Message from an SSF player: You are disrespecting our time

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Ive learned that (outside of rare monsters with stupid stacked mods), for me at least, I'm better off blasting the campaign with crap gear. For example, In poe1 if you cant do uber elder deathless with 500k dps then you shouldn't do it in hc at all. Same goes for all these map bosses in poe2. Once you start getting map mods on them they will destroy you if you don't learn the mechanics with crap gear. Imo ofc


I see. I'll admit I never played PoE so I have the benefit of ignorance, I'm sure the fanbase (for lack of another word) will be comparing PoE2 almost entirely against its parent game and therefore any major deviations from the systems they liked in the first title will be a target for grievance.

Me, coming into PoE2 mostly as a D2 player, I have a whole lot more to appreciate, QoL and loads of new mechanics and such. I play a lot of PD2 which is a D2 mod that borrows much of PoE, so some of it I am familiar with, but the way bosses behave is obviously very new to me vs D2. there's not much to the bosses in D2 it's just another thing to explode that gives better loot than the rest of the game but there's little in the way of a challenge in that game other than the grind for loot. So I am very used to "grinding loot" as being the core part of an ARPG and so far in PoE2 I am feeling like it's great, the low rates are what make a good time for me.

the crafting is another story, it needs a lot of work to feel rewarding vs punishing as it currently seems to be.
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rhorains#6760 wrote:
as it stands, the game plays a lot like D2 from my experience right now. the drop rates for the strongest currencies/crafting mats in D2 are so low that many players have never found some of it in their lifetime after 25 years, myself included for several of the high runes.

I think astronomically abysmal drop rates breathe a lot of longevity into ARPGs, and make trading almost essential, and for SSF you are essentially agreeing to what could end up being a years-long journey to eventually get something close to finished with a build.

or if playing league accepting that you are probably not likely to get anywhere near finished with the build in the 4 months. but that means for me I'm not bored on week 2 of a league which is a bonus.


D2 was a great game, so I'm not trying to take anything away from that.

But if you look at the history after 1.10 there were more bots than players. That directly correlates to whenever they made runes more valuable. Suggesting that most people don't want to farm those kinds of items. 1.09 had way more players than bots I remember whenever half of the public games were just cow games with real people. 1.10 launched and all there was was cbaals with a hdin bot leading.

If they just continued on with poe1 development like they promised i wouldn't even be in this part of the forum as i likely would only play this game as a buffer for when im bored of poe1.
Last edited by Lonnie455Rich#2087 on Apr 13, 2025, 1:13:21 AM
HCSSF enjoyer here!

Not entirely sure what this post has to do with SSF specifically—but I hear your frustration loud and clear. That said, it’s worth remembering we’re still in the early access phase. The game isn’t finished—we’re missing weapons, acts, balance passes... it’s like judging a half-painted mural and calling it ugly before the artist finishes their work.

Your points are totally valid, but a bit of expectation management goes a long way. If someone could clarify how this ties into SSF though, I’d genuinely appreciate it.

From my own HCSSF experience, this patch has been raining uniques and currency. As someone who came from Ruthless in PoE1, that was honestly a bit jarring—but I can see it’s an intentional swing in response to community sentiment.

Yes, the game clearly has some rough edges right now and has a lt to go in terms of 'fun-factor' and things that make you excited to theory-craft. But it’s still pre-launch, and we’ve got a great dev team that built modern PoE1—one of the most successful ARPGs out there. That’s not fanboy talk, it’s just facts. Who else would you rather have steering the ship? Bobby Kotick? 😂

So yeah, I get being frustrated. But if we want real improvement, it helps to offer ideas or potential solutions that can actually be tested or explored. And remember: the Michelin-star meal is still in the oven. Let the chefs finish cooking before we send it back and ask for a Big Mac.
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HCSSF enjoyer here!

Not entirely sure what this post has to do with SSF specifically—but I hear your frustration loud and clear. That said, it’s worth remembering we’re still in the early access phase. The game isn’t finished—we’re missing weapons, acts, balance passes... it’s like judging a half-painted mural and calling it ugly before the artist finishes their work.

Your points are totally valid, but a bit of expectation management goes a long way. If someone could clarify how this ties into SSF though, I’d genuinely appreciate it.

From my own HCSSF experience, this patch has been raining uniques and currency. As someone who came from Ruthless in PoE1, that was honestly a bit jarring—but I can see it’s an intentional swing in response to community sentiment.

Yes, the game clearly has some rough edges right now and has a lt to go in terms of 'fun-factor' and things that make you excited to theory-craft. But it’s still pre-launch, and we’ve got a great dev team that built modern PoE1—one of the most successful ARPGs out there. That’s not fanboy talk, it’s just facts. Who else would you rather have steering the ship? Bobby Kotick? 😂

So yeah, I get being frustrated. But if we want real improvement, it helps to offer ideas or potential solutions that can actually be tested or explored. And remember: the Michelin-star meal is still in the oven. Let the chefs finish cooking before we send it back and ask for a Big Mac.


When they stopped poe1 development we can just throw that "early access" sentiment out the window. What other company stops development of their main game for almost a year to work on a beta?
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D2 was a great game, so I'm not trying to take anything away from that.

