Capitol Peak
Capitol Peak
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New PoE2 player's Day 10 concerns
I'm playing blind with a friend and we are self-found. One exception is we can exchange our currency. Mainly exalt to alchemy for modding maps.
Timestamps
00:00 Intro
01:19 QoL/Feature that's badly needed
04:38 No bosses in the map/Boss nodes are lies
09:20 PoE2 hasn't taken major swings
16:08 Why GGG could've taken bigger risks
17:21 Example of a game taking huge chances
19:51 Question and Outro
มุมมอง: 755

วีดีโอ

PoE2 new player Day 3 thoughts
มุมมอง 685หลายเดือนก่อน
I'm playing blind with a friend and we are self-found. One exception is we can exchange our currency. Mainly exalt to alchemy for modding maps. Timestamps Likes 00:00 Video start 00:36 Feels, plays, and runs smoothly 00:57 WASD 01:34 QoL auto weapon swap 02:19 Visually looks good and sounds are fitting 03:07 Changing gear and respeccing was painfree 03:44 Campaign is well designed for playing b...
New PoE2 player's hopes and concerns
มุมมอง 313หลายเดือนก่อน
Non-PoE gamer's hopes and concerns for PoE2 Timestamps 00:00 Video start 01:17 Mechanically difficult gameplay 01:29 Feels and artistically closer to D2 01:43 Bank organization 02:07 WASD movement 02:49 Ease of respeccing 03:48 Variety in endgame 04:40 Variety in viable builds 05:57 Clarity of combat 07:10 Emphasis on skill/knowledge vs dps/build 08:25 All endgame content is progression 09:24 G...
ONI Carnivore Max Diff Edited Full Run
มุมมอง 66หลายเดือนก่อน
Oxygen Not Included - Carnivore Achievement - Max Difficulty - Edited Full Run. That's a mouthful. The essential few researches I mention at 9:30 are Animal Control, Sound Amplifiers, Solid Transport, Brute-Force Refinement, Advanced Research, HVAC, Decontamination, Artistic Expression, and Generic Sensors. That should be all of them. I ended up making a lot of small/medium mistakes but still m...
Oxygen Not Included : Edited Lets play One
มุมมอง 21หลายเดือนก่อน
A simple cycle 1-25 edited gameplay. Mostly for testing voiceovers and learning to balance my voice with the added music and so on. If you have any opinions about my voice volume, the music volume, and speed up/slow down effects then I'd love the feedback. 11Nov - Was recording cycle 25-75 but the recording bricked.
Mustang, Ed and Al confronts Wrath
มุมมอง 4หลายเดือนก่อน
Scene compilation from FMA:Brotherhood E24 Inside the Belly 18:34 E25 Doorway of Darkness 17:39 E26 Reunion 12:20 E29 Struggle of the Fool 3:30
Not An Araxxor Guide
มุมมอง 28หลายเดือนก่อน
Not An Araxxor Guide
Bank value Fire Cape
มุมมอง 194หลายเดือนก่อน
Bank value Fire Cape
Goofers Goofing in Tob
มุมมอง 10หลายเดือนก่อน
Standard tob experience. Music from Kade McCuen. th-cam.com/video/MPe0NKr1Cg4/w-d-xo.html

ความคิดเห็น

  • @jbleargh
    @jbleargh 25 วันที่ผ่านมา

    If you think the game is too easy, is because your not juicing enough. I suggest you research the long history of debates about trade in PoE. You will learn more about GgG (and the "vision"), game design and economics.

    • @CapitolPeak
      @CapitolPeak 24 วันที่ผ่านมา

      Increasing one shots or more ground explosions that overlap and can't be seen does not make the game harder. If there is no counterplay other than outgearing or deleting the entire screen then its not difficulty. Juicing your map raises the floor of what will one hit you because of harder effective hp checks. Not whether you will play better because its not a skill check. All my maps have 2-3 node add-ons and 400%+ minimum at this point. Even big white mobs can one hit me because of crit chance/damage/bonus elemental damage. This is not difficulty. This is just gambling with fun visuals. This is also an extremely poor argument against difficulty and bypasses the entire point of it by moving the goalpost. Because now that you know my maps aren't blue and i am putting tablets into every tower while i go strictly from tower to tower, you can happily move the goalpost to say "well you're not corrupting your maps then" or "you're leaving juiced nodes behind because they don't lead to a tower" or just "later on it gets more difficult". But you're not talking about difficulty. You're talking about getting chanced without a player input or outplay.

    • @jbleargh
      @jbleargh 24 วันที่ผ่านมา

      @@CapitolPeak The game is not for you. It's ok. The name of the company is Grinding Gear Games, not From Software.

