Poe 2 further away from the ''Broader Audience'' goal
" The middle ground exists, but you do not hit 459,263 concurrent players or sell 25 million copies without the casual demographic heavily participating. The sheer volume requires them. And regarding Elden Ring, you are cherry-picking cheese tactics while ignoring the massive, intended accessibility mechanics. Spirit Ashes and open-world freedom were not bugs; they were deliberate design choices by Miyazaki to help the broader audience beat the game without needing exploits. PoE 2 lacks those intended safety valves. It relies on friction and punishment, which alienates both the casuals and the mid-core players who do not treat gaming as a second job. |
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" It is funny how "constructive criticism" is only allowed if you praise the vision, but pointing out the obvious disconnect between their marketing goals and the actual gameplay loop gets silenced. They invited the masses with the marketing, but the game design is actively hostile to them. Deleting feedback won't bring those 400k players back. |
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" Hi there, POE2 is the king of ARPG and the game completely demolishes all the competitors. In order to be the king of ARPG, the game needs to be as complex and challenging and difficult as much as possible. If people can figure the mechanics in 24 hours, then the game becomes worthless and nobody will want to play the game anymore. Are high end Rolls Royce and Ferrari more premium than the cheapo Kia and Suzuki? I believe everybody knows the answer better than me. If poe2 degenerates into a cheapo game, then I believe it's pretty much that the game will die soon. Better to be a high end Ferrari than to be a cheapo brand. 34pre98qua Dernière édition par stkmro#2432, le 14 févr. 2026 à 09:11:33
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0.5 is being pushed? so we're over 4 months between release now, they need to drop PoE1 development asap to focus on PoE2. 4 months is already way too long for a season, most people are done within 2 months, 5+ months wait is atrocious.
Tech guy
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" That car analogy is completely flawed. A Ferrari is premium because it offers high performance, precision engineering, and a smooth experience. It does not randomly break down or require you to solve a puzzle just to start the engine. Right now, PoE 2 is not a Ferrari; it is a car with a powerful engine but a broken transmission and square wheels. Also, your economic understanding of live-service games is backwards. A luxury car brand survives on low volume and high margins. A free-to-play ARPG survives on active player retention and microtransactions. If PoE 2 becomes a Ferrari that only 5,000 people can drive, the servers shut down. We are not asking for a cheapo game; we are asking for a game that respects our time. Complexity is good when it adds depth, but bad when it adds friction like the Temple mechanics deleting progress. Confusing tedious with premium is exactly why the player count is dropping. Being a dead Ferrari is worse than being a driven Kia. |
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I think a big part of the frustration comes from the fact that PoE 2 often feels like two separate games packed into one: the Campaign and the Endgame. They don’t really "talk to each other".
The Campaign allows experimentation, closer combat and a certain rhythm, but once you hit Endgame, that same build progression often gets undermined and you’re pushed toward safer, long-range, off-screen playstyles. And the problem, in my opinion, isn’t that the Endgame is hard, but that it changes the rules of the game without warning. When the systems you’ve learned and enjoyed suddenly stop being viable, it doesn’t feel like meaningful difficulty: it feels like your time and choices were invalidated. Until GGG closes this gap between Campaign and Endgame, disappointment is kind of inevitable. |
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temple is actually pretty fun for me. only reason why im still playing.
i mean first couple times i effed up and bricked my temple o well, third time is the charm. but DEFINITELY need a redo button for temple cuz sometimes accidently will place a room |
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The masses play FIFA and Fortnite for half an hour a day, not hours and hours of an ARPG. The players who feed GGG are the ones who love to farm and minmax, do Sekhemas hundreds of times, and have the patience to build a 70+ room temple. These are the players who buy the $480 package and spend it on cosmetics.
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" OK, maybe Elden Ring was not the best example. But honestly 459,263 players are not that many considering total number of players on Steam only. Even twice as much could include non-casual players only. |
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" You described the bait and switch perfectly. The Campaign is effectively a 20-hour tutorial that teaches you to play a game that does not exist in the Endgame. They hook you with the tactical, weight-based combat, and then punish you for using those exact mechanics once you hit maps. It is not just a gap; it is a betrayal of the player time. If the game teaches you to dodge and parry, but the endgame demands you off-screen enemies to survive, the design is fundamentally broken. That invalidation of choice is exactly why people quit. Dernière édition par Japonbu#0742, le 15 févr. 2026 à 19:32:52
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