From "Diablo Killer" to "Advertisement for why you should go back to Diablo 4".

When I started playing PoE2 it felt so much better than Diablo4.

Diablo4 did nothing new except for an over-complicated itemization system, and its main feature is the campaign + cinematics + the first whole map completion that is really enjoyable and rewarding.

At the beginning its itemization had the huge issue that a build would only work if the full set of items and effects (aspects) was equipped, and this, along with low drops and too much rng needed for decent items, meant you would never change a single item, especially in the endgame.
This is actually a lot closer to the PoE1 style of endgame than traditional Diablo.
Also this is why the endgame became boring and me and all my friends abandoned it (on top of it not having cool endgame mechanics like PoE has)

In a recent patch they made items more easy to find and craft items, made aspects collectible (so you only had to find it once to have it permanently) and overall eased how hard it is to find a decent item, while maintaining god-rolls super rare.
It became much much better and I enjoyed bringing multiple characters well deep in the endgame. But still the lack of mechanics made it boring eventually.

All this is the preamble to say one thing:
While the campaing of PoE2 is fantastic, the endgame simply becomes like PoE1 or Diablo4 "vanilla" if you want.

The useless items / low loot / low Orbs / no Omens issues simply make it impossible to get new gear unless you spend all day trading in a super toxic system.
Also this forces the "1-skill-zoom clear-as-fast-as-possible play-class-that-can-cap-Magic-Find" meta to have at least a minor chance at improving.
The xp loss on death is just icing on that cake (but would be ok by itself).

However, all this stuff can be fixed via balancing, imho.
Last edited by Macellomatik#7988 on Jan 9, 2025, 3:56:09 AM
It is absolutely important in POE 2 to prioritize defense and do less damage. This is completely different in Diablo 4, where you can go for full damage without hesitation. That's not the idea here. Priority 1 is defense.
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iMirageX#4580 wrote:
As you may have noticed, POE 1 and POE 2 is somewhat different from your other ARPGs. In other games, you might be able to progress to the highest difficulty even if your build is all over the place. In POE, this will be highlighted severely in end game because (refer to your complaints). Hard doesn't equate to being shit nor does it equate to being bad. When something is "not fun" for you, did you ask yourself if "did I do everything to fix my build?", "did I understand why was I one shotted?"

To those saying artificial this and artificial that, what is even natural and artificial in a game? If a dev team made the game and launch it in EA, doesn't all system and penalty encompassing the game when it was launch in EA is "natural"? If you are having a hard time on something or having difficulty coping up, that is not "artificially difficult"

If you think about it, "anti-player", "anti-fun" or whatever you want to label it is not really appropriate in a game when it is a business. POE simply made a stand to not lower its baseline difficulty. You don't want to put the effort to learn how to play POE? then you get your result.


The problem is that at least in poe1 it was relatively ‘easy’ (with some guidance, knowledge or time) to make a build that was both ethical and powerful. In poe2 I get that they (ggg) are attempting to keep us in league (when they come) for longer than the typical few weeks we do in poe1, the methods they have used to achieve this actually (imo) work against that objective.
The game has no ethical power, no meaningful loot and have an endgame with ridiculous farms for minimal returns.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Any perceived disrespect is unintended, I have High Functioning Asperger's and its socially inept.
"
When I started playing PoE2 it felt so much better than Diablo4.

Diablo4 did nothing new except for an over-complicated itemization system, and its main feature is the campaign + cinematics + the first whole map completion that is really enjoyable and rewarding.

At the beginning its itemization had the huge issue that a build would only work if the full set of items and effects (aspects) was equipped, and this, along with low drops and too much rng needed for decent items, meant you would never change a single item, especially in the endgame.
This is actually a lot closer to the PoE1 style of endgame than traditional Diablo.
Also this is why the endgame became boring and me and all my friends abandoned it (on top of it not having cool endgame mechanics like PoE has)

In a recent patch they made items more easy to find and craft items, made aspects collectible (so you only had to find it once to have it permanently) and overall eased how hard it is to find a decent item, while maintaining god-rolls super rare.
It became much much better and I enjoyed bringing multiple characters well deep in the endgame. But still the lack of mechanics made it boring eventually.

All this is the preamble to say one thing:
While the campaing of PoE2 is fantastic, the endgame simply becomes like PoE1 or Diablo4 "vanilla" if you want.

The useless items / low loot / low Orbs / no Omens issues simply make it impossible to get new gear unless you spend all day trading in a super toxic system.
Also this forces the "1-skill-zoom clear-as-fast-as-possible play-class-that-can-cap-Magic-Find" meta to have at least a minor chance at improving.
The xp loss on death is just icing on that cake (but would be ok by itself).

However, all this stuff can be fixed via balancing, imho.


I’d agree with all of this except the campaign part. For me I’d suggest the campaign is backwards and starts too hard and ends too easy. Reverse that so the start is a little easier and the end is a reasonable amount harder and it’s ideal.
This ofc doesn’t take into account that acts 4-6 could solve the later issue but the prior issue remains imo
Normal as too harsh at start to bring in new players and retain them, cruel was far too easy once we had geared up to replay the first 3 acts again.

