Why are there 4 different mechanics for PoE1's Sell window.
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So, we have a re-forge bench, a salvage bench, disenchanting and selling all as separate systems that you have to interact with separately.
These are 4 systems that used to be handled by a single point, selling to a vendor. As of this point, I spend more time checking to make sure that I am not selling something I should be disenchanting, or salvaging, or that I could re-forge than I spend doing any of those things. We have also completely lost the idea of vendor recipes along with it (Which tbh I'm kinda fine with, but gets rid of that whole feeling of stumbling across a secret which I loved in the first game). What we had before was a single UI, that allowed us to place non-useful items into it in order to receive some minor reward from doing so. Why are we enshittificating and making awkward and annoying a non-critical part of gameplay. I certainly haven't heard of anyone playing this game for the vendoring process, I personally play this game in order to go out and do maps, to chill and mash mobs, sometimes with some crafting to see if I can make something good. Please please please, simplify systems like this down. You can always add complexity to systems that people engage with later through interesting concepts and mechanics. Starting with an overloaded system for a simple process ends up with it never being revised because it would be to much effort to change. Last edited by theysaywhatnow#1787 on Dec 20, 2024, 11:05:10 PM Last bumped on Dec 20, 2024, 11:50:52 PM
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It's such terrible design.
Literally all new or reintroduced old mechanics in PoE2 completely disrespect the player's time while adding no new depths or challenges. After a few items in end game you're 1 button clicking everything like before, but all the terrible components of PoE1, D4, LE are all adapted into PoE2 for some stupid stupid reason. It seems nothing the community says will change their mind, they are living in the year 2000. |
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