARPG was the main selling point for me. ground effects should not exist at all and if they do they need to be clean and well communicated. instead of firing a hundred ice projectiles or magma spraying all over the place why not have one or two that feel really powerful but you better use them at the right moment. skills are just spammy and feel like they do way too little for the time it takes to cast many of them. enemies should not just waltz through firewalls and I should not be able to spam dozens of them.
also I hoped to see a revolution in how skills work. why are Firewalls for example still random? why can`t I "draw" the shape and place I want them to appear on the screen? give melee a parry button and real ability to play close range instead of pseudo ranged gameplay.

I like the game overall despite all needed improvements but it does not feel like the next step in ARPG evolution. at least it doesn`t yet


Same, I really like the overall game, especially the way it looks and feels, the boss fights etc.

It's like you said, there's no next step about it. It's just poe with slightly less clutter and more frustration.

Not every difficult design is frustrating, they can still remove the frustrating and meaningless mechanics and still keep it as difficult.
One of the least fun games I have ever played. WOuld rather replay and beat every souls game straight than log into POE2.
May 15th 2012 - The day the king of ARPGs died. January 23rd 2013 - A new king takes the throne.
I love the (near) zero-chill aspect of POE2...

..that said, I agree the after death effects should either disappear, or get giant visuals you can't miss (like the huge crashing blood orbs in Trial of Chaos).

My gaming buddy is playing the witch SRS, flame wall, arsonist build, and there is *no way* you can see anything on the ground when he's casting. Everything is just covered in fire.

I think after-death effects were added to POE1 to make some way of threatening players when they kill mobs in 0.2 seconds. This isn't necessary in POE2 as long as they keep mobs challening and engaging... In POE2, the engagement should all happen before they die.

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One of the least fun games I have ever played. WOuld rather replay and beat every souls game straight than log into POE2.


You would be in the minority. POE2 is maintaining 24-hour peaks over 400k every day.
Last edited by KuroSF#6521 on Dec 16, 2024, 9:42:02 PM
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KuroSF#6521 wrote:
I love the (near) zero-chill aspect of POE2...

..that said, I agree the after death effects should either disappear, or get giant visuals you can't miss (like the huge crashing blood orbs in Trial of Chaos).

My gaming buddy is playing the witch SRS, flame wall, arsonist build, and there is *no way* you can see anything on the ground when he's casting. Everything is just covered in fire.

I think after-death effects were added to POE1 to make some way of threatening players when they kill mobs in 0.2 seconds. This isn't necessary in POE2 as long as they keep mobs challening and engaging... In POE2, the engagement should all happen before they die.

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One of the least fun games I have ever played. WOuld rather replay and beat every souls game straight than log into POE2.


You would be in the minority. POE2 is maintaining 24-hour peaks over 400k every day.


I think there's a fair amount of people who play is not playing because they're having a lot of fun. The game is brand new, looks great and it's been hyped for a long time and there's literally nothing else to play. The pacing of the game milks you and awards you so slowly, leaves a greater psychological affect when you make one upgrade, rather than giving you all the twink items and tabula rasas to run through midgame with 6L skills. Almost feels like I'm playing a gacha game at certain points.

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