  • @julianboyd8719
    @julianboyd8719 25 วันที่ผ่านมา

    I don't like being forced to use trade to make my ideal build. I'd rather just have the means built into the game to either craft or reasonably farm the items I need.

    • @CapitolPeak
      @CapitolPeak 24 วันที่ผ่านมา

      It does feel like the game is balanced around the assumption that the players will trade. Which is fair imo. Most games these days are not built around solo or ironman because that's a lot harder to balance and also well players like to trade to get quicker bigger numbers :D

  • @theperfectbeing
    @theperfectbeing 25 วันที่ผ่านมา

    Overall pretty good takes in this vid, I definitely agree with the quality of life issues, my personal biggest qualm is lack of damage log on death since we have no idea what killed us. Without proper info on what killed you then how are you supposed to refine your gear and talents to avoid that in the future. I have around 7000hrs between all the ARPGs and it kind of boggles my mind that they are so set on not stealing some of the ideas from Last Epoch or Grim Dawn (Grim Dawn constellations are better than POE talent tree and I will die on that hill). I think the dodge roll was a mistake, sure it feels fine through parts of the campaign but as soon as builds come online around mid Cruel act 2, you quickly stop using it for most fights and rely on combo procs to clear entire screens. In maps if you die it's often to something you had no chance of avoiding or were unable to see due to visual clutter. The issue with dodge roll is it will prevent any movement speed builds/spells but also make so that all skill shots from bosses need to be horribly punishing (one shots or near it). Also it's not very well implemented with their hit boxes, many times I get dragged by mobs hit boxes (giant skeletons in Titans grotto for example) even though I clearly dodged out of the way. Hopefully they add some extra features to the dodge roll, kind of like Guild Wars 2 has where certain things make it give movement speed, damage reduction, ailment cleanse, etc. My main issue at the moment is actually the skill tree, despite it having 1500 nodes the builds all feel very locked in. It doesn't actually feel like you have room to experiment due to the early game being so punishing that you have to streamline builds just to clear content (or spend hours and hours out leveling content with "bad builds"). The forgemaster fight is a perfect example of this issue that I ran into playing warrior. Suddenly my skills didn't matter a single bit and the fight was 100% pure dps check, so I was forced to respec out my tanky warbringer build and go all in on 2h weapon talents (moved around 15 points) and it still took a few tries to do that anti melee fight. After looking at the talent tree for hours I realized that you are basically forced to play one of two specs for just about every class. With warrior you go max heavy stun + sunder or you go aoe armor break + explosion proc chains, I tried 3 other builds that use bleeds, attack speed nodes, hybrid sorc fire build and they all fall flat because their damage output doesn't go with the stat requirements needed for the build by forcing you into the all the 1h or 2h talents and then the nodes for armor break/stuns. I've yet to see a single build that uses any of the unique talents outside of bloodmages and that niche 1hp max ES build. The game has amazing promise and I've been enjoying it (also raging at it lol), I just hope that they tweak some of the systems to allow more experimentation, less punishment and more player challenge regarding bosses/challenge/mode. Also the Ascension trials are straight up aids, overtuned, punishing and filled with RNG, every single person I know hates them and avoids them until they are way overleveled.

    • @CapitolPeak
      @CapitolPeak 24 วันที่ผ่านมา

      Damn. I knew I forgot about death screen information expansion/log on death tracker. When I was doing the list for information expansion like the skills page damage calc, i left a spot for that and just forgot :D Your thoughts on dodge is spot on. There are already games that have implemented this mechanic really well. Copy it or atleast take inspiration. Dodge should be reliable to use, consistently gives the same output and actually worth using in any other situation than animation cancel. I strictly use it now to cancel the slow end of my animation, not as a way to get away from danger or avoid hits or movement/repositioning tool. But thats what dodge should be... I'm still playing blind and haven't watched a build guide. One of the other players took a look at my skill gems/supports/passive tree and was like "no way you didn't watch a guide yet." Its just not that fucking complicated. Everything on my side of the tree says stun/aoe/slam/attack/fire. All my skills say stun/aoe/slam/attack. My support gems say stun/aoe/slam/fire. The game just sort of forces you to put 2 and 2 together. Despite the skill tree having 1500 nodes like you said, if i just search those words they are all on one side of the tree in a nice straight line. I heard everyone say how you have to watch a video or you can't even make skills work or even get out of campaign. And yet... In my last video, i think i said there was one fight that was actually pure gear/build check but its okay because its not part of the main questline. I was referring to forgemaster fight! Just a straight up dps check. Not a skillcheck and not even a tank check.

