You ruined this game.

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Gorbarr#2442 wrote:
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This game is supposed to be an ARPG.


I never play genres, you can't play a genre. You play individual titles with their own systems. Genres are just empty abstractions that don't mean anything in practice. This game is supposed to be PoE2.


Dude... don't make this a philosophical thing for 12yo.

Genre is a categorisation.

When I get "Gran Turismo", I expect a racing game with emphasis on simulation because it's part of the racing/simulation genre.

When I get "The Witcher 3", I expect a role-playing game with an open world because it's part of the RPG/open-world genre.

When I get "Path of Exile 2", I expect an Action RPG with Hack and Slash because it's... you get it... part of the genre.


A genre can only give you the most basic expectations. Anything besides that is up to the individual title and how it wants to proceed. Of course if I opened PoE2 and had to drive a giant ball into a goal with a car I think my expectations wouldn't be met. But the genre argument about how PoE2 should handle its mechanics and difficulty settings is devoid of substance.
Impatience is insatiable.
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Gorbarr#2442 wrote:
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Dude... don't make this a philosophical thing for 12yo.

Genre is a categorisation.

When I get "Gran Turismo", I expect a racing game with emphasis on simulation because it's part of the racing/simulation genre.

When I get "The Witcher 3", I expect a role-playing game with an open world because it's part of the RPG/open-world genre.

When I get "Path of Exile 2", I expect an Action RPG with Hack and Slash because it's... you get it... part of the genre.


A genre can only give you the most basic expectations. Anything besides that is up to the individual title and how it wants to proceed. Of course if I opened PoE2 and had to drive a giant ball into a goal with a car I think my expectations wouldn't be met. But the genre argument about how PoE2 should handle its mechanics and difficulty settings is devoid of substance.


Sure. Every game is free to have its own uniqueness and individual mechanics, otherwise, everything would be the same and boring.
I assume the perception is in some parts just not how an ARPG is viewed.

Normally, you start as a weak ass nobody and after a long grind and countless slain monsters - you become "a God". That's the general "power fantasy" with ARPGs.
But atm, besides a few "meta" builds, it doesn't feel like you become more powerful. I know, in fact, you are more powerful if you compare your Act 2 character with your T15 map farmer, BUT it does not feel significantly stronger compared to the monsters.
Like... in the campaign, it took me "x seconds" to kill a pack of mobs, and now in red maps it takes me "x-1 seconds" to kill a pack of mobs, while I still don't feel more tanky or more powerful.

It seems like the power increase progression of the character and mobs are too close together, similar to what is with "level scaling" in roleplay games, where the content scales up/down to your level.

[Removed by Support]
Correct. 0.2 patch is very bad.
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It seems like the power increase progression of the character and mobs are too close together, similar to what is with "level scaling" in roleplay games, where the content scales up/down to your level.



I think what you're describing is a difficulty curve that wanes with progression, effectively meaning that the game starts difficult and it only gets easier. While the current game increases your power and skills, but the enemies are also strong to match them. Ideally, since some builds could use more buffs and some outliers at the top could get nerfs. But if the issue is that you're not raking in monsters like they're nothing by the endgame, that means you've effectively stopped having a game. For instance, for those who enjoyed the challenge of the early game, the late game would be a bore. Long term, I think, it's better to cultivate a player base who invites challenges at the endgame than one who wants an easy one.
Impatience is insatiable.
I refuse to believe that you loved 0.1 but hate it now. Not that much has changed and it's still the same basic game. I think there is a lot of hyperbole and reactionary elements to all this and it's overblown.
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Gorbarr#2442 wrote:
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It seems like the power increase progression of the character and mobs are too close together, similar to what is with "level scaling" in roleplay games, where the content scales up/down to your level.



I think what you're describing is a difficulty curve that wanes with progression, effectively meaning that the game starts difficult and it only gets easier. While the current game increases your power and skills, but the enemies are also strong to match them. Ideally, since some builds could use more buffs and some outliers at the top could get nerfs. But if the issue is that you're not raking in monsters like they're nothing by the endgame, that means you've effectively stopped having a game. For instance, for those who enjoyed the challenge of the early game, the late game would be a bore. Long term, I think, it's better to cultivate a player base who invites challenges at the endgame than one who wants an easy one.


