"
- **Quest rewards are still terrible**
This is a trifle, but quest rewards were something acknowledged in PoE1 to be not very good, and GGG did very little to make them better in PoE2. One of my favorite ideas here is to re-use the Tiny's Trial mechanic from Betrayal without timers (PoE1's Tiny's Trial shouldn't have them either). Let players craft a weapon of their choice in Act 1, introducing them to crafting currency (50 Exalts and 50 Chaos) and letting them experiment while hopefully being a little better set up for Geonor. Let them do the same thing in Act 2 to make an Amulet, but maybe incorporate better currencies like Essences and Catalysts. Do this throughout the campaign to introduce crafting mechanics and create some bad drop luck protection.
This isn't a trifle, and also, it's the best idea in this post. Introducing players to crafting currency with a Tiny's Trial for a different item as a reward for every act would be amazing. If they could make it class specific and give us a weapon at like level 40 that would be even better (because it would last until mid tier maps).
Last edited by AverBeg7#1689 on Jan 1, 2025, 12:31:19 PM
|
Posted byAverBeg7#1689on Jan 1, 2025, 12:12:23 PM
|
"
"
I quit mapping pretty quickly in large part because of this, and its a pretty inexplicable decision in my opinion. I choose to not play Hardcore for a reason. I pay my XP penalty - why should I lose a map/waystone too? Especially given the lack of visual clarity and a "death log", how am I supposed to learn and get better?
Ironically if you have 6 portals you will NEVER bother to learn the game because you don't have to. You can just brute force the content with 5 deaths on every boss. Unfortunately this was the playstyle of many PoE 1 players who never actually bothered to learn boss or monster mechanics for this reason.
And the only reason on death effects kill you (except invisible Volatile crystals that are getting fixed) is because your build skips 99,999999999% of all other monster mechanics by killing them before they have any time to do anything else at all. You feel like every monster has an on-death effect because those are the ONLY effects you have to worry about.
You capped NEVER? So how did you learn the uber elder boss fight? With one portal? We NEEDED 6 for a chance to learn and beat it WITHOUT farming a whole notha set of stones. Your comment is ludicrous.
|
Posted byTomorrowtech#4871on Jan 1, 2025, 12:14:18 PM
|
A couple additional thoughts have occurred to me since finishing writing up my original post last night, mostly focused on why I'm so pessimistic about PoE2 getting "good" before Early Access and why I find this so much more frustrating than a PoE1 league that doesn't click with me. Here's what I put together, elsewhere:
"
The procedurally generated world map that requires a loading screen? Someone thought that was cool, at the cost of UX. Levers? So immersive and realistic! The well? Immersion! New Atlas? Cool and immersive and also a total mess of ideas that detract from core gameplay. These are all decisions that you’d expect a younger, newer design team to make in the pursuit of “the coolest, most immersive ARPG ever”, and then to have to roll back as they realize that the UX costs are too high. You would expect a team with the benefit of 10 years of experience to make better decisions. While GGG is bigger than they were 10 years ago, their leadership should certainly be leading them to avoid these obstacles with their hard-earned knowledge.
Between this and the very closely related problem of “implementing problems that we already solved once before” (magic find, melee feeling terrible, map/zone design, etc.), these seem like huge glimpses into the leadership and foundational philosophies of PoE2. I pointed out several times in the prior topic that PoE2’s design wasn’t based on implementing solid guardrails against intractable PoE1 problems (loot, visual clarity, etc.) but instead on an attitude of “trust us, we won’t make the same mistakes because we have a clean slate and we know better”. That trust required that they avoid those mistakes and nail many of these things on the first try, leveraging those 10 years of experience, which they failed to do. As a result, they threw away resources on implementing bad design, they’ll have to spend more resources in implementing better design, and the iterative design process is starting out from a disadvantage that it never should’ve started at.
As a player, I also have 10 years of experience from Path of Exile (granted, I spent good chunks of that away from PoE), and one of the things I have from that is a recognition of GGG’s stubbornness on “the vision” and refusing to give in to player feedback regarding UX and QoL improvements. At least from the player perspective, it seems like it took multiple consecutive bad leagues to finally force GGG’s hand on a lot of those issues. Failing to live up to their “trust us” assurances and seeing them double down on “the vision” at the expense of historical experience and player feedback makes me really doubtful about how good this game can possibly turn out for 1.0 release, given that they’re likely to keep sailing in the same direction in pursuit of the “the vision” before they even start to turn the boat around. With the nature of Early Access and the fact that we’re all bought in already, it’s hard to say what could constitute PoE2’s “reality check” like PoE1 got from Archnemesis/Sentinel/Kalandra that they needed to make some serious changes. I think there’s a real good chance that it turns out to be 1.0, which would be a disaster for GGG.
|
Posted bySeraphgrim#2718on Jan 1, 2025, 12:25:49 PM
|
|
Sometimes I see these white knight posts claiming crafting is "good" and drops are "good" because they made a 200 divine item and they get 20+ raw exalts per map.
