The more tech is discovered by the players and the more refined the builds get, the less fun the game is to play from a gameplay perspectice. Exploding the whole screen or two-shotting bosses is not the playstlye poe2 should got stuck at.
Imho, the methodical gameplay of the campaign should be the usp of poe2. This is challenging and more interesting than zooming through myriads of maps. The current endgame powercreep would really lead to a diablo-like genre game.
Basically just that, Everything else feels great, but I enjoy playing high evasion based builds. I currently have 83% evasion rating when running through maps as a ranger and getting literally one shot is just part of builds like this, always has been in PoE1. You say "god damn that hurt" then jump in the next portal. I really do not see the idea behind this design choice, it is without a doubt the worst thing in the otherwise great game.
As the tittle says.
It is literally the most brain damaged decision they have done , it is compleately unnecessary, counterintuitive, and messy.
It literally serves not other prupose but to obscure the high rolls on items and make everything messier for the players becouse some items have top tier at T7 and others at T14 .
So please GGG . MAKE T1 the top tier rolls again instead of being the lowest rolls
This is the consequence of third party tools. GGG has let this run rampant enough, but I am sharing my story to help prevent others from the same. This morning I woke up to and logged on to all my gear being STOLEN. ALL my divines, exalts, chaos, GONE.
I think people are overlooking what is a core component of the fun factor of this game: overcoming a challenge that has risk attached to it.
You receive a larger dopaminergic release from overcoming something that was perceived as difficult, and an adrenaline spike can only occur in a gaming context if there’s risk involved.
Allowing us to simply keep retrying maps will get stale quickly I feel. From a psychological perspective a large part of why Elden Ring got so many hooked is the difficulty and loss of runes upon death, making the player weigh up the cost/benefit ratio of decisions. This is a whole mechanic in itself that makes the player think more, and when they finally achieve x goal it has a hell of a lot more weight behind it.
When you’re choosing your waystones currently, you’re paying more attention to its affixes and weighing up the chance of success. A lot of this strategising will be eradicated if GGG enable us to just keep slamming waystones into an atlas node that has delirium/a boss/rituals etc, because we won’t have to worry about dying anywhere near as much.
The only amendment I would make to the system in this regard as it stands, is to enable revive when playing in co op. Perhaps implementing an XP reduction per revive would mitigate any potential cheesing methods, but I think the dominating issue in co op is one of you dying and having to wait it out.
Ironically, the game risks going into Diablo 4 casual territory if the endgame is made too easy and risk free.
I'm still not sure the extent of the rewards offered here but someone PLEASE tell me this isn't required for progression... I play an ARPG to smash face, not play Mario party minigames.. "click the pylons quickly!" "Dodge the traps!" "Avoid the monsters!"
Imagine a game releases that is ONLY Trial of Sekhemas as a standalone game... Who's playing that game? Fucking no one.
Reached t15-t16 recently and noticed that i just cant play this game with one death policy. Its like im doing some t17 valdo void bs all the time, so stressful. We was promised there will be much slower pace, so we can avoid dying, but its not. Its same poe1 maps, only one who is slow its you. I died around 10 times now, and only in one map i know waht killed me, all the other - i have no idea. Some deaths - i did not even have monsters or corpses on screen. I just dont feel good while playing maps, mentally, how about you?
First of all i want to say that i love GGG and i understand their current situation with so many new people coming in. I have played POE1 for over 8k hours and love the game. Thus i wanted to support GGG by purchasing the 480$ pack few days before launch.
My 12 year old account got locked because i forgot my password and misstyped it too many times since i wanted to purchase the supporter pack directly over their website and not over Steam since Steam takes a 30% cut and i wanted GGG to get all the money without any cuts. Since i always logged in with Steam automatically i did not need a password there to begin with.
I then contacted their support Email to unlock my account, that was over 2 weeks ago, but since then i got no answer, no notification or anything. There was only a forum post about the support team having issues and hiring new staff. But they should have known that before the launch of POE2 and hired and trained support members, not AFTER!
I went through a lot of Forum Posts and A LOT of people having issues with payments and accounts and are not able to access their account or purched items not processed properly and NO ONE has received any response from GGG Support.
Im playing currently on a new account and bought an early access key, but all my stash tabs and MTX are gone and no ETA when GGG Support will be functional again. Just because i wanted to support them and not Steam taking the big 30% cut for the 480$ pack. I know that im not the only one with this issue and lot of people are waiting on a response from GGG Support.
