Please give us back endgame items

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I dont actually know if you played the game or not. 12 jewel sockets were removed from evenly distributed points in the tree. Bringing 8 back would still leave sections of the tree without it, so you are saying certain builds shouldnt have jewel slots??? Which is exactly where we are now because you CAN have more than 3 jewel slots currently if you build for it, as plenty of builds do this naturally. If you want more slots, path into them.


My detailed post surely begs the question if I actually play the game or not yeah...

What was so unclear about the jewel sockets?

- In 0.1 you could have 8-12 without giving up TOO much power/survivability (the gems would make you overall stronger)
- In 0.2 you have to branch off very far to even reach a third, let alone a fourth. The power you get from that one slot doesn't make up for the loss that you suffered from having to branch off that far.
- I'm suggesting bringing back most of the jewel sockets but not all as I understand it was too much before. I also didn't suggest to bring them back exactly where they were, but bring them back newly evenly distributed ofc (i.e. every area should have 1-2 more sockets so builds can naturally have 4-5 sockets) so ofc no class/build should have much less than others...that's clear.
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When PoE2 EA was released, I thought GGG wanted to try another direction, in the sense that we have the same starting point, but take a new path, which still leads to the same destination - fun.

The new path would be a modernised route, you cannot only use with a car, but also has a lane for bikes and even a sidewalk for ppl who enjoy it.

Instead, they went in the opposite direction, where the destination is no longer fun, but some sort of art project - we are forced to admire crawling.

Unique drops from bosses that actually matter a lot and create a great incentive? If the PoE1 community had not fought back every single time, GGG would have removed worthy boss uniques in PoE and just added all of them to the core drop pool.
They would rather nerf an awesome item into the ground before they increase the rarity.

It's funny, I remember both of us were defending this game pretty hard in 0.1 and both coming to the same conclusions now.

It's as if this game is built for the devs to watch people struggle with on youtube. When nothing is killable or rewarding then they can say "Yes, we've finally done it". Like they saw people melting the bosses away and cried because all of their hard work in designing mechanics was wasted.. But it is not fun for the player to play the game they want it played


Yeah... I still stand by the points I defended because it was reasonable that they can improve the flaws, but this patch and basically all interview since then proved to me - they can't.
[Removed by Support]
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When PoE2 EA was released, I thought GGG wanted to try another direction, in the sense that we have the same starting point, but take a new path, which still leads to the same destination - fun.

The new path would be a modernised route, you cannot only use with a car, but also has a lane for bikes and even a sidewalk for ppl who enjoy it.

Instead, they went in the opposite direction, where the destination is no longer fun, but some sort of art project - we are forced to admire crawling.

Unique drops from bosses that actually matter a lot and create a great incentive? If the PoE1 community had not fought back every single time, GGG would have removed worthy boss uniques in PoE and just added all of them to the core drop pool.
They would rather nerf an awesome item into the ground before they increase the rarity.

It's funny, I remember both of us were defending this game pretty hard in 0.1 and both coming to the same conclusions now.

It's as if this game is built for the devs to watch people struggle with on youtube. When nothing is killable or rewarding then they can say "Yes, we've finally done it". Like they saw people melting the bosses away and cried because all of their hard work in designing mechanics was wasted.. But it is not fun for the player to play the game they want it played


Count me in there too. I fell in love with this game in 0.1 but ofc I saw the issues and didnt pretend it was perfect in any way. And some of the changes since 0.2 have been good - map size reduction, enemy animation cancel not happening anymore, speed reduce on some mobs, etc. However in terms of builds, itemization and top endgame balancing I kinda disagree with most of their takes, starting from the 0.2 patch notes that overnerfed way too many things and took away most endgame chase items...it feels impossible to defend now:/
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Why did they actually remove jewel slots? Min maxing this is one of the late endgame activities and i also enjoy getting jewels upgrades.
Maybe something was overpowered? But the passive tree feels dumbed down now.


I understand there were a bit too many of them because it actually paid off to leave out half of the nodes that synergize with your abilities and get 10-12 jewels instead which is probably not an intended design as it invalidates a big part of the passive tree nodes. However they got rid of so many jewel sockets that most of the endgame jewels are compeltely irrelevant now because they depended on the layout of the passive tree (radius) or having other gems socketed (Grand Spectrum, Adorned Diamond) which is so hard now that they just dont pay off anymore. Since all of these are unique boss drops, we have a problem now that beating pinnacles is utterly worthless now. Thus, we need back the incentive to get these items and hence I suggested bringing back at least 2/3 of the jewels sockets.
Wanted to agree with the 'need more jewel sockets' part of this thread.
I will make a separate thread with more details, but I propose that some jewel sockets should be added in parts of the tree that have some empty spaces, which should allow a lot of power from radius jewels but these jewel slots would be preceded by some minor nodes.

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