This game feels so overdesigned sometimes

"Every quarter of a second of attack time you gain 1 stack of 1,5% more damage up to 5 times, you lost all stacks if you use an non-ailment attack or if you attack at the wrong direction"

Like Jesus Christ the game is filled with this type of bs, poe 2 is going to be an extremely niche game because of this, which to some may be a good thing, but is not the revolution in arpg many thought it would be

Just felt like getting this out of my chest, i'm not going to waste time reading any comment
Last bumped on May 9, 2025, 9:52:21 PM
This has always been the core of their design and development philosophy: min-maxing through spreadsheets, layered mechanics, overlapping modifiers, and situational synergies that often feel as frustrating to "break" as they do rewarding. It’s a system that can be deeply compelling.

The game has never only catered to casual players or the "average" gamer. It’s a haven for min-maxers, theory crafters, and players with the time, resources, or tools to squeeze every ounce of efficiency from its complex web of mechanics. It feels like a paradise for number crunchers, trade experts, and those with the means to grind or whale their way to optimized builds and gear.

The slot-machine loop repetitive content, flashy effects, escalating numbers, and dopamine-driven reward cycles should be a strong indicator of the intended audience. It caters to a very specific type of player, one who thrives on optimization and the thrill of testing the mechanics.

That said, if you’ve got a decent PC and enjoy ARPGs or deep theory crafting, the game can still offer moments of satisfying beautiful gameplay. I agree that for many, especially those looking for a more streamlined, progression-focused experience, this "sequel" can feel like a missed opportunity. The upcoming 0.2.0h patch changes are a step in the right direction.

The sentiment is shared that a more accessible design can create a broader, more engaging experience. Regardless of what new systems are introduced, the endgame always tends to boil down to identifying the most efficient method of play.

For me personally, the fun comes from the theory crafting alongside the gameplay - digging into the passive tree, experimenting with affix combinations, and dreaming up builds. Sure, actually leveling and gearing a character to test those ideas is a hurdle, but that's where I find the value. Having 6 campaigns and the richly developed overlapping systems add alternative gameplay which allow for differing ways to engage with the (end)game. It's definitely not for everyone, yes it needs heavy refinement, but this is EA, that’s the crux of the issue.

Currently we are still missing a lot of systems and even characters, skills, acts, etc. It's Early Access so we will see where it goes.
Last edited by Leonemeaeus#0087 on May 10, 2025, 5:14:39 AM
Yes, cater to my niche please.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."

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