Yea... I am done

So I am done with POE2... until they STOP making it souls like. Spent several hours this morning trying to beat the Act 4 final boss, since for some reason they gave him 3 phases, a shit ton of slams and if you die at any point you need to start over from the beginning. Combined with a real fun bug where the boss can double spawn going into phase 2 (which means if you are solo you are guaranteed to die there) made that boss fight just bad.

Then I get to the bosses in the first interlude (Act 1 zones)... there is an optional boss fight where you need to fight 2 massive statues that slam every 4 seconds. Thankfully there seems to be a way to manage that fight where you run into a corner to fight the first one and the second one didn't come over. But then I get to the FINAL boss fight of the zone, and once again it is a dual boss fight that bugged out on me because I killed one boss, died and then killed the second boss (bosses did NOT resurrect after I killed them). Whatever flag was supposed to trigeer didn't even with multiple respawn at checkpoints, and I am not doing the entire zone up into the boss a second time just to clear a bugged interaction.

GGG, if you REALLY want to make a damn souls like game, JUST MAKE A SOULS LIKE! Stop trying to make an ARPG be a Souls Like.

Also, PLEASE make buildings and trees go invis when they would block the damn view of the player.
Last bumped on Sep 2, 2025, 5:48:05 PM
The fun of souls games is the immersion in 3 dimensional combat. The speeds, the impacts, the freedom to move.

None of that translates into an isometric game.

Last edited by ez14#4232 on Aug 31, 2025, 4:16:20 PM
The only hard boss in campaign is Azmadi, the rest are quire easy and can be done at 1st attempt without knowing their mechanics. No Soul-like game would allow you to do that.
So, no, game is nowhere near as hard as you are describing it.
PoE1 nowadays looks more and more like a fan-made fork server with tons of custom weird experimental stuff rather than original game with carefully thought out balance brough live to players.
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RiP PoE2 [December 9, 2024 - August 29, 2025]
I had more difficulty with Diamora and Yama the White.

I enjoyed all the act 4 boss fights.
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The only hard boss in campaign is Azmadi, the rest are quire easy and can be done at 1st attempt without knowing their mechanics. No Soul-like game would allow you to do that.
So, no, game is nowhere near as hard as you are describing it.


And yet, I just spent 5 hours this morning on one boss. ONE. and not a map boss, not Azmadi (who I have not even reached yet), but a campaign boss, because while the bosses moves are SOMEWHAT readable, they do not really give you time to dodge. Try playing a melee character, and tell me how easy these bosses are, that put massive circles at their feet non stop so you have to run in, swing once or twice then hope your dodge roll timing is on point to avoid the slam. Sure, I imagine this boss is almost brain dead if you are on minion witch or LA, but for anyone who relies on melee damage for their base kit? they are effed.
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ez14#4232 wrote:
The fun of souls games is the immersion in 3 dimensional combat. The speeds, the impacts, the freedom to move.

None of that translates into an isometric game.


Absolutely true. It's a good thing that they have made no attempt whatsoever to do that.

You guys are still on about this and I don't know how many times people are going to have to explain the difference between taking inspiration from a game and trying to emulate or copy its design.

They never once said or even hinted that they're trying to turn PoE2 into a souls-like game. All they said that they took inspiration from the souls genre when designing bosses and anyone who has played souls-like games would agree.

Again "taking inspiration from" is just that. It's flavor and feel and aesthetic. PoE2 isn't a souls-like and it never will be and they never said that's what they wanted.

Do you know what game the developers of Diablo cited most often as their inspiration? It was Rogue. Does this look like Diablo to you? If not, then now you know the difference between taking inspiration and copying or emulating another game's design.

I think the main problem is very simple:
GGG is trying to show a finished game, which "PoE 2" is not, instead of giving Early Access full of fun, variety and wildness.
__________
Nothing stopped them and still doesn't stop from at least giving access to constant gem swap and cheap respec. My start of 0.3 was the worst, worse than 0.1 or 0.2 in terms of everything, and I have 1000 hours of "PoE 2" and 5000 hours in "PoE 1".
And a newbie?.. or a person who first launched "PoE 2" after "PoE 1", blindly choosing a skill, class or support, if his pick "wrong" - sooner or later he can be punished for that... why?

Nothing stops them from adding "Threshold" to "Sprint fall" or remove downsides at all right now: it may make the 'current look of released game worse', but we currently play 0.3 and not Release version, it would only benefit to the 1.0.

The more accessible game is, the more players will spend time, come up with more builds, come up with more bugs. It would give positive experience to player and as well can give a better solutions and vision on where game moves to.
Last edited by ZbHDOFGUoZ#3322 on Aug 31, 2025, 4:52:55 PM
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Kerchunk#7797 wrote:


Absolutely true. It's a good thing that they have made no attempt whatsoever to do that.

You guys are still on about this and I don't know how many times people are going to have to explain the difference between taking inspiration from a game and trying to emulate or copy its design.

They never once said or even hinted that they're trying to turn PoE2 into a souls-like game. All they said that they took inspiration from the souls genre when designing bosses and anyone who has played souls-like games would agree.

Again "taking inspiration from" is just that. It's flavor and feel and aesthetic. PoE2 isn't a souls-like and it never will be and they never said that's what they wanted.

Do you know what game the developers of Diablo cited most often as their inspiration? It was Rogue. Does this look like Diablo to you? If not, then now you know the difference between taking inspiration and copying or emulating another game's design.



And yet, in the interlude there are 2 boss fights that literally could be taken straight from a souls game, in the optional boss fight before the final boss, and the final boss itself. TRUE Double bosses are RARE in ARPG's, to see them multiple times in POE2, let alone back to back boss fights is insane. Then there is the arena fight in Act 4 that you need to have the ENEMY hit certain points in the arena to keep him from getting buffed. Once again, not really an ARPG mechanic.
Last edited by davieboy1228#6473 on Aug 31, 2025, 4:54:04 PM
"
"
The only hard boss in campaign is Azmadi, the rest are quire easy and can be done at 1st attempt without knowing their mechanics. No Soul-like game would allow you to do that.
So, no, game is nowhere near as hard as you are describing it.


And yet, I just spent 5 hours this morning on one boss. ONE. and not a map boss, not Azmadi (who I have not even reached yet), but a campaign boss, because while the bosses moves are SOMEWHAT readable, they do not really give you time to dodge. Try playing a melee character, and tell me how easy these bosses are, that put massive circles at their feet non stop so you have to run in, swing once or twice then hope your dodge roll timing is on point to avoid the slam. Sure, I imagine this boss is almost brain dead if you are on minion witch or LA, but for anyone who relies on melee damage for their base kit? they are effed.

5 hours to beat a boss? Let me guess. You've tried 'reading' the boss, but failed to do so. You've went to the boss over and over again, without just going back and getting some levels and other gear.
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quarki#9020 wrote:
You've went to the boss over and over again, without just going back and getting some levels and other gear.

You except him to re-run act location for the reason of getting possible gear to upgrade character?
For how long he should do that, until penalty hit?

As mercenary I had (Item Level: 15 LevelReq: 11) Quivers, I was level ~45.
This is like 30 levels without a single quiver that would be better.
And no, it wasn't that good, it was just better than craft outputs, gamble or drops.

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Implicits: 1
Adds 3 to 5 Fire damage to Attacks

Adds 3 to 5 Physical Damage to Attacks
Adds 4 to 7 Cold damage to Attacks
+1 to Level of all Projectile Skills
10% increased Critical Hit Chance for Attacks

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