Fundamental problem with PO2 "philosophy" and actual gameplay.

The problem isn't just that "mobs are fast" but now some mobs have brand new abilities that cause some builds / archtypes problems.

Specifically having your totems or yourself moved in such a manner that the ability you were trying to do either doesn't go off at all OR doesn't target the area you need targeted.

For example I've noticed that when trying to do a Perfect Strike [3 second windup not counting "attack speed"] I can be nudged by packs so I'm outside of the melee range of that particular strike skill.

Totems, that I want to damage a rare, can me moved half a screen away.


From a design philosophy standpoint you EITHER can't have monsters interfering with abilities that require specific spacing OR you need to give us the tools to overcome the problem. Maybe a "Stand Firm" keystone so you can't be moved OR a "Juggernaught" keystone where not only can you not be pushed BUT you can also push other things [all but massive?] out of your way.
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Poe2 was Originally like a graphic upgrade of Poe1. However, they said they got excited during the process. Yes, it brings more immersion as they thought the fight in Poe2 would be like a real Arpg thrilling fight. However, I do not agree that they think this all the way through the end-game mapping, and I believe that is why they never mentioned end-game until the early access. They know that no matter how slow the campaign is, the mapping would still be like poe1 screen explosion or auto-casting which is happening right now. It will become even more crazier after tons of skill/spirit gems arrive. Well, how to maintain that dangerous feeling in end-game mapping? One-death penalty XD. I believe they are right now stuck between their game vision and reality, which would take a lot of time to consider a lot of things and that is why they were so silent recently as they are monitoring the game and clear thoughts too. All minor issues in game have their own fix suggestions but they also belong to a larger issue. (I do not think vacation is the main reason GGG did not say anything here because telling one employee to just type out a written statement takes like nothing.and the real reason is just no good solutions for the moment) They understand the next set of big patches would really matter and have to make a choice here. Hope they can make a good one.


Exactly so. I guess they were hoping that slow and tactical campaign would perfectly transit into braindead endgame and so everyone would be happy, but this didn't happen. Poe1 zoomzoomers said that campaign is a "terrible slog" and they just just want more zoomfest as fast as possbile (donno why, they already have everything in Poe1 esp that newer graphics is the least needed thing for their type of gameplay). And for those who loved the campaign endgame turned out to be the most frustrating part of the game because it is neither slow nor tactical but a classic speedy grind for the sake of oneshotting endgame bosses eventually. And now GGG doesn't know what to do with the situation.
That problem is you're not playing the right build at the right level.
Pick one of the good builds and farm currency at a map level that clears the screen in one tap, while wearing max rarity. Defenses don't matter if you never get hit. Buy upgrades and repeat. It's that easy. Just watch the streamers to learn how to play the game. Or just watch them and don't bother playing, what's the point?
A the start PoE2 really does feel like a new game. It slowly feels more and more like PoE1 until you get to maps and then it's just PoE1 again. If they wanted slower, more thoughtful gameplay, why on earth did they bring Breach, Delirium and Ritual over? I have no idea what they want to do.
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And now GGG doesn't know what to do with the situation.


They know exactly what to do, question is only if they have the fortitude required to go ham with the nerfbat in endgame or not.

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