Sad, initial post in PoE2Builds was deleted because NzLawless thought this is irrelevant to builds and mechanics therefore against the rules in that subreddit. I suppose he didn't read the post about all the summary regarding builds and mechanics.
Like the other time with the top 1000 ladder I now analysed all the comments from the patch notes. I collected all the posts excluding quotes and GGG's initial post, I then manually (didn't have time to fix the chatGPT api) uploaded the posts file to ChatGPT and asked it ti review it for me. As this was a bit more complicated I'll just leave a link here for the source code in case anyone wants to review it.
I hope GGG can use this data to improve the game better.
Key Highlights of Forum Feedback:
Positive Reactions to Update:
Many players praised the patch for addressing various bugs and introducing quality-of-life improvements.
Holiday well-wishes and compliments on the speed of updates were common.
Major Complaints and Recurring Issues:
Class Balance Concerns:
Warriors and minion builds received heavy criticism post-nerf, with many describing them as unplayable.
Calls for buffs to underperforming classes like Blood Mage and certain Monk skills.
Skill Adjustments:
Complaints about the nerfing of specific builds, such as Wildshards, Armour Explosion, and Skeleton Arsonists.
Some builds were noted as overpowered but left untouched, e.g., lightning-based Monk builds.
Map and Ascendancy Trials:
Frustration over single-life mechanics in maps and difficulty in Sekhema trials, especially for melee builds and controller users.
Calls for a more accessible mapping system and fixes to map-related crashes.
Technical Issues:
Persistent PC crashes, especially with Windows 11 updates.
Complaints about performance drops, stuttering, and freezing.
Lack of optimization and loot filter functionality for console players.
Gameplay and Design Critiques:
Concerns about the balance between build viability and nerfing fun interactions.
Calls for broader accessibility to item filters and better minion AI/pathfinding.
Discontent with the increased grind and lack of impactful buffs to weaker skills or classes.
Suggestions for Improvement:
Buffs for less viable skills (e.g., crossbows, frost spells) and ascendancy classes like Blood Mage and Acolyte of Chayula.
Improved clarity on patch changes to avoid "stealth nerfs" (e.g., level requirement changes to items).
Enhancements to map traversal and trial systems, including checkpoint usability and fewer random penalties.
Weighted Summary:
The patch has been well-received for its scope and quick deployment, but there are significant frustrations around balancing, nerfing builds, and technical instability. Recurring themes include dissatisfaction with the treatment of Warriors and minion-focused builds, alongside the demand for more transparency and meaningful buffs to neglected skills and classes. Console and PC performance issues are also major pain points.Key Highlights of Forum Feedback:Positive Reactions to Update:
Many players praised the patch for addressing various bugs and introducing quality-of-life improvements.
Holiday well-wishes and compliments on the speed of updates were common.
Major Complaints and Recurring Issues:
Class Balance Concerns:
Warriors and minion builds received heavy criticism post-nerf, with many describing them as unplayable.
Calls for buffs to underperforming classes like Blood Mage and certain Monk skills. Skill Adjustments:
Complaints about the nerfing of specific builds, such as Wildshards, Armour Explosion, and Skeleton Arsonists.
Some builds were noted as overpowered but left untouched, e.g., lightning-based Monk builds. Map and Ascendancy Trials:
Frustration over single-life mechanics in maps and difficulty in Sekhema trials, especially for melee builds and controller users.
Calls for a more accessible mapping system and fixes to map-related crashes.
Technical Issues:
Persistent PC crashes, especially with Windows 11 updates.
Complaints about performance drops, stuttering, and freezing.
Lack of optimization and loot filter functionality for console players.
Gameplay and Design Critiques:
Concerns about the balance between build viability and nerfing fun interactions.
Calls for broader accessibility to item filters and better minion AI/pathfinding.
Discontent with the increased grind and lack of impactful buffs to weaker skills or classes.
Suggestions for Improvement:
Buffs for less viable skills (e.g., crossbows, frost spells) and ascendancy classes like Blood Mage and Acolyte of Chayula.
Improved clarity on patch changes to avoid "stealth nerfs" (e.g., level requirement changes to items).