But if you look at the history after 1.10 there were more bots than players. That directly correlates to whenever they made runes more valuable. Suggesting that most people don't want to farm those kinds of items. 1.09 had way more players than bots I remember whenever half of the public games were just cow games with real people. 1.10 launched and all there was was cbaals with a hdin bot leading.


pulling my heartstrings lol! yeah the pd2 devs are very good at banning bots and eliminating outside trading (d2jsp) so it's very contained and human. I actually like to trade in that mod since I know I'm not at some disadvantage to the person running 20 instances on script.

sorry if I made a direct assault at YOU for wanting to rush to end game or whatever. I really only intended to poke at OP for the huge fit and make it clear that I'm having no issues (yet) as a SSF. once I get to maps, assuming I don't die, maybe I'll be the one making this thread LOL
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rhorains#6760 wrote:
"

So I am very used to "grinding loot" as being the core part of an ARPG and so far in PoE2 I am feeling like it's great, the low rates are what make a good time for me.



This my friend is the beauty of Ruthless mode in POE1. You want meaningful drops? Every drop is meaningful ;)

If you havent given it a try I highly recommend. As an AARPG veteran playinh D1, D2, D3, D4, Grim Dawn, LE, and other extensively I think Ruthless was simply the best thing to come for AARPG's since D1.
"
HCSSF enjoyer here!

Not entirely sure what this post has to do with SSF specifically—but I hear your frustration loud and clear. That said, it’s worth remembering we’re still in the early access phase. The game isn’t finished—we’re missing weapons, acts, balance passes... it’s like judging a half-painted mural and calling it ugly before the artist finishes their work.

Your points are totally valid, but a bit of expectation management goes a long way. If someone could clarify how this ties into SSF though, I’d genuinely appreciate it.

From my own HCSSF experience, this patch has been raining uniques and currency. As someone who came from Ruthless in PoE1, that was honestly a bit jarring—but I can see it’s an intentional swing in response to community sentiment.

Yes, the game clearly has some rough edges right now and has a lt to go in terms of 'fun-factor' and things that make you excited to theory-craft. But it’s still pre-launch, and we’ve got a great dev team that built modern PoE1—one of the most successful ARPGs out there. That’s not fanboy talk, it’s just facts. Who else would you rather have steering the ship? Bobby Kotick? 😂

So yeah, I get being frustrated. But if we want real improvement, it helps to offer ideas or potential solutions that can actually be tested or explored. And remember: the Michelin-star meal is still in the oven. Let the chefs finish cooking before we send it back and ask for a Big Mac.

Not long ago I was saying the same thing. "This is early access, things will change and on and on."

But I'm no longer so sure that's true, I'm starting to see that there might be diametrically opposed ideas of what is actually fun at the heart of design decisions at GGG.

I think there are 2 key problems. 1, the developers are VERY good at their own game, they know the mechanics intimately and know how to break them, as do many of the playerbase, and ON TOP of that, they want to enjoy the challenge of their own game. The LOATHE playing the game without challenge and find it boring.

This means that what they want is opposed to a huge % of the player base wants. And many players that would enjoy that challenge never even get a chance because they're hit with it right out of the gate.

I mean how many patch notes and interviews do we have to get where they are telling us point blank to our face. "No range classes must face tank the bulk of enemies and you must gear for stun resists and damage and fast progress ruins our vision" before we just accept, wait a minute, they are telling us exactly what they want for this game, and that's not what many of us want.

We don't own GGG, this is their own game, they are free to do what they want with it. And if that's not what we want as players we have to accept that.
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When they stopped poe1 development we can just throw that "early access" sentiment out the window. What other company stops development of their main game for almost a year to work on a beta?


This would certainly be jarring—if it were actually the case. I’m no expert, but my understanding is that GGG has continued to support and develop PoE1, just with a smaller team since some resources have shifted to PoE2.

These are the kinds of trade-offs that have to be made when you're trying to build something truly next-level. The alternative? Keep stretching and duct-taping an aging engine instead of pushing forward and innovating. That’s a much bigger risk in the long run.

Didnt the Phrecia league have some crazy good numbers? While it was a bit throw together its still something for the payer base!
Last edited by Ragestorm26#0930 on Apr 13, 2025, 1:22:26 AM
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rhorains#6760 wrote:
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So I am very used to "grinding loot" as being the core part of an ARPG and so far in PoE2 I am feeling like it's great, the low rates are what make a good time for me.



This my friend is the beauty of Ruthless mode in POE1. You want meaningful drops? Every drop is meaningful ;)

If you havent given it a try I highly recommend. As an AARPG veteran playinh D1, D2, D3, D4, Grim Dawn, LE, and other extensively I think Ruthless was simply the best thing to come for AARPG's since D1.


I have played ruthless, it is not fun getting to maps with a 2l. It is also not fun without frostblink.

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I have played ruthless, it is not fun getting to maps with a 2l. It is also not fun without frostblink



Each to their own I suppose. I love first reaching maps and things being a little dicey on edge. As for frostblink I think it is critical to remove the movement abilities which trivialise a lot of elements, but hey glad you tried Ruthless :)

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