GGG desperately trying to reinvent the wheel and ending up with a square.

To be honest.. without experimenting and accepting some failure here and there i wouldnt like crafting of poe1.. but if you accept that sometimes very good or good is sufficient i found it quite interesting in comparison to majority of arpgs as you could earn so many crafting options to enhance your gear.. and you were not constantly worried to socket something wrong, or that you cant find anything helpful ( to cap out) but may require more mindless grind or the will to push forward with obvious gaps.

Of course you can shop now or gamble or slam exalts but .. feels kindof slightly boring.
Last edited by Storylyne#1859 on Dec 27, 2024, 2:31:11 PM
I come from Ruthless so there is no bench but I play that mode accepting there is no bench and you have to find other means to improve your gear like vendor recipes.

In PoE2 though you expect it as a minimum. D4, LE and PoE1 have systems in place so it's an expected feature.
This is a chance to start fresh without being chained to anything from the first game.

They ought to take a look at shit that's come out since 2012. Evaluate how those games do things, and ask "is this better than Diablo 2?"

Like at a bare minimum Diablo 3 and Diablo 4 have implemented some systems that are really cool. Torchlight, Lost Ark, Last Epoch, Marvel Heroes, Grim Dawn, and even Wolcen have all done interesting and cool things that are worth looking at.

Like it's a fundamental principle of any creative endeavor that you look at what's come before so you know what's been tried, what works and what doesn't. Even a game that failed commercially might have succeeded creatively.
Last edited by Xenus_Paradox#7530 on Dec 27, 2024, 2:34:36 PM
There is only 1 problem with PoE 2, its pretending and been advertised as being as deep as PoE 1, but its not, at all.
Im abdolutely fine if the drop chance is reverted back to the early poe2 version and the missing poe2 ruthless mode implemented. I played also ruthless in affliction and enjoyed that (greetings to ginfer in hc) but missed any form of crafting. In addition poe2 has no vendor recipes and drops and currency are far more plenty than what you are used to get in ruthless.

Re:
I come from Ruthless so there is no bench but I play that mode accepting there is no bench and you have to find other means to improve your gear like vendor recipes.
Last edited by Storylyne#1859 on Dec 27, 2024, 2:44:43 PM
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Im abdolutely fine if the drop chance is reverted back to the early poe2 version and the missing poe2 ruthless mode implemented. I played also ruthless in affliction and enjoyed that but missed any form of crafting. In addition poe2 has no vendor recipes and drops and currency are far more plenty than what you are used to get in ruthless.

Re:
I come from Ruthless so there is no bench but I play that mode accepting there is no bench and you have to find other means to improve your gear like vendor recipes.


PoE2 is definitely not ruthless. Changing gems at will and an abundance of currency and items are not ruthless features.

I think there is probably an argument for different game modes in PoE2 based on difficulty.
Adventurer, Standard, Hardcore and SSF
I wouldnt mind to approach the casual set:
Standard
League sc
League hc
Ssf sc
Ssf hc
Ruthless ssf ( you get where it ends.. ruthless players will have already too many drops and crafting options [recombinator] and movement options... they may need and deserve their own exclusive league which is fine.. shield charge, leap , blink like movements may be already too much , magic find not acceptable. The already increased drop chance may be needed to be reverted/nerfed for what they are used to play in poe1. Thus i understand these comments which may require a separete league).
Last edited by Storylyne#1859 on Dec 27, 2024, 3:00:23 PM
Mapping just feels awful and it always feels like you're in-between the good stuff, like spending 20 mins to set up towers or do 3-4 maps to finally get to a boss. That along with the mostly awful map layouts, the kill-all-rares-meme and constant ODEs just kinda kills the game for me.

And compare that to POE 1 where you just alch/chaos, put some scarb(s) in, have some cool atlas passives going and go. The difference is just massive
Ninja.
Last edited by la_blue_girl#0819 on Dec 27, 2024, 3:03:47 PM
"
Mapping just feels awful and it always feels like you're in-between the good stuff, like spending 20 mins to set up towers or do 3-4 maps to finally get to a boss. That along with the mostly awful map layouts, the kill-all-rares-meme and constant ODEs just kinda kills the game for me.

And compare that to POE 1 where you just alch/chaos, put some scarb(s) in, have some cool atlas passives going and go. The difference is just massive
Tower rush in the atlas is a silly design. I don't particularly think the Tower's add anything new atm. Down the road I'm sure there's a lot they COULD do with them, but how they are now, it's extremely one note.
Re:
And compare that to POE 1 where you just alch/chaos, put some scarb(s) in, have some cool atlas passives going and go. The difference is just massive
--
I was fine with this poe1 approach. Getting atlas passive points per map completion defeating a boss (and an overall massive atlas passive tree), killing e.g. guardians to unlock a major boss, and progressing to ubers and t17 maps, having pantheons being able to capture map bosses and selecting pantheon, being able to capture spectres as minions on maps, selecting game mode dedicated such as temple, blight, ultimatum, expedition, harvest, ritual, etc., or using alternative game modes such as heist or delve. Using scarabs as a form of map alteration ( eg spawn more unique enemies, increase density of mobs, etc).

Feels also cooked down. Why?

Overall one point seem to be a bit more refined now. Alot ruthless players complained about magnitude of drops and crafting.. why dont they get their own mode like before. Seem to be missing.
Last edited by Storylyne#1859 on Dec 27, 2024, 3:56:27 PM

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