The threat of death is what makes the game engaging
Something poe1 players fail to understand is the reason poe2 feels so good is because things feel threatening, you cant just afk and auto kill everything by walking in X direction.
The fact that if i get greedy and end up getting surrounded without having an exist or a big instant aoe ready I could die by white mobs is what makes the game feel challenging. The game feels engaging exactly because you have to pay a moderate amount of attention (I am mapping 15s and still watch a youtube video on my ipad) So white mobs should be threatening, magic ones too and definitely rares, that challenge adds to the immersion. Meanwhile people who abuse broken builds like spark sorc in 0.1 or LS now dont face any challenge, you are literally playing at hello kitty difficulty because there's no challenge, there's no threat, you are just walking and clicking things with no strategy or thought, now that would be a horrible game and experience. The fact that poe2 maps are engaging is why poe2 is so popular even after the fact that its a PAID GAME https://poe2.ninja/profile/character/rjum7ks5jqfi/Ash-9143/Ash_the_vile Last bumped on May 1, 2025, 8:03:38 PM
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poe2 has a similar difficulty to diablo II which was an amazing game and is still played to this day
the issue with poe2 is / was Loot, so let's see how this update goes. None of these games are fun if there is no reward and no chase items to motivate you through the grind. Really hope they start adding some better rewards, and some very good (RARE) uniques that drop during regular maps, not just pinnacle bosses |
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Oh i can definitely agree, but that's more of a tuning issue.
There's plenty of things that need to be tuned well and it makes sense they are so out of wack considering its early access, but the general vision and feeling of the game is peak. https://poe2.ninja/profile/character/rjum7ks5jqfi/Ash-9143/Ash_the_vile
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i think there should be a point where the zippy builds are attainable.. that is kind of the goal of progressing in a game like this, and when you reach that point you can really start farming for drops and currency. It should take a lot of time and engagement and definitely shouldn't be as easy as cutting a lvl 3 skill gem and having access to your end game clearing attack when you are in the Cemetery of the Eternals.
as a sidenote, it seems like in a lot of cases the best skills are ones you get at lvl 1 - 5 and everything else is just channeling / cooldown nonsense that no one wants to use. |
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I do feel challenged by the game ... however that isn't the problem IMHO.
My biggest problem is wanting more QoL. For example I KNOW the hoops that you have to jump through to juice your maps, tablets, gear, towers, etc.. However the work vs. reward is not what I'm looking for. I don't mind sitting down with a TAB of maps, rolling them aggressively, checking maps via a RegEx to make sure I filter out "bricked" maps, or buying scarabs / fragments if needed. What I don't want to do is to do the above AND worry about optimal paths to Towers, optimizing Tower overlap to tablets, concerning myself with optimal tablets, ... |
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Game is awesome. Tuning takes time, lets just enjoy this ups and downs
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