Thank you Jonathan and Mark! Quick feedback after the interview.
Thank you for the insightful interview! I am very happy to have these 2 at the forefront of PoE2.
Here is just some feedback that I gathered while watching the interview: Jonathan's arguments were all reasonable and logical. But at some point if players' experiences dictate you that something is amiss and you can't find the error in your logic - you just have to step back a moment and make changes - even if you don't know why exactly it doesn't work according to the logic. Also I think that some design systems are needlessly complex. They try to solve every edge case but create new ones in the process: >> Armor is a very complicated system to try to make all the edge cases work. But at the end they should go back to the foundation, and make it easier, and then iterate from there. E.g. something simpler like "every zone has a enemy level and based on that level you need X armor to reach Y damage mitigation". Then improve and make it more complex from there once that's established to work. >> The difference in experiences for players who always sell vs the ones who always disenchant. This gap is so big that balancing for both becomes impossible. Simple solution is to streamline the selling. Make it 1 action, you sell and you always get the money and the shards. Now all players have the same experience that you can balance against. Just my 2 cents Last bumped on Apr 9, 2025, 10:26:26 AM
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All his arguments were reasonable? Push being bad is definitely worse than no push. Even an idiot with a brain realizes this. Too bad ziz didn't list every mob type for mark. Shockwave totem knocks enemies into itself or me and we go for ride like a bouncy house. Any tiny mobs has the ability to push me and all my Totems around like dirty laundry. All this interview did was prove they haven't played poe2 since pre launch
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