[Removed by Support]

Couldn't agree more.

Revert to 0.1 asap.
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Harmonia#2958 wrote:
Couldn't agree more.

Revert to 0.1 asap.

I think that’s good point to start. 0.1 had diversity somehow, engame was less meaningless. Just fix trampletoe and pillar for stackers. Maybe some slight nerf spark user. And then they could start again from UNDERSTANDING whats working and what’s not. and goddamn don't touch threshold until you understand how bad is and must be redesigned.
[img]https://i.ibb.co/HDhPxJkY/GGG.png[/img]
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I can agree with some points, but you are incorrect in so many others that I cannot give you a high five. As let's not lie to each other previous patch was much worse, every special lad playing temporalis and fapping not crying that it reached such a price peak that it was a meme. Now, when we have a challenge, we can clearly see who the RMT lad was all the way (poor streamers).


Autobombers with Temporalis were a mess, but not so overpowered as people think. It had a little ES, no stats, and about 20% res. You’re literally trading defenses for zoom-zoom speed for huge price.

I used to run Temporalis builds, and balancing was a challenge. The Ice Wall exploit turned my PC into a toaster. From a smooth 70-80 FPS to a glorious 5-6fps drop. Felt like I downgraded from a gaming rig to a vintage Mac. It's quite hard to run trhough map and don't die.

Don’t get me wrong — 0.1 was a pile of dirt. But 0.2 - That was the historical of GGG screw-ups. Even Mark had to admit it.

And back then there was still some actual challenge. Warriors had to fight to survive all the time. Alot of non meta builds was challengable. But now you have only 2 options - nuke screens by OP builds or make your life misserable and disrepectfull.

Yes, Temporalis dupe was a disaster. Economy was screwed by GGG bad decisions and RMT. I don't blame GGG here so much, it was fresh start and it's quite common issue for early access until everything sorted out.

BTW, RMT still alive. Chinese bots still grinding like 0.1. I can buy divines for the price of a snacks.
Moreover to get god-tier build i just need up to 100 divines and i can run through all content like a flash. No grind, no challenge, just farming currency and sell it for RMT.

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I really enjoy your semantic acrobatics, Mashgesture and JakkerONAIR — but honestly, I think you're talking about the same thing, just using different words. Let’s be real: it doesn’t really matter whether you call ES a defense mechanic or not. (Personally, I lean more toward the hit pool perspective — but as Mashgesture pointed out, it's a defense layer, like MoM, for example.)

However, ES has always been worse than a pure HP pool. Simply because, as JakkerONAIR correctly mentioned, ES takes increased Chaos damage (I constantly forget that part). Yes, I messed up earlier and said "hit" damage — I should’ve said "sustained" instead.

Since ES doesn’t go into threshold by default, any damage will interrupt recharge — unlike HP regen, which can keep ticking. ES doesn’t have recovery effects like HP, it takes more Chaos damage, and you can't recover both ES and HP at the same time with a flask. ES is just strictly worse than raw HP in pretty much every sense.

What I meant to say is that a 2k HP character will sustain way more damage than someone with a 1000/1000 HP/ES split — and that’s a core thing people need to understand.

But we’ve drifted a bit — the point is, this is one of PoE’s foundational mechanics, and right now ES is just a neutered version of a hit pool. You simply can’t scale HP properly (unless you’re going full Blood Magic, maybe). And that’s a huge fail on GGG’s part — removing all HP nodes from the tree before 0.1.
[img]https://i.ibb.co/HDhPxJkY/GGG.png[/img]
Last edited by ShaDarkLord#6528 on Apr 16, 2025, 4:30:49 AM
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sephrinx#7591 wrote:
You might not like it, but OP is pretty much accurate although a little exaggeration.


just if only a little. There is no actualy endgame anymore, all endgame drop was nerfed to death. I just forgot to mention - you can't get XP in delirium anymore, that also huge nerf by all means. Megalimaniac still avaliable but it's drop rate, well, you don't want to farm delirium anymore about 150 times just to get another crappy megalimaniac with life flask duration or any nodes from left side of passive tree, without xp farm, huge fps drop high risk to die because 3 bosses spawned right up to your head.
[img]https://i.ibb.co/HDhPxJkY/GGG.png[/img]
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Harmonia#2958 wrote:
Couldn't agree more.

