Is the problem Jonathan?

My main gripe is twofold. One is the skill gem system and how extremely restrictive it is. I think in its current form it needs to be reworked in order to go from weapons and even "form" restrictions into weapon types in order to allow more cross action play, also the tree needs a rework. The lack of life nodes is curious as you just cap out with ES, armor needs some help as well. I suggest for an armor node that gives flat DR according to a percentage of your max armor. This tackles the armor problem really well and its a global fix since such a node could very easily be annointed or slammed in through megalo.

As for the second part of the main issue is the lack of loot and how slow the game currently feels in the progression of your character. Zizaran is brainrotted so he can't articulate it properly but i can. When you nerf pack sizes by 40% but buff loot and exp by 40% you might think that you created an equilibrium but you really didn't. The nerf is multiplicative while the buff is additive. That along with the humongous map sizes creates this vast vacuum of no content and straight up boredom. I think this needs to be adjusted at the very least partially as pack size is something extremely important for the pacing of the game, this was very heavy handed. Maybe do a test and tune down to 20% and test out basically till you find a golden middle line of here we are. Definitely also the map size needs to be smaller as these vast patches of nothing are extremely boring to dash/sprint though. Also make sure to adjust the loot so we dont go 100 maps with basically nothing to show for it.

Gonna also do a special mention to the temple i think it needs less rooms and bigger quality and size of rooms and also to be a one and done that you pickup as a special map from the ground in the same way you pickup ultimatums and baryas and then you build it for the run one time via the console and then you open up at a completely new console on the next run. Way less annoying this way, more repetition, can even add + to number of options offered in the console via atlas passives or effect of mods and minimum room level and fun stuff like that. This will let people explore interactions way more effectively.
Dernière édition par Remsleeprem#2330, le 23 déc. 2025 à 16:50:57
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Jyrlep#4788 a écrit :
Why are some of you so determined to stay on the "PoE2 is ruined" train like it's the last ride out of Wraeclast?

PoE2 started life as a PoE1 expansion idea, sure, but it clearly took the "separate game" exit a long time ago. And it has to. If PoE2 was just PoE1 with a new coat of paint, it would be competing with PoE1 for the exact same audience. Congrats, you invented internal cannibalization.

They're aiming for a slower game. More deliberate. A bit "souls-y". Less "zoom zoom, delete the screen, loot-piñata, next map". Whether they fully land it or not is a separate question, but the direction itself makes sense. I actually like the idea that the game isn't another speedrunning competition where the only metric is "how many maps per hour can I turn into confetti".

Do I personally love memorizing every elite/boss combo like I'm studying for an exam? Not really. I don't want my ARPG to feel like a second job. But I still get what they're trying to do. Make each map matter. Make it a challenge. More like an MMORPG dungeon run where the instance has weight, not a hallway you sprint through while everything evaporates.

My biggest issue isn't even the slower pace. It's the league/season setup.

I know the "it's for testing" argument, but why are standard players effectively punished by being locked out of new content? I don't have the time (or patience) to restart from scratch every league. Leagues are great for streamers and the hard-ass no-lifers (no offense, you're built different). For casual players, this feels like "we didn't test enough, so you get to do the QA... but only if you reroll again".

If the answer is "we need more testing", then cool - hire more people and test more. Don't make access to new content a recurring reset tax for anyone who isn't living in the game.



This right here minus the league start. As someone who only gets maybe 10 hours a week to play I really enjoy the league start. I usually play a league for about 3-4 weeks before I get burnt out and by time the new league starts im ready to rip it again.
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soulnote77#0888 a écrit :
honestly everyone whos playing poe 2 is contributing to not changing anything. They see people online, lots of players, why they should change a thing?

i had 1400 hours on season 1 in poe 2, i dont touch this game anymore if they dont drastically change direction.

rest is all bla bla bla


I think the better advice is to never buy a support pack before you actually play the league and see whatever tf they cooked. If they already made millions at league start, you think they really care that much about retention? I was watching a video the other day, a lecture by Chris called "Designing Path of Exile to Be Played Forever". He practically says this.

Let's all stop falling victim to the hype guys. Let's just give them our money from now on if they are truly worth it.
How boring and small.
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stecheese1#0850 a écrit :
I can't remember what interview it was, I think it was early dawn of the hunt. He cited the time they increased the difficulty of the first couple of areas in Poe1 as well received and justification for how unrewarding/difficult/punishing Poe2 was. Thing is I don't think that change was well received, I just think the playerbase was so experienced by then that it was easy for them to adapt. personally I think arpgs should be easy in the first couple of areas given that you usually don't have a build at that point.

