Late Game = PoE1 with less customization, more on death, and worse movement skills

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Toforto#2372 wrote:
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AverBeg7#1689 wrote:


-snip- or level pulling animation its sooooo bad)


I assume you mean lever pulling animation.

Bro. I accidentally clicked on a lever (the big one that takes ~8 seconds to complete) during the heat of the moment and I couldn't cancel the animation.

And then I was dead, lol.

That frustrated the hell out of me. Then losing everything because of a simple accident that gets you into a loop that cannot be stopped because reasons... I just stopped playing the game for the day and went to Grim Dawn, lol.
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Toforto#2372 wrote:
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AverBeg7#1689 wrote:


I really wanted to like it, I thought I would too.

Pretty much exactly everything you mentioned here has worn me down to the point where when I realize have to do 20-30 pathing maps so I can set up some towers to do a little blasting (half of which will be bricked by random deaths), I get physically ill.


I think what will kill the enjoyment completely for a lot of people in this system(besides everything else wrong with it) is the complete lack of the Favorite Map System. PoE 1's endgame is all about player choice and agency, choosing what league mechanics you enjoy and juicing them up on your atlas tree. Blocking the ones you don't like. Running whatever map you want and being able to swap your fave maps any time.

Then this game just goes and purposefully un-learns all of that and turns in the opposite direction of "you are forced to do bad layouts to have the luxury of doing 1 map you enjoy" aka "the devs want you to play in this specific way and no other way". Where's the player choice? Gone. If the game releases as f2p on steam and this endgame system is exactly how it is now, I feel like many will quit out of sheer boredom lmao(seriously I never want to see another Augury or level pulling animation its sooooo bad)


100% agree. People don't avoid certain maps on PoE1 because they aren't forced to do them. They avoid them because they have frustrating layouts in terms of gameplay, and they don't enjoy them. Forcing us to do them does not make them any better.

Half the maps are also just ripped out of the campaign with no changes. They are way too big, and they have way too many dead-ends, nooks and crannies for (required kill) rares with no indicators to hide in, making them 10x more frustrating in PoE2.

You are right. They did not implement the lessons learned from PoE1 in the first iteration, and it is disappointing. The splinters are not consolidated, the mechanics can spawn in stupid places that -150% the rewards or make them death to run.

The long animations to pull the levers in Augury is ridiculous. Absolutely baffling how that map made it past testing and all they did to help it was make people immune to (map specific) degen while pulling the lever.

There are many more maps that are baffling. Pretty much everything that's straight ripped from the campaign and quite obviously is more "thematic" than gameplay oriented, can actually just be deleted. There are too many to mention, because there are fewer good layouts than abominations.
Last edited by AverBeg7#1689 on Jan 1, 2025, 11:16:16 AM

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