Revert to 0.1 asap.

I think that’s good point to start. 0.1 had diversity somehow, engame was less meaningless. Just fix trampletoe and pillar for stackers. Maybe some slight nerf spark user. And then they could start again from UNDERSTANDING whats working and what’s not. and goddamn don't touch threshold until you understand how bad is and must be redesigned.


I would honestly be all for this. 0.1 had actual endgame, farming for good items that noticably increase your power level or quality of life. 0.2 has nothing beyond reaching T16-18 maps which you can do without even completing the corrupted nexus quest (still on +7 there and slapping T15-16 maps into everything since...+2?)

Balance changes were needed but they massively overkilled it. Removing 12 jewel sockets effectively killed absolutely every endgame jewel that depended on the layout of the passive tree or other jewels slotted in. They should give back at least 7-8 slots to make jewels usable at all. Since most unique jewels are unique boss drops, those overkills also made farming and wanting to kill T4 pinnacles completely unnecessary. Why kill them if their loot sucks?

In 0.1 I spent over 250h and still wasnt done. Barely obtained my first Temporalis and was trying to optimize my build further with one character.

In 0.2 I spent 100h so far (where 32h where the freaking campaign!) and I'm totally out of things to do. No further farming would matter as there is no good items or jewels anymore to get. All thats left to increase my characters power is having even better rares which at best give some 1-4% increase in power but no clear speed, nothing. Completely boring. Did T0 pinnacles already and the entire rest of the endgame mechanics feel obsolete now.

Just to clarify what I mean by actual endgame. The endgame is not T1-T14 maps...thats the start of the endgame. The endgame for me is T4+ pinnacles. So if anyone has fun until T10 maps I believe you. However soon you will hit a dead end and theres no content left for you to do other than for the sake of completion. No reward. No good items. No significant powerups or speed ups anymore. And that was VASTLY different in 0.1
Last edited by LW187#4876 on Apr 16, 2025, 4:48:03 AM
Pain is over soon :

It's April 17th 18:00 CEST
Unvaluable loot shouldn’t be so hard to drop. The game starts to feeling like PoE 2 but ends up as PoE 1.5, where the fundamentals of both games clashes each other. How can you expect meaningful combat when the gameplay revolves around repeatedly killing packs of mobs in the hope of dropping 1 Exalt and gaining XP? The only moments I find the combat truly engaging are when I’m dealing with boss mechanics. Otherwise, it just feels like a poorly executed version of PoE 1.

They want to give us PoE 2 while everything else screams poe 1, braches, ritual, expedition, almost every endgame mechanic is based on getting swarmed by mobs so poe 1
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I really enjoy your semantic acrobatics, Mashgesture and JakkerONAIR — but honestly, I think you're talking about the same thing, just using different words. Let’s be real: it doesn’t really matter whether you call ES a defense mechanic or not. (Personally, I lean more toward the hit pool perspective — but as Mashgesture pointed out, it's a defense layer, like MoM, for example.)

However, ES has always been worse than a pure HP pool. Simply because, as JakkerONAIR correctly mentioned, ES takes increased Chaos damage (I constantly forget that part). Yes, I messed up earlier and said "hit" damage — I should’ve said "sustained" instead.

Since ES doesn’t go into threshold by default, any damage will interrupt recharge — unlike HP regen, which can keep ticking. ES doesn’t have recovery effects like HP, it takes more Chaos damage, and you can't recover both ES and HP at the same time with a flask. ES is just strictly worse than raw HP in pretty much every sense.


If only there was a skill that allows you to start recharging energy shield immediately without it being interrupted by damage...

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What I meant to say is that a 2k HP character will sustain way more damage than someone with a 1000/1000 HP/ES split — and that’s a core thing people need to understand.


Right. Having X amount of life is better than X amount of ES. But that's a talk detached from reality since there's no "1000/1000 split", it's more like "1500/4500" split. Again there's a reason why HC characters go either armour (not because armour is so good but because it allows stacking strength and block chance) or ES or ES/avasion, with ES and ES/evasion being most popular.
+1
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If only there was a skill that allows you to start recharging energy shield immediately without it being interrupted by damage...


And how long is the cooldown? How many charges does this skill have?
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