  • @alkyycarovny8334
    @alkyycarovny8334 25 วันที่ผ่านมา

    player to player trade was solved two decades ago. The only reason they keep trade as it is is so that ppl afk in their hideout driving up the player numbers which they then show to shareholders. There is no other explanation for this absolutely prehistoric outdated system. Together with selling inventory space, this game is an insult to gamers. Hard agree with most points.

    • @sagi3933
      @sagi3933 25 วันที่ผ่านมา

      I think selling inventory space is fine, the game will be free to play and nobody forces anyone to pay 30$ to play it in early access either (and you do get the ingame points to spend for that money). It's not an insult to gamers, but you do have a point with the trade system being outdated. At the very least I would like the trade window to open and be interactable ingame. Player-to-player trading is something I don't mind, it allows you to haggle the price of items, not to mention that we do have the Currency Exchange Market ingame. If you want divine orbs for your exalteds, use that, it's exactly what you are asking for :D

    • @CapitolPeak
      @CapitolPeak 25 วันที่ผ่านมา

      I had to take a bit of time to think about it. I will say that all ingame transaction exists on a grade of 1-10 right. Lets just say 1 is cosmetics and has absolutely no gameplay change or advantage whereas 10 is straight up buying power/gear/unlocking content that F2P or even P2P can't access. I wouldn't go as far as to say the F2P stash limitation is an insult as it is now but it definitely is creeping up the ranks. During campaign it really did feel like they gave generous amount of bank space and it was plenty so I would've ranked mtx tabs are 1. But now i'm in endgame and items are stacking up. Not just consumables like maps, expedition/ritual/etc drops, but also spare gear, base items for future re-rolls and so on. Suddenly the starting tabs really do feel very limited and stack size being so small you start filling up even if you're not hoarding. Like you are strongly encourages to mtx limited. At this point, i'd rank it closer to a 3 than 1 on the scale. Games aren't pet projects or pro bono work. It has to be monetized in a way thats not intrusive to the player like content locks or abusive of the player like gacha/lootbox games or straight up gambling with some gameplay attached to it. I think PoE2 is okay. If they keep introducing items and making more items must-keep-on-hand situation without increasing starting/F2P stash limits or stack sizes then I would definitely agree with you.

  • @sagi3933
    @sagi3933 25 วันที่ผ่านมา

    PoE veteran here to agree and add to a lot of your points, but criticise a little too (love your opinion overall btw, it's entirely valid points and well-structured): - I agree that a trade window should be opened ingame. And having a training dummy in your hideout, especially one you can rightclick to change it's stats on - I agree that a boss should always be significantly more durable and have challenging mechanics to learn and master, rather than than being a glorified yellow/rare monster in terms of stats, even if said rare monster has some modifier/s making it tank more. Though we should still be able to trivialize map bosses or other aspects of the game with enough A: investment in gear and B: a build focusing on bosskilling. Build should be able to specialize in dps to the point of quickly dispatching a boss (GGG could add mechanically challenging invincibility phases at 60% and 30% HP, but that's artificial difficulty, not sure if I like that). The point is, a tanky build should be able to facetank bosses to some major degree, depending on how tanky it is built, and a balanced character should be able to deal enough damage and also survive well enough in a bossfight that is not overly long, but challenging enough to warrant good gameplay to beat if you avoid oneshots! - Gearchecks are hardly avoidable if you want the player to continuously build up a character further and engage in content not meant to be engaged with until late in the character progression (like the Atlas Pinnacle Boss). - It is a choice to engage with the trade market to buy good gear or disregard it playing SSF style, and if you know what you need and want, said gear should be impactful enough to make you significantly stronger and overcome hurdles, it should allow you to play more sloppy and less sweaty. - What PoE 2 needs most in my opinion is better ways to craft decently good gear without relying on trade, explain or convey the importance of certain defensive stats more clearly to new and even existing players (resists, armour, evasion, energy shield, life, mana, ... the list goes on) and finally flatten the curve of how much gear affects character power in comparison to how the game ramps it's difficulty. In general, I want less difficulty ramping in the endgame, making getting mandatory stats more obvious and more achievable on the low end, but also reduce player power on the high end, especially against the tougher aspects of the game, namely bosses or juiced rare monsters (which in itself should provide a challenge on maps without bosses - Obviously we need better balance, which is why we playtest the game right now and I look forward to changes that enrich the gameplay experience frst and foremost: Make it less frustrating and unfair at times, and make it more challenging and rewarding gameplay-wise edit: How do you currently only have 4 likes, that was a really good video!