Kinda, and kinda not.

So, the problem is not that the monster power level goes up with your power level because, like you said, you want some sort of challenge, especially in the endgame, or it would be boring.
BUT that should normally apply to specific mobs that are dangerous to your build, or rare mobs, or juiced content, or bosses and not to everything.
I kid you not... I had a white mob without anything buffing his damage, hit me for 3.5k with a single ranged attack, and that's not a rare occasion.

The imbalance is just out of hand. It doesn't make sense that you can 1v1 "gods" but some "trash mob" is as dangerous.
And we already had this problem for years in PoE1. It became a meme, but it's based on reality when ppl say "a white skeleton oneshot me off-screen".
[Removed by Support]
You can be decently good at PoE2 and you'll still take a beating in an ACTUAL soulslike game because they are considerably different.

So much hyperbole. It will not make the devs take you seriously.
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Gorbarr#2442 wrote:
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It seems like the power increase progression of the character and mobs are too close together, similar to what is with "level scaling" in roleplay games, where the content scales up/down to your level.



I think what you're describing is a difficulty curve that wanes with progression, effectively meaning that the game starts difficult and it only gets easier. While the current game increases your power and skills, but the enemies are also strong to match them. Ideally, since some builds could use more buffs and some outliers at the top could get nerfs. But if the issue is that you're not raking in monsters like they're nothing by the endgame, that means you've effectively stopped having a game. For instance, for those who enjoyed the challenge of the early game, the late game would be a bore. Long term, I think, it's better to cultivate a player base who invites challenges at the endgame than one who wants an easy one.


Kinda, and kinda not.

So, the problem is not that the monster power level goes up with your power level because, like you said, you want some sort of challenge, especially in the endgame, or it would be boring.
BUT that should normally apply to specific mobs that are dangerous to your build, or rare mobs, or juiced content, or bosses and not to everything.
I kid you not... I had a white mob without anything buffing his damage, hit me for 3.5k with a single ranged attack, and that's not a rare occasion.

The imbalance is just out of hand. It doesn't make sense that you can 1v1 "gods" but some "trash mob" is as dangerous.
And we already had this problem for years in PoE1. It became a meme, but it's based on reality when ppl say "a white skeleton oneshot me off-screen".


The last patch had a bug where white minions had too much health. That obviously gets fixed since it's unintended. Sometimes it could be that the monster looks white, but it's a minion receiving buffs from the rare, but they look normal from a distance. Or a very specific buff from the map modifiers. I'm not saying it doesn't feel like ass to get that, but there's probably also a reason for it if it's not a broken line of code doing that.
Impatience is insatiable.
Last edited by Gorbarr#2442 on Apr 12, 2025, 8:58:41 PM
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Gorbarr#2442 wrote:

The last patch had a bug where white minions had too much health. That obviously gets fixed since it's unintended. Sometimes it could be that the monster looks white, but it's a minion receiving buffs from the rare, but they look normal from a distance. Or a very specific buff from the map modifiers. I'm not saying it feels like ass to get that, but there's probably also a reason for it if it's not a broken line of code doing that.


I know about the "minion mod" that had 400% bonus life, and I know about map mods and how they influence outcomes yadda yadda.
Like... I have way over 10k hours in PoE1, 1k in PoE2, played all classes basically SSF into endgame at least once (some multiple times) in 0.1.0 and had no issues at all.
Sure, the warrior was not enjoyable in the early campaign for me, but that changed in cruel.
That said, something was and is still wrong.
In 0.1.0 and 0.2.0, white mobs in the Acts (without map mods) and even in late game hit sometimes so incredibly hard - it doesn't make sense.

Don't get me wrong... I am in red maps and died only 2 times in all maps I ran, BUT... I have to "game" every... single... pack because of the white mobs, not the rares.
[Removed by Support]
You don't get to decide what it is. You could always make your own game from scratch?

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