These folks know that isn't the case for 99.5% of the player base right? Most of us don't make it to that point even after grinding dozens of hours. I know you see videos of this everywhere but that's because people want viewers and they don't post videos of running a map and getting 2 regals, 2 exalts, and 3 lesser jeweler orbs plus a bunch of garbage they disenchant/vendor.
Anyways, I agree whole-heartedly on the wasting of player's time. The well is a great example of a minor thing that does so. But it permeates a large variety of the game's aspects. Solution to well: If you want to keep it in the game so bad, change the function. Returning to town fully heals and fills your flasks, but clicking the well gives you a 10m buff(3% dmg or something). Small enough that a player can skip it if they don't want to walk/click it.
|
Posted byFruitLord#0833on Jan 1, 2025, 12:33:03 PM
|
"
Another person who did not play the game comments on crafting, there is crafting, it allows to targetly roll the affixes. I have crafted several end game items already worth 200 divines each. The crafting was better experience than poe 1.
"Target roll the affixes" he says, about the essence system that is so uncommon that it is functionally inaccessible to the majority of players and is actively worse than the same system in PoE1.
I did plenty of crafting in PoE1. Enjoyed it a lot. Crafting in PoE2 isn't accessible until deep mapping, which means it isn't functionally there. Until then, you're just dropping items with extra steps.
|
Posted bySeraphgrim#2718on Jan 1, 2025, 12:35:21 PM
|
|
I think the well is such a minor problem. If the devs want to make us a click a well to get flasks back, fine.
I think this post is permeated with minor issues (such as having to load the atlas UI once, which is not a problem with modern SSDs), but has some fantastic ideas buried within it.
The Tiny's Trial quest reward once per act idea is fantastic, and the overlay of PoE1's history and problems that haven't been implemented in the first iteration of PoE2 is valid.
The rest of the post feels more like carping about having to play the game than actual suggestions to make it better.
For crafting, I much prefer PoE2. PoE1's deterministic crafting made rares worthless, and anything that is not almost perfectly tiered with exact mods worthless. It is boring just farming currency, grabbing a base, then spamming it. It is bad never caring about a single rare after res rings on league start, and making loot filters to only show currency. You can't fix those problems if you allow people to deterministically craft end-game gear.
Last edited by AverBeg7#1689 on Jan 1, 2025, 12:43:49 PM
|
Posted byAverBeg7#1689on Jan 1, 2025, 12:38:11 PM
|
|
OP is spot on with all points.
|
Posted byZ3Ngg#1832on Jan 1, 2025, 1:38:18 PM
|
"
I think the well is such a minor problem. If the devs want to make us a click a well to get flasks back, fine.
I think this post is permeated with minor issues (such as having to load the atlas UI once, which is not a problem with modern SSDs), but has some fantastic ideas buried within it.
The Tiny's Trial quest reward once per act idea is fantastic, and the overlay of PoE1's history and problems that haven't been implemented in the first iteration of PoE2 is valid.
The rest of the post feels more like carping about having to play the game than actual suggestions to make it better.
For crafting, I much prefer PoE2. PoE1's deterministic crafting made rares worthless, and anything that is not almost perfectly tiered with exact mods worthless. It is boring just farming currency, grabbing a base, then spamming it. It is bad never caring about a single rare after res rings on league start, and making loot filters to only show currency. You can't fix those problems if you allow people to deterministically craft end-game gear.
Yea its either full of minor issues, issues with the game not being POE1, and then just non issues as well.
Their whole thing about crafting doesnt really mean much. Its in its infancy, we dont have additional mechanics (delve, harvest, veiled, influence etc...) but OP makes it sounds like its finished and it just sucks.
The well? I agree it can be just auto, or not there at all. But we need a paragraph for the well???
Dodge roll phasing.... no. You shouldnt beable to get that.
Way too many greivances that are either, way blown out of proportion, a personal problem (loot), etc...
SMH his head.
Mash the clean
|
Posted byMashgesture#2912on Jan 1, 2025, 1:43:44 PM
|
"
You capped NEVER? So how did you learn the uber elder boss fight? With one portal? We NEEDED 6 for a chance to learn and beat it WITHOUT farming a whole notha set of stones. Your comment is ludicrous.
Are you seriously trying to say that we should make PoE easier because Uber bosses are hard? What kind of sense does that make? Uber bosses are supposed to be hard, its in their name.
|
Posted byMEITTI#3999on Jan 2, 2025, 1:26:50 PM
|
"
"
You capped NEVER? So how did you learn the uber elder boss fight? With one portal? We NEEDED 6 for a chance to learn and beat it WITHOUT farming a whole notha set of stones. Your comment is ludicrous.
Are you seriously trying to say that we should make PoE easier because Uber bosses are hard? What kind of sense does that make? Uber bosses are supposed to be hard, its in their name.
How do you learn a thing that is hard if you are not afforded more than one try realistically every 3 hours? Assuming you can blast at top speed, taking into account the average RNG to find the 3 stones.
|
Posted byArakki#6986on Jan 2, 2025, 2:09:47 PM
|