The Game Feels Overly Complex and Time Demanding

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bloomhead#3858 a écrit :

Standard is for casuals. Nothing more, nothing less.


Sounds weird to me because standard also gets updates to skills gems/passives every 4 months (whatever league lifetime is).

So if you're a casual playing standard your build will most likely be broken or get major/minor changes after 4 months right?
So, for a casual player, whats the point of playing standard?
Skills and passives get updates every 4 months there too so they need to upgrade/swap gears anyway, how is economy in standard?
Can you keep the pace there as a casual?
Dont think so, instead just join the league and do the same every 4 months and try to enjoy the freshness :D

Edit: For OP, yeah game is meant to be complex. The skill tree looks like a Petri Dish but you dont need as a casual player to understand everything.
It's time demanding too but only if you want to understand everything in that petri dish, until then "increased damage" "cap resistance" "keep moving" is more than enough to complete the game.
Dernière édition par IILU81II#8410, le 7 mars 2026 à 09:43:46
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bloomhead#3858 a écrit :

Standard is for casuals. Nothing more, nothing less.


League is not much different though.

If anything league just makes things easier, there are benefits from the league dungeon. more xp, faster progress, more loot, better loot.
i think depth, complexity and time needed to reach those endgame goals are required. otherwise what separates this game and a mobile idle games ?

it takes time to learn and once you found your rhytm it should be easier.

what i think as a casual player, it would be good if the complexity not to be a gatekeep for all kinds of players.

of course minmaxers will be stronger.
but casual players should be able to reach almost the same level with a little bit more effort and time ( we cant equalize with those who put 20hours a day, its unfair for them )

Who should this game be designed for?

Casuals who don't want to read or think?

Or diehard ARPG fans who want to have spreadsheets and a build planner open on an extra monitor?

(The keyword there was "want")

My answer is that we already have tons of ARPGs designed for the first category of player. They are the "every player" and will abandon games as fast as they pick them up.

There is a reason most of those ARPGs fade away and a reason why games like D2 are still played 26 years later and PoE1 13yrs later.

When you make a game for everyone, you make a game for no one.

It's why most of the feedback on this forum is absolute garbage that almost always undermines the aspects of the game which are responsible for them playing it in the first place.

When a game's difficult for most people, most people's feedback will be to make the game easier, and if acquiesced, then subsequently, most people would lose interest in completing a game which no longer offers the potential of feeling rewarded for overcoming a difficult challenge.

When 80% of the feedback is "make the game easier", it means the game is designed appropriately.

It's a bit like asking the fish how to catch more fish: more bait! easier to catch and bite the bait! Not so close to the surface because all the fast fish make it there first!. Then you ask a fisherman and he says "If you make the bait harder to catch and keep it closer to the surface you make sure that you don't catch a small lazy fish, the only ones you'll catch are the biggest and fastest, strongest fish" as he shows you his stockpile of giant strong fish that pay for further development of this fishing enterprise.

We are the fish, providing feedback about how to catch more of us. Most of our advice is going to be carp.
Who am I to say anything, I don't respect my time either.
As a new(er) player, I don't entirely agree. I think PoE2 is in a good place of being accessible without being overwhelming. Campaign is a good introduction to the mechanics, and it's actually very forgiving for people with haphazard builds/gear (hi, it's me, I'm people).

Sure, there's a lot to learn. It isn't always intuitive, but it's there if you read, if you bother to learn, if you want to learn. The community can be very helpful. If the game is too complex for the amount of time a person is willing or able to invest in it, there are other games.

You start talking about "optimal" like that's the only acceptable way to play. Trust me, it isn't.
You don't need to understand crafting (you can buy any gear you'll ever need), you don't need to understand hyper optimization and minmaxing to enjoy the game. It's there for people who want to do it, but having millions of DPS isn't even necessary.

There should be harder content. There should be things to chase. There should be long-term goals to work towards. That isn't inherently a bad thing, and without it, it's easy to lose interest.