I do think some difficulty and challenge is important at times, but the way he was speaking about it was really weird, like the friction was the best part of the game. But that kind of goes against some of the build creativity and power fantasy of an arpg. Which is probably why there's so many restrictions and resource spenders in the game to make sure you're playing Jonathan's way. I think there's too much conflict between Jonathan's soulslike fantasy, and the mechanics of a creative loot based arpg.


From weak hero rolling in the mud to the half god laughing at the laws of the universe, sounds like perfect progression and power fantasy to me. Which is why I don't really understand people using endgame as an argument that vision doesn't work. It is supposed to be hard and meaningful, but also an arpg at heart and one of your rewards is ignoring mechanics thanks to aquired power - at least I hope that's the logic.

Also doesn't easy beginning kind of defeat the purpose of later power fantasy, or at least dimnish. And how is it better to be systemicaly stupidly easy in the beginning, then slightly harder then easier then harder while getting progressively more punishing for mistakes, is that proper power fantasy or good progression. Seems like a mess to me tbh.
Dernière édition par Rabarbar_Lichy#7553, le 23 déc. 2025 à 23:07:35
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Remsleeprem#2330 a écrit :
When you nerf pack sizes by 40% but buff loot and exp by 40% you might think that you created an equilibrium but you really didn't. The nerf is multiplicative while the buff is additive. That along with the humongous map sizes creates this vast vacuum of no content and straight up boredom. I think this needs to be adjusted at the very least partially as pack size is something extremely important for the pacing of the game, this was very heavy handed.


I'm really happy that Diablo 2 wasn't released today, and really worried that the D2R staff (yes there is PD and other stuff but I got kind of used to the beauty of the graphics tbh heh) tries to keep it live and removed the possibility of playing legacy patches.

Imagine the backlash now on Blizzard North and their new and fresh Diablo sequel, if players walked for half a minute in early game chugging stamina potions, just to meet 2 fallen and murder in a second, no support for these guys, heavy handed amateurs they are. It is never emptier in PoE 2 than there, even with thinned mobs, it's just brains are different now, esp after years of lawnmower simulator PoE 1 I guess.

Also, seems obvious to me that this change, being dropped onto early access, will be adjusted, kind of the point? No internal testing is equivalent to million(s) of people playing for fun.
Dernière édition par Rabarbar_Lichy#7553, le 23 déc. 2025 à 23:06:18
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Rabarbar_Lichy#7553 a écrit :
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Remsleeprem#2330 a écrit :
When you nerf pack sizes by 40% but buff loot and exp by 40% you might think that you created an equilibrium but you really didn't. The nerf is multiplicative while the buff is additive. That along with the humongous map sizes creates this vast vacuum of no content and straight up boredom. I think this needs to be adjusted at the very least partially as pack size is something extremely important for the pacing of the game, this was very heavy handed.


I'm really happy that Diablo 2 wasn't released today, and really worried that the D2R staff (yes there is PD and other stuff but I got kind of used to the beauty of the graphics tbh heh) tries to keep it live and removed the possibility of playing legacy patches.

Imagine the backlash now on Blizzard North and their new and fresh Diablo sequel, if players walked for half a minute in early game chugging stamina potions, just to meet 2 fallen and murder in a second, no support for these guys, heavy handed amateurs they are. It is never emptier in PoE 2 than there, even with thinned mobs, it's just brains are different now, esp after years of lawnmower simulator PoE 1 I guess.

Also, seems obvious to me that this change, being dropped onto early access, will be adjusted, kind of the point? No internal testing is equivalent to million(s) of people playing for fun.


"It was fine back then so it's ok now" is not the argument you think it is,especially when these two play VERY different with wildly different levels of balance.

Your reaching here.
+1000
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Jyrlep#4788 a écrit :
Why are some of you so determined to stay on the "PoE2 is ruined" train like it's the last ride out of Wraeclast?

PoE2 started life as a PoE1 expansion idea, sure, but it clearly took the "separate game" exit a long time ago. And it has to. If PoE2 was just PoE1 with a new coat of paint, it would be competing with PoE1 for the exact same audience. Congrats, you invented internal cannibalization.


Isn't that how sequels work?

To replace the older game with the newer game?

