Manifesto clarifying the direction of PoE2?
This topic raises excellent question, I'd even say - brilliant one.
If to describe current state of things as short as possible: - we play isometric Dark Souls for the first ~30 hrs (say, first 4-5 acts); - then we switch to some stripped version of POE1 with maps' mass genocide when your build is decent. I have a feeling that GGG tried to move away from stale arpg formula and jump into right direction but did not have enough courage(?) to implement something really advanced. So we really seem to have something different when your setup is half-cooked (bad gear rolls/incomplete build) when you need to survive and be inventive. But grim thing is that it all ends up min-maxing and choosing 1-2 most dps-effective skills which would drive you further all the way. No interesting bossfights in terms of mechanics which would made you perform something else rather than just debuff/attack. Problem becomes even more severe when endgame hits, game just does not make you combine anything or solve some new type of situations so you change cookie-clicker approach only if you are bored. So, despite the game is generally good and spectacular - I feel kind of sad and that's why it's very interesting to understand dev's vision on POE2 future. For me, personally, another POE1 would be hard pass as it does not offer anything really new. |
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I agree.
The answer might be "whatever earns us the biggest profit". I'd especially like to know how on earth they thought they had "fixed melee", which was one of the biggest points they had to communicate before launch. If they thought a slow dodge roll was the magic solution, I'll be looking forward to the next league....in POE1. |
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" Isn't this just natural progression? Everyone has their own take/definition of what an ARPG is. But most definition can be boiled down to some kind of power fantasy. Needless to say, in an ARPG the goal is to become strong. Powerful. A god. PoE 1 did this brilliantly; you wash up on a beach, weak as kid with no skills. You go stronger and stronger for each level, until you're literally slaying Gods. A little bit too far? Sure, but you get the drift here. PoE 2 is designed the same way; you start out slow and weak, but grow stronger and faster as the game goas on. I don't know if anyone would play an ARPG if you didn't grow stronger and faster as your character progresses. What's the point of character progression if you can't feel that progression? What PoE 2 does differently, is creating firm ceilings to limit your power progression. They fail in some cases, mostly due to bugs or unintended mechanics and/or overtuned numbers. But the idea is easy to see; you start out at 0 and end up as 10, which I think is the most important part of any ARPG. 'Most' titles fail in this regard, because you start out pretty strong and your character doesn't really play/handle that differently from level 1 to level 100. Your character NEEDS to be better and stronger as the game goes on in other ways than just numbers on a sheet. How do we achieve that if everything has to be dodged and you can only fight "one and one" enemy? Hint: We don't. Jonathan even said so himself: What is one of the most important elements in this power fantasy? Monster density. Beating larger and larger packs. I think this is fine. Early acts you are weak and have to rely on your dodge roll, kiting enemies, playing smart and "methodical". But as your character grows stronger, better and faster, you outgrow the dodge roll (outside of certain bossfights). I call this a rather good and clear character arch/progression. Bring me some coffee and I'll bring you a smile. Last edited by Phrazz#3529 on Dec 27, 2024, 8:24:47 AM
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" Granted, I only play ARPGs now and then, so this is more of an outsider's perspective. But I don't understand what's so fascinating about running around a map over and over again, pressing a button or two, and making the screen light up. For me, that's the point at which I lose interest in the game. |
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Not expecting a manifesto but I'm also sure some of the team has been coding some of the next round of changes.
Expect we'll get an announcement soon followed by patch notes. Certainly the game lacks an overarching identity currently and balance is, well, it's obvious Last edited by Glorfndel01#6465 on Dec 27, 2024, 8:49:56 AM
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" What's the point of running around a single map, trying to punch some crystal on the other side to death over and over again? - every MOBA What's the point of running around a single map, trying to shoot some people from the other team over and over again? - every PvP shooter ... Why do people like the things they like... I don't know what to tell you. |
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" That's OK. Everyone can't understand everything. Everyone can't like everything. And it's perfectly fine to lose interest in endgame. By definition, at least how I define it, an endgame is where the game separates the player from the grinder. I understand perfectly well that the endgame isn't for everyone, but I struggle to see why "outsiders" that only plays ARPGs "now and then" should have strong opinions about something that isn't designed for them, and is designed to keep people playing. Players that like repetitive grind. For you, endgame is where you lose interest. For others, endgame is where the game starts. I think it's perfectly fine that the acts/main story is designed for everyone, while the endgame is designed for the grinders. If that's elitist, so be it, but I think it's the only solution to make this game appealing to a wider audience. In a game/genre that's all about the journey towards a powerful character, I think it's very cheap to not let players reach that power. Bring me some coffee and I'll bring you a smile.
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" -I'm an "outsider", new to ARPG, I understand why people like the traditional ways, there is fun in brain-shut-down-blowing-screen-up for sure. Not my jam, but I get it. -I'll push back on the idea that "ARPG isn't made for you" though. The traditional ARPG maybe not, but a game genre changing into something new is not at all uncommon, it happens all the time. Maybe this will be the ARPG that actually manage to appeal to these millions of "outsiders" that other ARPGs could not. -We aren't invading your space, we were invited in, by GGG. I assure you nobody would be complaining if GGG only wanted to make PoE1 and Jonathan didn't advertise PoE2 as if it was going to be something different. |
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" I would argue that one of the directions will make another game obsolete, because it is exactly the same think with slightly better graphics :D | |
" Good thing I didn't say that, then. I was referring to the endgame. They've designed the campaign and the entry level of the game for all kinds of players, which is a good thing. As I wrote? Anyhow... There is (and should be) a distinct difference between the "game" and the endgame. I just don't see the negatives here? There's hundreds of hours of fun and replayability in the acts alone if the endgame power levels aren't "your cup of tea". So they HAVE made up their minds: The acts? For everyone. The endgame? For people that wishes to grind and push their power level beyond what you deem "fun". Remind me again about the negatives here and how they haven't "made up their minds"? Bring me some coffee and I'll bring you a smile. Last edited by Phrazz#3529 on Dec 27, 2024, 12:34:33 PM
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