Poe 2 further away from the ''Broader Audience'' goal
" Using the "lack of competition" to justify a hostile user experience is exactly why modern gaming is in such a bad state. You’re basically saying, "Since nobody else is doing it this big, we should just accept the bugs, the shadow nerfs, and the clunky UI." That is the definition of a toxic relationship with a developer. Other studios like Eleventh Hour (Last Epoch) or Crate Entertainment (Grim Dawn) may not have GGG’s budget, but they’ve proven that you can have complex systems without treating your player base like unpaid beta testers. They actually listen to feedback and implement QoL features in weeks, not years. Being the "only option" for a specific kind of depth doesn't make GGG immune to criticism; it makes their responsibility even greater. If the "King of ARPGs" can't deliver a polished experience in 2026, then the crown is just a marketing gimmick. We aren't asking for a different game; we are asking for THIS game to be functional. Stop settling for "good enough" just because you’re afraid of having no other options. If we don’t hold them to a higher standard, the genre will never move past this "unfinished mess" phase. |
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I'll say it again louder for everyone in back, temple was trash as are half of the poe 1 mechanics they are porting over.
The only thing anyone cared about was getting record breaking drops... If ANY other content, like I dunno just PLAYING the game dropped any where near that amount of loot every one would say it was the "best blah blah" |
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No they wouldnt.
Mash the clean
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" Passion doesn't fix a broken schedule. You can have all the "fire in your veins" you want, but if you're trying to be a Game Director, a corporate face, and a lead designer all at once in your 50s, something is going to break. In PoE 2, that "something" is the game’s internal consistency. The fact that they are making last-minute code changes a day before launch—a move that would get any lead developer fired in a professional AAA studio—shows that GGG is operating in a state of permanent crisis. You can’t build a "King of ARPGs" on extreme time constraints and 5-minute concept phases. The incoherent design you mentioned—the Warrior vs. Ranger speed gap, and the reliance on even more 3rd party apps than PoE 1—is the direct result of a director who is too busy with shareholder meetings to actually playtest his own game. Jonathan Rogers seems to be living in a livestream bubble where he ignores the systemic issues because he’s too disconnected from the actual player experience. Outsourcing or hiring 100 more people won't fix this as long as the leadership refuses to delegate. If Jonathan continues to be the bottleneck for every major decision while his team is overworked and incoherent, PoE 2 will remain a collection of "good ideas" that never actually work together. |
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" You just exposed the biggest lie in this community: the confusion between a "good mechanic" and a "broken loot table." People aren't defending the Temple because it’s fun to build or strategically deep; they are defending it because it’s a loot pinata. If you moved those same record-breaking drops to a "walking simulator" act, these same people would call walking the "S-tier peak of ARPG design." The fact that we have to endure 2004-style "fetch quest" logic and clunky spreadsheet building just to get a decent reward is exactly what’s wrong with the PoE 2 direction. GGG is porting over the worst, most bloated parts of PoE 1 because they don't know how to make the core gameplay—just killing monsters—rewarding enough on its own. If the "action" in this Action RPG was actually the main draw, we wouldn't need these convoluted sub-games to justify our playtime. Stop pretending it's about the "strategy"; it's about the dopamine hit from the drops, and the current systems are just unnecessary friction designed to slow down that hit. |
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" I strongly disagree. Temple Mechanic is far superior than many other POE1 extra content Mechanics. I however DO NOT LIKE the drops/difficulty are simple scaling of rarity/effectiveness, and the gameplay itself is POE1. So no, the record breaking drops the way it is now can be changed, adjusted for all I care. The mechanic of building/stacking should be polished and stay. New mechanics going forward should use temple as baseline reference. Dernière édition par Exilion99#5481, le 17 févr. 2026 à 20:51:29
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