And respectfully, the people who can/do play more should have more to show for it. That's just a reality of life, not just in the game but everywhere. Same goes for the people who put in the time to learn/understand the game, I'm not even talking strictly about hours played.

As with anything, it's all in how you approach it.
I feel like people come in expecting to be god-tier top 0.01% of players and that should just be handed to them. That mindset will end in disappointment every time.
Maybe I'm just old.
"Some call him a genius. Others, a monster. The truth is usually somewhere in between.
Me? I say power like his comes with a cost... and it's never the one wieldin' it who pays." - Delwyn, re: Doryani
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karsey#2995 a écrit :
Who should this game be designed for?

Casuals who don't want to read or think?

Or diehard ARPG fans who want to have spreadsheets and a build planner open on an extra monitor?

(The keyword there was "want")

My answer is that we already have tons of ARPGs designed for the first category of player. They are the "every player" and will abandon games as fast as they pick them up.

There is a reason most of those ARPGs fade away and a reason why games like D2 are still played 26 years later and PoE1 13yrs later.

When you make a game for everyone, you make a game for no one.

It's why most of the feedback on this forum is absolute garbage that almost always undermines the aspects of the game which are responsible for them playing it in the first place.

When a game's difficult for most people, most people's feedback will be to make the game easier, and if acquiesced, then subsequently, most people would lose interest in completing a game which no longer offers the potential of feeling rewarded for overcoming a difficult challenge.

When 80% of the feedback is "make the game easier", it means the game is designed appropriately.

It's a bit like asking the fish how to catch more fish: more bait! easier to catch and bite the bait! Not so close to the surface because all the fast fish make it there first!. Then you ask a fisherman and he says "If you make the bait harder to catch and keep it closer to the surface you make sure that you don't catch a small lazy fish, the only ones you'll catch are the biggest and fastest, strongest fish" as he shows you his stockpile of giant strong fish that pay for further development of this fishing enterprise.

We are the fish, providing feedback about how to catch more of us. Most of our advice is going to be carp.


You’re suggesting a game must either be for 'braindead casuals' or 'spreadsheet warriors.' There is a massive middle ground where 90% of successful games live. You can have deep mechanics that are also intuitive. Complexity doesn't have to mean 'obfuscation' or 'bad UI that requires a second monitor.'

You mentioned Diablo 2 and PoE as proof that 'hard/complex = longevity.' That’s Survivorship Bias. You’re ignoring the hundreds of overly complex, clunky ARPGs that died because they were inaccessible messes. D2 and PoE didn't survive just because they were complex; they survived because they had great core gameplay loops, iconic art direction, and in PoE's case, constant free content updates.

By calling most feedback absolute garbage because it asks for accessibility, you’re basically saying 'No true ARPG fan wants the game to be easier.' It’s a way to dismiss any valid criticism of bad game design as 'just casual whining.' If a mechanic is tedious rather than difficult, calling it out isn't asking for a handout, it's asking for better design.

Your analogy actually works against you. If the fisherman only catches the biggest, strongest fish, he eventually runs out of fish because he’s killed off the breeding stock. In gaming terms: no new players = dead game. A game that refuses to onboard new 'fish' eventually sees its 'whale' population dwindle until the servers shut down. Even PoE has spent the last three years trying to streamline its gems and campaign because they realize a game with zero growth is a dying game.

The idea that if 80% of people hate a feature, it’s working is the stupidest thing I've heard. By that logic, if a game crashed every 5 minutes and 80% of people complained, the devs should pat themselves on the back for a job well done. There is a difference between challenging content and friction-heavy design. The Bottom Line: You can make a game that is hard to master without making it a chore to enter. Stop gatekeeping 'difficulty' as an excuse for clunky systems."
So they had crafting that with skill made the outcome fairly predictable. Their excuse was it was too complicated for players to lookup item tags so they removed the offending currency.

