Was bored and came back after a month. Here's what made me stop playing again
I'll just try to point out what felt bad and boring and why it felt that way for me, personally
TL;DR and conclusion
- Setting up good nodes to run takes too long and feels like a chore
- A third of the good nodes are "bricked" by shitty layouts - Dying to unseen things in your juiced nodes feels extremely bad due to how bad the visual clutter is in this game - Once you run your good nodes, finding other good nodes feels like a chore too - Creating new characters takes way too long for how much free time I'm inclined to invest into this game PS: Also the widely known issue of boring/bad layouts and backtracking. We seriously need something like 5x more checkpoints than what we currently have. If you're inclined to read it all, here it goes:
Dying to unseen things
This happened literally once in this session, in a juiced map. But it felt awful and it immediately made me lose more than half the will to continue playing afterwards.
I don't know what exactly killed me, I'll guess volatile plants because AFTER I was killed I could partially see a purple glow behind stuff in the middle of my screen, but I'm not 100% sure it was that. The issue is: The more you juice the map, the more stuff happens... ... the more stuff happens, the more your screen gets cluttered with effects... ... the more your screen gets cluttered, the less you see what's happening... ... the less you see what's happening, the higher the chances you'll get one shot by something "invisible". I know, riskier maps, more reward. The issue arises when it comes to the second part here:
Setting up maps feels like a boring chore
1) Running the atlas
2) Finding towers 3) Rolling tablets and applying them to the maps 4) Running "placeholder" maps to reach your targeted nodes where you'll actually run your juiced maps It just takes too long and too many steps to actually generate meaningful maps to run. Running "average" T15s on "average" nodes is basically as fun as running T1 maps at this point: weak mobs, weak loot, weak rewards. And once you've set up your towers and start juicing your nodes? Oh yeah, randomly applying the mechanics to the nodes around the towers leads to the next issue:
Map layouts brick a third of the decent Breach nodes
Pretty self explanatory. You get a good set of towers, put on your tablets and realize you got a Breach on a Crypt map.
I don't even bother running those maps seriously. I place an average T14/T15 "placeholder" waystone just to clear the way. Feels like time sunk into unrewarding RNG But wait, there's more:
Exploring the Atlas itself felt like a boring chore too
This is the "cherry on top" of all the other issues.
1) Setting up maps felt like a chore 2) After so much time spent, getting one-shot in the middle of a shitstorm of effects and losing a node feels extremely bad 3) Once you clear a set of decent nodes around towers, trying to find another one feels bad because map layouts suck, unjuiced nodes suck, the drops suck, the mobs aren't even remotely challenging. It just feels like those videogame quests where the whole quest is running around talking to NPCs. And lastly
Creating a new character with a 10-20 hour campaign is a complete dealbreaker
Also pretty self explanatory.
110 hours played so far... I considered trying to cook a new build just for the fun of it... Then I remembered that just the campaign itself would cost me 10-20% of all the time I have already invested in my previous character. Nope. I'm out again. PS: Forgot to add: bad/boring map layouts and backtracking. This has been said over and over again. Please just blanket-add checkpoints every 5 screens. After a certain point I got tired of running even my good maps Dernière édition par _rt_#4636, le 10 févr. 2025 10:06:31 Dernier bump le 10 févr. 2025 16:03:17
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A 2023 reply to a 2021 thread:
" What's old is new again. But really it also never really went away. I've been killed by the mob off screen. One shot by individual white mobs. ODEs and ground effects covered by other visuals, or that were just completely invisible. But it started in the campaign, and really only increased with maps. I can't outrun the mobs. I can't make decisions based off what I can't see off screen. I can't position properly if I don't even know what area of the ground is safe, or if mobs are designed to block or push me, while I'm dealing with the high threat constantly criting white mob in the sea of blues. I wouldn't mind the campaign length if it weren't more of the same, but... as it stands, the game is just a masochist's casino. |
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" If I told you that this "aspect" is by design, to waste your time as much as possible, would you believe me? |
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" who asked? |
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" Yep. That's what got me so pissed about PoE 2 My understanding of what they said in the past was that they were going to make a different game on that regard. Nope. Just more of the same, quite literally: even more RNG and even more pain/frustration involved. Dernière édition par _rt_#4636, le 10 févr. 2025 12:36:58
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inactive devs with regards to game balance is a deal-breaker honestly
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who asked?[/quote] you asked because you read it. people are really wierd these days. this is a feedback forum after all and many here share OP´s points, so do i. |
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" Don't do this. These people know [Removed by Support] If you reply to them, you're just giving them exactly what they want Dernière édition par Markus_GGG#0000, le 10 févr. 2025 12:52:09
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" you´re right and i know, but sometimes its just hard to not engage. Dernière édition par Markus_GGG#0000, le 10 févr. 2025 12:52:48
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" Only if you say it in Tencent's voice. If it were just decisions to make an actual challenge in a game, I'd be totally fine with it. It seems like difficulty being tied primarily to gear is really just funneling players a specific way. The fix to having a loot explosion largely filled with garbage isn't to reduce the number of drops, it's to improve the quality of what's there. Keeping the garbage, but giving you less overall (as an example) is just another way of reinforcing the above. |
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