New player mentality is weird
" I don't care that you won't pay this much for that item, because there's tens of thousands of players that also play the game, and surely there will be one that will buy. No idea tf is second part of your message? I craft gear, what about it? www.youtube.com/@PaintMasterPoE
mobalytics.gg/poe-2/profile/paintmaster |
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the runaway economy due to snake temples is what players really care about.
the fact that half the players (or whatever the number is) are poison pathfinders really doesn't matter to me personally. with bad economy, players can't buy the items they "need" for their characters because the price of them just keeps going up. Additionally, with how OP temple is, nobody is out there farming things like megalos so many can't get the ones they "need" it's not about whether they need the items (regardless of what item it is) - its about inability to scale meaningfully because they don't want to play 5 characters/season to get everything they need, or they don't want to do snake temple meta. to be clear, i'm not saying make it easier - but nerf the ceilings on specific activities so they're closer in line from a drop rate perspective (also gut the aura rarity bot, but that's a different story). |
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" You can check playerbase any time https://poe.ninja/poe2/builds/vaal Because of temple everything is expensive and everything makes a lot more currency that it normally did. Temple is still best, but other farming is also really good. And you don't need 10000 div items to play the game. You just don't. Even in this economy i have no problem making build for like under 10 div that will clear maps and do t3 bosses. You can upgrade your build without making snake to get currency for that, there's a lot of guides for crafting, crafting will get you item for small fraction of their actual cost. Crafting is insanely profitable and can be done by anyone and anywhere and any time, you just have to willingly go and search for crafting guides or spend any time learning it. Amount of loot coming out of temple is beyond stupid, idk how it even went live in this state, people dropping thousands of divines a day. There was nothing in history of PoE 1 and PoE2 that could make even 5% as much currency as temple does. People get more divines per temple run than i get exalts per map run, literally insane. I hope in future or atleast on release we won't have such stupidly op mechanics. But afterall, if you want more currency, do something besides punching mobs. www.youtube.com/@PaintMasterPoE mobalytics.gg/poe-2/profile/paintmaster Dernière édition par PaintMaster#2396, le 29 janv. 2026 à 05:47:16
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" ngl I love how the economy is.im a mid-player if that compared to the best players. imo the economy is way better then poe 1. I made it to around 4k divines and in poe1. I would never make this much. anyone complaining isn't playing enough or they are lazy and not looking up good ways to make currency. I had a lot of fun in poe 2 this league. stop worrying about what everyone is making and make what you can. you don't need max gear mirror tier to have fun. I wasn't even close to 1 mirror items, and I had the most fun I ever had in poe2. well besides the herald of ice explosion build from season 1-2 I can't remember. STOP trying to be the best when you're not even close to being the best. |
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Spoiler
" Preach brother! |
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It feels like the game is built to encourage RWC transactions. The market is a Band-Aid attempt to fix item progression, which during the campaign, is abysmal. Spending 6-10 minutes whittling away at a boss because you haven't had a single upgrade drop within an act is not enjoyable, and its bad design.
I've played the market. I've gotten characters to T15+ maps every league. The problems are still there. There needs to be better progression to get characters from Act1 to Endgame. It's just not there and after over a year, I don't think it's something GGG is actually concerned about, which is unfortunate. |
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" 10 Different players will have 10 different experiences doing campaign in SSF. Someone will only pickup rares and be confused why they get no upgrades, other will pickup magic rarity items and get upgrades more often, other will pickup white rarity bases and get most frequent upgrades. Someone will be more lucky with unique drops, someone less. Someone picked bad build for SSF, someone picked good. I don't remember having 6-10 min boss fights ever on league start on first char, considering that i play offmeta, cold spells, chronomancer, mace/warrior, mace/chronomancer. Only had issues with Jamanra (Act 2 boss), mostly because i didn't really bothered with upgrades that much. www.youtube.com/@PaintMasterPoE
mobalytics.gg/poe-2/profile/paintmaster |
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Spoiler
" I think you've touched on a good point, that 10 different people doing ssf will have 10 different experiences - and I honestly think that's a good thing, because it also means that if you play ssf on 10 separate characters, you'll have 10 different experiences. It does not get stale. I can see how lots of people might not enjoy that aspect of ssf though and that's why we also have a trade league. I think maybe this is postured as a "problem" by some people because they assume that 10 different experiences means 10 different experiences along a spectrum of "bad experience" to "good experience". The main reason this happens in ssf (and sometimes in trade) is because they do things like "pick a build" and restrict themselves to going down a narrow "build" pathway and unnecessarily exacerbate their own vulnerability to being fucked by bad RNG. The whole challenge and point of doing something like ssf is to achieve your goals using only the gear you drop/craft, not the gear you wish you had, or that someone else likely has, or any specific gear that is being suggested to you in a build guide unless you already have it. You can be lucky in getting what you prefer, but with the nature of how items drops in this game, you will almost certainly not get exactly what you want, just because there's so much variance. But this coin has two sides - with this much variance, you will also almost certainly drop something which you will be able to use for progression, in some way, and the puzzle is to figure out that "way". There is a lot you need to know and have experience with before you will understand how to be flexible and powerful with whatever the game decides to throw at you during a ssf campaign, and to a lot of players the foraging, discovery, and acquisition of this sort of knowledge/skill is a huge draw to playing the game and ssf in the first place. One players "bad" first ssf playthrough with "bad" RNG for their "build" will be another player's "rewarding struggle" as they learned how to maneuver around the game's systems in order to progress. The RNG outcomes regarding gear are almost as varied as the reasons people play the game in the first place. It's a very rich game :) Dernière édition par karsey#2995, le 6 févr. 2026 à 11:20:41
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Except this is false. I played every class last league. The experience of hitting a wall is very consistent. It's been that way since release. Getting a build enabling unique early on is an exception, not the norm.
Edit: And for the record, I'm one of those players who picks up everything in the campaign. Dernière édition par Artifex#9524, le 6 févr. 2026 à 19:52:46
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