Is the problem Jonathan?
|
Well said!
|
|
|
It very well could be egos, but I wonder if its egos related to trying to keep both poe1 and poe2 players happy.
Like that narrative that Jonathan has about 2 months poe2 and 2 months poe1. I wonder if he is the one leading the charge on this absurdly trash schedule that has both games running thin. But for sure there are egos involved and I wont be surprised if in the next few months or years we hear about people leaving. |
|
|
PoE 2 was created specifically because PoE 1 evolved too far away from the original creators' intentions. They have been very open about the fact that PoE 1 became a game different than what they had intended in order to appeal to the masses. They created PoE 2 to make a a game that followed the vision of what they originally wanted their game to be - and they're obviously being very strict about trying to stick to that. Whether its the right choice or not is dependent on perspective. It could be that GGG is willing to accept a lower "likeability" scale for their game in order to realize their own desires of making a hardcore, grindy game.
So is Jonathan the problem? Again, this is a question of perspective. Clearly he is choosing to stand on this hill for as long as he can - either until he succeeds with enough time or faces too much pressure from others to bend prior to that. I don't personally enjoy the very forced feeling of combo / generator spender game play. I like to play ARPGs to smash things and feel like an unstoppable force. If I wanted to play Dark Souls, I'd play that instead. I don't appreciate how far they're going to nerf the playstyles that I enjoy (All trigger builds gutted in 0.1.0, making spell totems basically unplayable because for some reason "Self cast" is considered superior, or gutting curses doedre and incinerate pre league this patch). But this is just how I feel personally, I know a lot of people like this playstyle and agree with these changes. The question is, do enough people like it to keep the game afloat and make it worth it? Last edited by Alcsaar#1714 on Dec 18, 2025, 11:59:47 AM
|
|
" Yep. They made a super successful game by complete accident. Explains why all of their instincts are wrong on Poe2. Instead of doubling down on the Poe formula and learning from it, they do whatever it is they are doing with Poe2 |
|
|
This theory could make sense. I still think poe2 as is, is fun, and Jonathan & Mark still MIGHT listen to reason and stop with the forced slowness, forced dodge, forced combos, but time will tell.
Hardcore
|
|
|
im playing poe for over 10 years now, and the last year was full of lies, dishonesty and disappointing patches in both games. something that never ever happened before. i dont know if jonathan is the problem, but the person in charge causing this terrible year is the problem.
for me personally its not about bad seasons, they can happen. its about loosing trust in this company in every aspect. Last edited by Pl4t1numX#4325 on Dec 18, 2025, 12:54:16 PM
|
|
|
Bunch of entitled gamers in here man.
PoE2 is awesome and I love it and PoE1 (which is a different game) is awesome and I love that game too and I've had 12 years of great gaming and looking forward to another decade of it as PoE2 matures. |
|
" I feel this. Disappointing patches or me preferring a different direction is fine, but the communication does feel a lot different ever since PoE2 dropped- in a bad way. Still optimistic overall and generally having fun when I do log in, but they hurt a lot of trust this year in multiple ways. |
|
" to cut it short, yes Jonathan is the problem since Jonathan is in charge of poe2, meaning its his decision whats happening to the game. |
|
|
I personally think Johnatan is a great designer, but it seems he's terrible with balance and numbers.
For example, in the new Incursion, the mechanic itself is AWESOME! The visuals are great and so on. But there are too many punishing systems. Killing Atziri = removing the temple. And as Mark said in the interview: "We already had this issue in the Betrayal in PoE1". The rooms collapse randomly, without you knowing how many will collapse each run. T1 and T2 rooms are being useless after Act 3 or so. Medalions are being used ONCE and not being tradable. You know, in the reveal, I thought "wow, it would be so cool to make a room defended for all the following runs once I get a medalion I can't stack". But it turned out, I can have 1 medalion that protects a room, but only ONCE? Like, what? I mean, why would I ever want to use that? Having 1 extra run on double corrupt or getting an extra foulborn currency won't change anything. Like, you just can't have those systems for consumable items; it will never work. Nobody will pay for a currency a lot if it's not guaranteed (like Hinekora's and Mirror). So, unless I can consistently farm it, it would make no sense to do so, and I will just not do it... And I could go on and on and on. You get the point. Also, GGG NEEDS to hire a UI designer! The interface itself is fine, but the UX for the league is awful! Like, I need at least a list of rooms. The in-game tooltip doesn't work for the temple's content and so on. It's not about hating the game, it's about making sure the intuitive actions, like hovering over a room with Alt giving you more info about it and what it can interact with, or pressing Ctrl on an item with the Trading screen being open, are there. The game teaches you something, and then it's not consistent within itself for functions like tooltips or quick buttons. Last edited by golanov#0674 on Dec 18, 2025, 1:21:43 PM
|
|
















































