As for loot, it’s basically vendor for currencies (or disenchant for same) or rarely (such that I have only 2 normal premium tabs of such) good enough loot to put up for trade (and I am nearly level 90 with 2 of 3 citadels down and third hiding like it’s nonexistent)
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Any perceived disrespect is unintended, I have High Functioning Asperger's and its socially inept.
Last edited by Timbo Zero#8289 on Jan 9, 2025, 4:13:31 AM
All these game devs around the world making bad games, they don't even know that all they need is add an xp penalty to turn mud into gold.
"
"
When I started playing PoE2 it felt so much better than Diablo4.

Diablo4 did nothing new except for an over-complicated itemization system, and its main feature is the campaign + cinematics + the first whole map completion that is really enjoyable and rewarding.

At the beginning its itemization had the huge issue that a build would only work if the full set of items and effects (aspects) was equipped, and this, along with low drops and too much rng needed for decent items, meant you would never change a single item, especially in the endgame.
This is actually a lot closer to the PoE1 style of endgame than traditional Diablo.
Also this is why the endgame became boring and me and all my friends abandoned it (on top of it not having cool endgame mechanics like PoE has)

In a recent patch they made items more easy to find and craft items, made aspects collectible (so you only had to find it once to have it permanently) and overall eased how hard it is to find a decent item, while maintaining god-rolls super rare.
It became much much better and I enjoyed bringing multiple characters well deep in the endgame. But still the lack of mechanics made it boring eventually.

All this is the preamble to say one thing:
While the campaing of PoE2 is fantastic, the endgame simply becomes like PoE1 or Diablo4 "vanilla" if you want.

The useless items / low loot / low Orbs / no Omens issues simply make it impossible to get new gear unless you spend all day trading in a super toxic system.
Also this forces the "1-skill-zoom clear-as-fast-as-possible play-class-that-can-cap-Magic-Find" meta to have at least a minor chance at improving.
The xp loss on death is just icing on that cake (but would be ok by itself).

However, all this stuff can be fixed via balancing, imho.


I’d agree with all of this except the campaign part. For me I’d suggest the campaign is backwards and starts too hard and ends too easy. Reverse that so the start is a little easier and the end is a reasonable amount harder and it’s ideal.
This ofc doesn’t take into account that acts 4-6 could solve the later issue but the prior issue remains imo
Normal as too harsh at start to bring in new players and retain them, cruel was far too easy once we had geared up to replay the first 3 acts again.


Or, they could have consistent progression where cruel is a taste of what end game is to prepare players without punishments so they can learn the game?

The issue with the campaign is the progression is tough in Act 1. Act 2 and 3 end up being so easy by the time you get to them it's unfortunate.

Cruel as a whole needs a complete retuning. It's way too easy cross board and doesn't prepare you in the slightest for the (worst) part of the game, Endgame.

Which has equally as awful progression and understanding without dying constantly (but this time, with punishment out of the blue.)
It just sounds great! The developers were able to isolate POE 1 from the clowns from Diablo 4, hopefully the same thing will happen in POE 2. This post shows that GGG is moving in the right direction!
"

The problem is that at least in poe1 it was relatively ‘easy’ (with some guidance, knowledge or time) to make a build that was both ethical and powerful. In poe2 I get that they (ggg) are attempting to keep us in league (when they come) for longer than the typical few weeks we do in poe1, the methods they have used to achieve this actually (imo) work against that objective.
The game has no ethical power, no meaningful loot and have an endgame with ridiculous farms for minimal returns.


Not sure if thats the case. Diablo 2-clone Arpgs have this weird effect where players eventually get tired of the grind after around a month of playing, then after a few month hiatus, people come back to play the game again. Diablo 2 used to have this effect as well. The player retention is never static, it goes up and down in constant waves.

GGG learned to monetize this by releasing new content for PoE 3-4 times a year, which hits that sweet spot when people are willing to play an Arpg again anyway. The time table for new releases is definitely a deliberate decision. Chris and Jonathan have both admitted in interviews that people eventually get tired of grinding, go play something else and after a couple of months they come back again.
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KingHadu#3474 wrote:
Diablo 4 female sorceress looks like a ugly man.

It's enough for me to never touch that game

At least POE 2's Witch and Sorc are HOT AF


I'm sorry, what? Are you blind or something? You can make your sorceress (or sorcerer, characters are not gender-locked, y'know?) in D4 as hot or ugly as you want. There are dozens of customization options when you create the character.
PoE2 characters look cartoon-ish to me and there is ZERO customization. D4 clearly beats both PoE games in that department.
Now I have my defences in place I no longer get one shot (with one caveat being the gd last boss of sekhema and his potentially impossible hourglass phase). There's nothing that has killed me where I can say "I have literally no idea what I could have done to avoid that" even if the answer is "get better defenses" or "avoid that map mod".

Chain stunned, frozen on top of a ground effect, repeatedly tapped, sure that's happened a few times. But lesson is don't just keep rolling that roulette wheel until you fail.

Breaches are especially dangerous for my "one more push" mentality. I know what I need to do, and that's quit while I'm ahead.

There are however, very few builds currently that can be built for T16s on a reasonable budget. A balance pass needs to be done to bring more defenses up to the snuff of energy shield (and I'm talking about multiple exalt mid rolls, not multiple divine perfect affixes)

Diablo 4: just keep playing the game, you'll win it eventually regardless of skill. Time is the only resource there. It sucks because there is no challenge.

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