Poe 2 further away from the ''Broader Audience'' goal

I played this game for almost 3 months, got to lvl 85, and I'm giving up. It failed on too many levels. Complexity is one thing, but there is just a lot that didn't make sense even after I understood it. Most uniques are not nearly as good as even mid-range rares that I was buying on the trade market for a few exalted orbs. I can understand that they might be really good with some very specific builds that take advantage of their 'unique' quirk, but outside of that one build, they are a clear downgrade.

Not just with uniques, but with basically everything from support gems to passive notables, the game designers seem to think that anything really good should come with some major negative. But the 'crafting' can get you rares that are only awesome, if you dump tons of the orbs into them and the RNG gives you a combination that was worth that much slot machine arm pulling. (Calling it 'crafting' is a cruel joke to someone that was really into the crafting systems of games like Everquest, and especially Everquest 2.)

In the end, the game just got way too frustrating for me to think I'd ever enjoy it long term.

And frankly, the story and characters aren't exactly compelling to me.
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SwiftKitten#3681 a écrit :
fuck eldrin ring and get it the hell away from my diablo 2 successor

the problem with poe2 is it doesnt know wtf its doing for balance in the endgame

you have players 1 shotting screens of monsters with 1 button press and killing bosses in 3 seconds

but also getting 1 shot by bosses

for the most part defenses mean nothing and everything is glass cannon even if your not trying to be.

GGG just cranked up the number on player and bosses so high its absurd

the gameplay is there.. the combat is there.. the story is there.

the damage numbers in endgame are totally out of whack.

survivabilty for casters is better than what are supposed to be more tanky front liners who are supposed to take hits

the game has everything except the numbers down

damage, both incoming and outgoing, needs to be hit, HARD.


You are actually hitting the nail on the head regarding why the broad audience left. The marketing promised a tactical, methodical combat system closer to a Soulslike, but the endgame reality is exactly what you described: a broken mess of one-shots where defenses are meaningless.

When frontliners get deleted instantly while casters survive better, that is not tactical depth; that is just bad math. GGG tried to sell a grounded combat experience to the masses but delivered an endgame where numbers are so inflated that the only viable strategy becomes glass cannon.

That disconnect between the gameplay they sold and the number-crunching absurdity of the endgame is exactly why retention tanked. The broad audience came for the combat and story, but left because the balance is completely out of whack
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Ktinga#9135 a écrit :
I played this game for almost 3 months, got to lvl 85, and I'm giving up. It failed on too many levels. Complexity is one thing, but there is just a lot that didn't make sense even after I understood it. Most uniques are not nearly as good as even mid-range rares that I was buying on the trade market for a few exalted orbs. I can understand that they might be really good with some very specific builds that take advantage of their 'unique' quirk, but outside of that one build, they are a clear downgrade.

Not just with uniques, but with basically everything from support gems to passive notables, the game designers seem to think that anything really good should come with some major negative. But the 'crafting' can get you rares that are only awesome, if you dump tons of the orbs into them and the RNG gives you a combination that was worth that much slot machine arm pulling. (Calling it 'crafting' is a cruel joke to someone that was really into the crafting systems of games like Everquest, and especially Everquest 2.)

In the end, the game just got way too frustrating for me to think I'd ever enjoy it long term.

And frankly, the story and characters aren't exactly compelling to me.


This is exactly the perspective that explains why the broad audience is leaving.

The crafting system being a slot machine rather than actual progression is a huge turn off for anyone who values their time.

And that design philosophy where every positive must have a punishing negative is exhausting.

When uniques feel like vendor trash compared to a lucky rare, the excitement of looting dies.

You are proof that even if someone puts in the time to learn the systems, the core design philosophy pushes them away because it feels unrewarding
i do have to agree on the "crafting" and uniques.
unique should feel powerful.yeah a decent rare should be better. but most unique are just unusable as even badly rolls rare outclass them.

as for crafting. its nowhere near as bad as it was in earlier patchs when essences were absolutely worthless. but some are just too rare or expensive to be used by 90% of players.
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SwiftKitten#3681 a écrit :
i do have to agree on the "crafting" and uniques.
unique should feel powerful.yeah a decent rare should be better. but most unique are just unusable as even badly rolls rare outclass them.

as for crafting. its nowhere near as bad as it was in earlier patchs when essences were absolutely worthless. but some are just too rare or expensive to be used by 90% of players.


That statistic you mentioned about 90% of players is the core issue.

If the fun crafting options are too expensive for the vast majority, then the system is failing the broad audience goal.

And regarding uniques, it kills the excitement of looting. In an ARPG, seeing a unique drop should be a dopamine hit, not a realization that a random rare on the ground is likely better.

They are balancing the game for the top 1% trade economy while claiming they want to reach everyone else.
PoE 2 is definitely for broader audience. It's simplified and much easier to get into than 1st one. It's just not for casual audience. "Broader" and "casual" are two completely different terms but people confuse them somehow.
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Sakanabi#6664 a écrit :
PoE 2 is definitely for broader audience. It's simplified and much easier to get into than 1st one. It's just not for casual audience. "Broader" and "casual" are two completely different terms but people confuse them somehow.


That is a semantic distinction without a practical difference.

You do not hit 459,263 concurrent players without the casual audience showing up. The hardcore ARPG demographic is simply not that large.
If the game is simplified and easier to get into, that is an explicit invitation to casuals.

The massive drop-off proves that while the marketing reached that broader casual audience, the game design failed to keep them. You cannot claim to target a broader audience while excluding casuals; mathematically, the broader market is the casual market.
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Mashgesture#2912 a écrit :
POE has never been a game for a broad audience




yet they added whole system that allows you to hover over some term to see explaination, to see when you get ascendancy points to see what node will change in your stats...
If you want a broad audience game

Go play a blizzard product. That’s what those games design their systems around.



Attempt to make everyone happy, end up making no one happy.



Thinking Poe has ever catered to a broad audience versus its own niche of more hardcore style players is definitely a take



Sounds like D4 or maybe even Last epoch is more your style rather than any pushback from the game
Mash the clean
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Japonbu#0742 a écrit :
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Sakanabi#6664 a écrit :
PoE 2 is definitely for broader audience. It's simplified and much easier to get into than 1st one. It's just not for casual audience. "Broader" and "casual" are two completely different terms but people confuse them somehow.


That is a semantic distinction without a practical difference.

You do not hit 459,263 concurrent players without the casual audience showing up. The hardcore ARPG demographic is simply not that large.
If the game is simplified and easier to get into, that is an explicit invitation to casuals.

The massive drop-off proves that while the marketing reached that broader casual audience, the game design failed to keep them. You cannot claim to target a broader audience while excluding casuals; mathematically, the broader market is the casual market.


That's not true. Elden Ring also reached broader audience than any other FromSoft game but you can hardly say it's meant for casual players. Each game fall into a certain field on a spectrum with "hardcore" on one side and "casual" on the other. "Broader" just means that this field is supposed to be larger but no one said it must include one of those "extremes".

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