Feels like dark souls in endgame. I hate dark souls.

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DEvil27#6183 wrote:
I dont know. I like current tower system. It reminds me of Legacy League (2.6) which was really popular at the time. I find really fun to combo corrupt zones with breach and delirium, specially after last patches. Maps have so much density with that.

About the game in general, I cant say that poe2 is wonderful. I can see that it has potential and can be a great game if devs tune it rightly. Move speed is too slow, specially outside combat on those huge maps, and there are far too much limitation on skills. Not everything should demand a combo. But I do expect that they would improve it. I just dont know if they will do it before it is too late…


I definitely think they could have made towers much better easily. The problem is (was) needing ilvl 82 zones to get level 20 gems and other such goodies.

If they make it RNG based to find 2-3 tower setups, then they've only limited our potential to juice, in an effort to hamper what we can achieve. That's, imo, a level of fuckery I don't appreciate as a gamer. It's intentionally dragging out the game just to make us play more. Which feels like insidious design. which makes me play significantly less personally.


This CONCEPT needs to go away, and this type of thinking from the developer is unappreciated, predatory, and insidious.

It feels pretty bad, a lot of us do not appreciate this way of thinking -- tying RNG to even do max level mapping is heinous.


Oh, I see. You are looking for spots with three tower to juice it. Yeah, RNG would make it hard if you want to do that.

I'm just hunting corrupted zones for XP farming. I guess that is why it didn't bother me.
The game feels nothing like dark souls in endgame, there are far too many mobs to meaningfully engage with such that it's kill or be killed for anyone not running broken ES defence.

I am really concerned how they will make this combo based combat work when mobs swarm you, stun and stagger you easily and murder you quickly because you let them get in range.

It's not feeling meaningful to have to kill them before they can do anything. It's not dark souls like at all to have hundreds of mobs on your screen and deleting them in an instant or being deleted in an instant.
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Dark souls has deterministic gear, stats, item locations, enemy damage, etc....

Please don't insult Souls games by comparing them to this Gatcha game disguised as an ARPG


That’s a pretty harsh statement—and really undermines the complexity of PoE2 (and PoE1, for that matter).
From a development perspective, PoE2 is one of the most technically ambitious games ever made.
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N3vangel#0037 wrote:


That’s a pretty harsh statement—and really undermines the complexity of PoE2 (and PoE1, for that matter).
From a development perspective, PoE2 is one of the most technically ambitious games ever made.


But in dark souls you can bow and the fire keeper does a twirl.

That development alone is more complex than what i can comprehend because i am not a programmer. I vote fromsoft.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
It's not true that swarms of mobs are super dangerous on normally juiced T15/16 maps. There are some specific skills like the meteors that need to be dodged. Except for that, the threat of mob swarms is pretty low. I say that as a 2289 health + 0 energy shield player with equipment maybe worth 3 divines in total.
The reason I survive is that I stacked armor + evasion + block. I spent ~22 passive points (+ ~14 on connections) on defensive nodes, got the additional evasion from the amazon ascendency and infused my amulet with an anti-crit node.
I play a bleed build, not a meta build like lightning spear. There is no need to kill monsters super quick.

My general impression is that mixing 2 defensive stats is good in this game. And no matter which ones you mix, it should work out. The alternative seems to be mana stacking, but I'm not sure how strong that is in the current patch. Or you need to know how to play that kind of single defensive stat archetype. Maybe pure armor builds benefit from thorns versus swarms of weak monsters.

The people strugglingn seem to be people who play a single defensive stat without stacking enough hp or players bad at dodgging important monster attacks.
Last edited by Elena#1466 on May 15, 2025, 9:46:58 PM

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