Game isn't even close to 1.0 release and they've got a ton of currency items. And they keep bloating that pool even more. Pretty sure players can read the writing on the wall and see that their goal of catering to more players via simplicity just isn't going to happen.
No, it is not complex, and time demand comes with the territory in purely loot grind based games.

Go away.
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kr4nkr4n#6564 a écrit :
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This game is designed for addicted players, not for casual gamers. If you want to relax, you should find another game.


haha i relax here on 95 lvl ssf hc character. what do you mean?


Said the addict.
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2836742981#3689 a écrit :
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karsey#2995 a écrit :
Who should this game be designed for?

Casuals who don't want to read or think?

Or diehard ARPG fans who want to have spreadsheets and a build planner open on an extra monitor?

(The keyword there was "want")

My answer is that we already have tons of ARPGs designed for the first category of player. They are the "every player" and will abandon games as fast as they pick them up.

There is a reason most of those ARPGs fade away and a reason why games like D2 are still played 26 years later and PoE1 13yrs later.

When you make a game for everyone, you make a game for no one.

It's why most of the feedback on this forum is absolute garbage that almost always undermines the aspects of the game which are responsible for them playing it in the first place.

When a game's difficult for most people, most people's feedback will be to make the game easier, and if acquiesced, then subsequently, most people would lose interest in completing a game which no longer offers the potential of feeling rewarded for overcoming a difficult challenge.

When 80% of the feedback is "make the game easier", it means the game is designed appropriately.

It's a bit like asking the fish how to catch more fish: more bait! easier to catch and bite the bait! Not so close to the surface because all the fast fish make it there first!. Then you ask a fisherman and he says "If you make the bait harder to catch and keep it closer to the surface you make sure that you don't catch a small lazy fish, the only ones you'll catch are the biggest and fastest, strongest fish" as he shows you his stockpile of giant strong fish that pay for further development of this fishing enterprise.

We are the fish, providing feedback about how to catch more of us. Most of our advice is going to be carp.


You’re suggesting a game must either be for 'braindead casuals' or 'spreadsheet warriors.' There is a massive middle ground where 90% of successful games live. You can have deep mechanics that are also intuitive. Complexity doesn't have to mean 'obfuscation' or 'bad UI that requires a second monitor.'

You mentioned Diablo 2 and PoE as proof that 'hard/complex = longevity.' That’s Survivorship Bias. You’re ignoring the hundreds of overly complex, clunky ARPGs that died because they were inaccessible messes. D2 and PoE didn't survive just because they were complex; they survived because they had great core gameplay loops, iconic art direction, and in PoE's case, constant free content updates.

By calling most feedback absolute garbage because it asks for accessibility, you’re basically saying 'No true ARPG fan wants the game to be easier.' It’s a way to dismiss any valid criticism of bad game design as 'just casual whining.' If a mechanic is tedious rather than difficult, calling it out isn't asking for a handout, it's asking for better design.

Your analogy actually works against you. If the fisherman only catches the biggest, strongest fish, he eventually runs out of fish because he’s killed off the breeding stock. In gaming terms: no new players = dead game. A game that refuses to onboard new 'fish' eventually sees its 'whale' population dwindle until the servers shut down. Even PoE has spent the last three years trying to streamline its gems and campaign because they realize a game with zero growth is a dying game.

The idea that if 80% of people hate a feature, it’s working is the stupidest thing I've heard. By that logic, if a game crashed every 5 minutes and 80% of people complained, the devs should pat themselves on the back for a job well done. There is a difference between challenging content and friction-heavy design. The Bottom Line: You can make a game that is hard to master without making it a chore to enter. Stop gatekeeping 'difficulty' as an excuse for clunky systems."


They're near impossible to communicate with. They speak in black and white and have no capability of thought past their own ego.

Just ignore them. Don't even explain. They don't care about anything but their own perception.

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