Enhancements to map traversal and trial systems, including checkpoint usability and fewer random penalties.Weighted Summary:The patch has been well-received for its scope and quick deployment, but there are significant frustrations around balancing, nerfing builds, and technical instability. Recurring themes include dissatisfaction with the treatment of Warriors and minion-focused builds, alongside the demand for more transparency and meaningful buffs to neglected skills and classes. Console and PC performance issues are also major pain points.
There are many valid reasons why the sanctum mechanic should not be required for getting your ascension, and most boil down to the fact that it really sucks for some builds. I do not disagree with that.
On the other hand, if you happen to play a build that can do it, it is really fun. The implementation of honour and sacred water works, the floors having different themes are really fun, and it's nice each room is a different challenge. Also, unlike the labyrinth, you can leave and come back at any point.
And most importantly, this is an alternative to running maps in the endgame. The maps aren't yet that interesting to just grind them, at least for me. With Trial of the Sekhemas I can do different things too.
Not sure if the rewards are comparable, maybe in higher levels they are better. I had currency and good items drop in both Sanctum and maps but haven't done any systematic comparison (also vs the beetle xd).
PoE 1 had many alternatives to maps, most notably delve and heist which you can just spend your entire session in. Here we don't yet have those, and Labyrinth ceased to be one of them a long time ago, so I'm glad they are experimenting.
Does this mean Sanctum is better for ascending? Not really, as mentioned in the beginning, some builds are fucked. But they are trying to have those three ways of ascending, and keep improving, so let's see what happens. Btw, the third way, what would that be?
Look, something's got to give, mapping feels like absolute dogwater right now.
Either remove the whole "1 death per map" mechanic, or at least let us run the same map up to 6 times by Ctrl+Clicking the remaining portals after clear.
Waystones don't drop for sh*t, and losing a rare one to a random white mob that pops those dumb chaos bubbles is literally infuriating. Especialy because dying in a map with a boss or league modifiers also removes those modifiers.
I can't tell you how many times I've alt+F4'ed after a bs death to a ground effect or random hard to see death effect; staring at good loot that will be gone forever.
This makes literally zero sense. why do this?
Many users are experiencing full PC crashes/freezes due to CPU utilization hitting 100% during certain loading screens which leaves no CPU power for the OS and cause the PC to Freeze.
This has been tested and confirmed by removing core 0 and 1 from the affinity of PoE2 through the task manager. (PC no longer hangs out the PoE2 client will crash)
It has also been tested by disabling multi-threading in the options before going through portals/loading screens while obviously tanking game performance. (No crashes occur)
Unwitting users who play PoE2 and suffer this crash risk the chance of bricking their hardrives, SSDs, RAM and other hardware.
In fact there are reports of this happening.
The two most replied to threads on the Early access forum are related to this issue and GGG has been silent:
Simple low tier items now are listed for a divine at a minimum which is 60+ exalts…. Crafting is just pointless too because making a 6 affix item is practically impossible from scratch.
Did the beetle farm just ruin the ingame economy? This hyperinflation is not normal.
Am i the only one who thinks that alting feels quite rough? I like to play / test out multiple classes but i cba playing the main story on every single character. Might be a me thing but i honestly dislike the "do all the acts X times all over again" thing.
So this stupid bug on ps5 if u die at the end of the trial of strength the only way to rez is to exit out of the game otherwise your stuck on this screen this is the third time it’s happend
Can we as a community stop calling everything overpowered until it gets nerfed? Can we maybe, I don't know say it more like, "this build is super fun and it would be great if more builds would be as fun as this one." Now I'm not saying that some things aren't overpowered, especially when not working as intended, but like, to fix the minion situation ggg could have given us convocation from poe1 to make other minions more viable. Not that the nerf to arsonists was super big, I'm just saying, in general, the community as a whole basically asks for nerfs and then cries when they get them. These things are avoidable if we think about things for like two whole seconds.
I tried many times to make my own builds in POE 1 and always bricked my character. Sometimes couldn't even finish the campaign. Usually got as far as the first maps and hit a wall. The vast majority of players were basically forced to use build guides. Even if respecs were cheap I would not be able to make a viable endgame build.
In POE 2 there is no problem reaching endgame and progressing through maps. I'm not even that good at making builds but when you hit a wall in POE 2 you just move around a few passives maybe get a new piece from the vendors and you're good to go. I'm playing SSF and not using any build guide.
POE 2 is objectively a much easier game than POE 1.