Loot needs a nerf

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_rt_#4636 wrote:


My opinion is completely contrary to yours. This is the biggest issue IMO.

Majority of players don't want to come home from a tiring job just to have to write a thesis on a videogame to play it efficiently because of artificially created constraints. Or to have to play a dozen hours of "unwanted content" just to set up the perfect farming region and run a single hour of "wanted content".

People want to boot up the game, run some maps, get some rewards, become slightly stronger and repeat this process every league with a different build.

Balancing a game around the min-maxing outliers is how you basically kill your game and end up with only a handful of "tryhards" playing it.


Do you like racing games?
Good news, there are simulations and arcade games. Both can be fun for different types of players. Accept that the same applies to an ARPG.
+1

Yesterday I had 5 divs drop, 2 perfects, and 2 omen of whittling from ritual. Loot is fine. The people who say loot is ass are probably running blue maps or something
Last edited by hboi#6131 on Apr 28, 2025, 7:33:14 PM
I hard disagree with some of your points, but mostly agree on the others.

Loot is bad throughout the entire game, including endgame. I would recommend watching Fubgun's video: https://www.youtube.com/watch?v=FR_70p0RrQU
He gives a very fair review of endgame. Unless you line up 3 towers with great tablets on each, decent rarity (and maybe quantity too) on maps, and boosted atlas for rarity/quantity - then you will have an extremely hard time finding any good loot. I personally will not change my opinion of loot from just one picture you have, from just one omega boosted map, in just endgame. I think the vast majority of players will lose their patience and hope before reaching the pinnacle of endgame like that after spending countless hours just to maybe get there.

As for your other opinions:

-I agree that campaign story is good and visuals are wonderful

-I agree that the music is awesome

-I disagree that campaign is more challenging. The player power was greatly reduced, and monsters buffed. All this did was slow everything down, made nameless white mobs super powerful, and stripped away any reward we had left from campaign loot in 0.1. That simply made the game more tedious and frustrating to deal with, it did not add challenge.

-I disagree when you say "poe2 is not an ARPG". It was branded as such, it was advertised as such, and it IS an ARPG. Just because the game has become very "souls like" does not mean it's no longer an ARPG. I've played ARPG's in the past like Runescape. The reason they're both ARPG's is because they have real-time combat, place emphasis on stat/gear progression, and involve a loot-driven experience. That is what the main definition of an ARPG has always been, and it is what made me interested to play this game.

-I agree that the game is pretty complex and difficult to learn as a new player, but hopefully GGG will make more QoL changes before full release

-I agree that there are a lack of chase items. GGG gutted all the best uniques going into 0.2 from pinnacle bosses. They didn't have to nerf them so hard, and they could've easily buffed the underperforming ones too. Just another reason for players to lose interest in grinding, because what fun and exciting reasons do we have to grind for anymore...? feels bad boys

-I agree that we need more movement speed. I'd say we need a lot lot more. But enough to even the playing field. So like more movespeed notables on opposite side of the tree since they only have it on one side (dont know why). Also giving us all some extra base movespeed somehow would be great like you mentioned, but maybe they can give more base movespeed at specific times of the game (like after act 3 completion and act 3 cruel completion, or maybe in ascendancies like you mentioned, both good ideas). I dare say they should even get rid of the movespeed penalty from chest pieces, thats just annoying... too many downsides in the darn game!!! More movespeed would eliminate lots of frustration around some maps being too big (as long as dead ends and stuff like that are removed as much as possible too)

-I agree that spirits and rogues need more "umph" to em. All we do is waste our time with these mechanics. I dislike that the wisps can take you across the map to a rare, but then you have to backtrack because you skipped all sorts of areas just following the wisp. I don't even have enough time to kill half of the low level mobs that the wisp passes by and buffs. Also, we get literally no loot from these things EVEN with boosted atlas to get the mechanics more often. Sad times

Anyways, nice post OP. Thanks for sharing. I'm gonna go rest my hands now cas I typed way too much haha.

Cheers

Last edited by SpaceFoxyFū#3839 on Apr 28, 2025, 7:49:18 PM
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pollozik#7790 wrote:
Do you like racing games?
Good news, there are simulations and arcade games. Both can be fun for different types of players. Accept that the same applies to an ARPG.


Uh.

I played daggerfall without fast travel. I spent two weeks fully automating a mission in KSP in assembly via an onboard computer mod, and another month before that studying the required math. I played skyrim with a permadeath mod.

All of it was more fun than juicing maps in PoE2. PoE2's endgame is not a simulator, it's not a strategy game. It's an ARPG, and all the funny parts come from it's just tedium for the sake of it.
Last edited by LaiTash#6276 on Apr 28, 2025, 7:45:06 PM
How to say "I'm an Real money trader." Without saying "I'm a real money trader"
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pollozik#7790 wrote:
Do you like racing games?
Good news, there are simulations and arcade games. Both can be fun for different types of players. Accept that the same applies to an ARPG.


Not going to lie, not sure I understood what you meant.
What I understood is that a game can appeal to both audiences. And I agree.
But that's not the case with PoE (never was).

They've always tried to keep RMT'ers and botters from breaking their game because "meaningful trading" was part of their vision. So they have always balanced everything around the high end of the curve. They also never tried to fully separate the trade league from SSF and balanced SSF for, well, SSF.

It's not hard to give invested players a challenging experience while also allowing more casual players to still enjoy the game fully.
GGG just never wanted to do that, for some reason.
You clearly no life the game.
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You clearly no life the game.


The game does not need to cater to casuals. There are plenty of games that already do. Perhaps these games would suit your playstyle a bit better.
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The game does not need to cater to casuals. There are plenty of games that already do. Perhaps these games would suit your playstyle a bit better.


Jobless and proud o7
Loot is fine. If you don't like the game then play something else. The same people for the last decade that said "Bye" to new PoE1 players that would come here and complain can't seem to take it in return.

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