What's with the line of logic that PoE2 must be drastically different from PoE1 so they don't steal eachother audiance?

Why can't PoE2 just inherit and build from PoE1 successful tested systems for over a decade and replace PoE2 as a sequel should?

Why did PoE2 chose to be a spin-off and fork into an entirely path instead?

I personally believe that all of this "PoE2 and PoE1 should be different so they don't take eachother playbase" is some weird cope after seeing how different PoE2 is from PoE1.

Or a marketing talking point came out straight of GGG so that they can run 2 games making double revenue.

IF PoE2 were 80-90% like PoE1 I would be glady drop PoE1 and come play PoE2.

But not it barely resembles PoE1 with it's dark souls ARPG hybrid meaningful combat philosophy. This makes it not PoE1, not even 30% of PoE1 is in there.
1. "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793
2. Mechanical Skill (Dodgeroll) and Intellectual Skill: https://www.pathofexile.com/forum/view-thread/3883605
3. Some PoE2 Numbers and Charts: https://www.pathofexile.com/forum/view-thread/3896886
Dernière édition par nagisanzeninzz#2697, le 23 déc. 2025 à 23:25:32
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nagisanzeninzz#2697 a écrit :
"
Jyrlep#4788 a écrit :
Why are some of you so determined to stay on the "PoE2 is ruined" train like it's the last ride out of Wraeclast?

PoE2 started life as a PoE1 expansion idea, sure, but it clearly took the "separate game" exit a long time ago. And it has to. If PoE2 was just PoE1 with a new coat of paint, it would be competing with PoE1 for the exact same audience. Congrats, you invented internal cannibalization.


Isn't that how sequels work?

To replace the older game with the newer game?

What's with the line of logic that PoE2 must be drastically different from PoE1 so they don't steal eachother audiance?

Why can't PoE2 just inherit and build from PoE1 successful tested systems for over a decade and replace PoE2 as a sequel should?

Why did PoE2 chose to be a spin-off and fork into an entirely path instead?

I personally believe that all of this "PoE2 and PoE1 should be different so they don't take eachother playbase" is some weird cope after seeing how different PoE2 is from PoE1.

Or a marketing talking point came out straight of GGG so that they can run 2 games making double revenue.

IF PoE2 were 80-90% like PoE1 I would be glady drop PoE1 and come play PoE2.

But not it barely resembles PoE1 with it's dark souls ARPG hybrid meaningful combat philosophy. This makes it not PoE1, not even 30% of PoE1 is in there.



Congratulations you finally realized that POE 2 is NOT POE 1. So do not expect it to be anything like it.

GGG has said it like 300 times they're intention. They want another audience to play POE 2 and the other current audience to keep playing POE 1. Its really not that complicated.
"
Hyperspacing#5593 a écrit :
"
nagisanzeninzz#2697 a écrit :
"
Jyrlep#4788 a écrit :
Why are some of you so determined to stay on the "PoE2 is ruined" train like it's the last ride out of Wraeclast?

PoE2 started life as a PoE1 expansion idea, sure, but it clearly took the "separate game" exit a long time ago. And it has to. If PoE2 was just PoE1 with a new coat of paint, it would be competing with PoE1 for the exact same audience. Congrats, you invented internal cannibalization.


Isn't that how sequels work?

To replace the older game with the newer game?

What's with the line of logic that PoE2 must be drastically different from PoE1 so they don't steal eachother audiance?

Why can't PoE2 just inherit and build from PoE1 successful tested systems for over a decade and replace PoE2 as a sequel should?

Why did PoE2 chose to be a spin-off and fork into an entirely path instead?

I personally believe that all of this "PoE2 and PoE1 should be different so they don't take eachother playbase" is some weird cope after seeing how different PoE2 is from PoE1.

Or a marketing talking point came out straight of GGG so that they can run 2 games making double revenue.

IF PoE2 were 80-90% like PoE1 I would be glady drop PoE1 and come play PoE2.

But not it barely resembles PoE1 with it's dark souls ARPG hybrid meaningful combat philosophy. This makes it not PoE1, not even 30% of PoE1 is in there.



Congratulations you finally realized that POE 2 is NOT POE 1. So do not expect it to be anything like it.

GGG has said it like 300 times they're intention. They want another audience to play POE 2 and the other current audience to keep playing POE 1. Its really not that complicated.


And yet they keep literally ripping poe1 leagues and mechanics straight into 2 while unrefined and bad.

What they SAY and what they DO are clearly very different.

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