    • @CapitolPeak
      @CapitolPeak 25 วันที่ผ่านมา

      I do agree with the points you've made and they are things that can change in beta and will likely change in beta. That's what beta is for right. I highly doubt GGG had extensive closed alpha/beta testing because of how quickly the community was able to find problems they needed to patch. You don't need to be plugged into the community to put two and two together from the patch notes alone that they strongly over or under tuned without realizing it. And it is the point of beta to actually have huge number of testers to check all the variations and interactions you simply can't with a small team. 1 in a 10,000 problem might simply never get ran into with just your dev team testing but in open beta like this, there will be hundreds of examples. But i just don't think they can "have challenging mechanics to learn and master" at this point. Its weirdly too late to now, but also too early to start. If its not shown in Acts 1-3, and it doesn't exist in map bosses so far then I don't think that design *decision* exists. And I say that because if implementing that playstyle was the decision then we should've seen it already. But now if its implemented later on then it'll feel out of left field and the player will feel like they got ambushed after hundreds of hours of a different gameplay. I haven't reached Pinnacle boss, haven't even found a citadel yet but lets assume I get there and its strictly a mechanical fight. Easy to access for repeat attempts, and extremely mechanically challenging. It will feel like I loaded into a different game and just be too jarring. And also completely at odds with rest of the game until then. With "kill the boss or get locked here" during campaign, and later on in maps "kill this boss in one attempt or the node is lost" design has me thinking they will not make Pinnacle bosses easy to access for repeat attempts. So if the fight is mechanically challenging out of nowhere since the player isn't prepped in advance, with one life and long road for second attempt, then it will feel frustrating more than it will feel rewarding. Because you just ambushed your players.. Thats why I don't think mechanically challenging bosses you have to learn and master will exist before or on launch. If it does then it should have already been shown in order to ease the player in. Continuing with my OSRS/Jagex example. Its something GGG could introduce later. A different branch on the atlas tree maybe that's specifically for super boss fights and the player can specialize into it, just like the promo video promised. But I don't think that's coming in beta or even soon after full launch even though that was promised. Because that'll require a whole introduction/easing in of the players, new progression path, encouraging the player to think of gear vs skill balance which doesn't exist in maps, and then implementing mechanics that's more valuable to pull off than gear check. If they introduce that now, there will be too much of a backlash from the community that all their hard earned gear has effectively been made less worthy and they just got blindsided. And thanks for the compliment :)

    • @sagi3933
      @sagi3933 25 วันที่ผ่านมา

      @@CapitolPeak Agree with you, I think one of the major issues right now is the inability to re-attempt fights (1 life only), and the community agrees on that I'm sure, especially in regards to Pinnacle Bosses or the Trial Bosses. Actually, the campaign for a player that just started the game is quite challenging to overcome but also reasonably balanced overall (veteran or not), with or without good gear. Gear makes a fight or clearing significantly easier (die less, kill more quickly, as shown in the facetank compilation), but outside cheese strats or clearly more dps than necessary, the campaign monsters and bosses are quite well-balanced for the most part. It took a lot of deaths on many of the bosses before conquering the fights, sometimes I had to adjust my gem setups to fit a bossfight, but I somehow managed to overcome stuff eventually. I think the biggest f you's are bossfights that make drawnout fights harder by filling the arena with extra danger over time (Viper Natzuali makes the arena smaller, Jamanra adds environmental effects like tornados, electricity and such). That, and on-death effects :p I watched Raxx's feedback video after yours, and many points overlap with yours to some degree, but a lot of other points also got attention, as he laid out in a full feedback document, so if you are interested, maybe check out his video, but no pressure.

    • @CapitolPeak
      @CapitolPeak 24 วันที่ผ่านมา

      @@sagi3933 I'm still not watching PoE2 related content or browsing forums because I still want to play blind as possible. Thats why when I was asking people who were veterans of PoE1 and further into PoE2 than i am, i kept it simple and mostly asked yes or no so i can't deduce or traceback into information the game hasn't given me or I didn't put together without that person's input. As an example, I had a whole 7 minute segment about all the potentially different ways the game could be calculating damage(one pass or multiply at every interaction, etc) and made charts and so on but decided including that would guarantee someone will comment exactly how the damage calculation works so I took it out. But that's also why part of the video has no overlays or memes in it because i spent 3 hours on a section that ultimately didn't make it. If fights were quick to access, like boss fights in campaign having tele or boss nodes being fairly common then I am personally 100% down with 1 life. But if its taking this long to find a single citadel, and it locks up after 1 death like map nodes do, then i am not down with 1 life. 20-30 hours between attempts is too much. You're forced to watch a guide because there might be 1 shot mechanics you didn't know or found out last time and forgot because its **been 20-30 hours**.

  • @TheNeoDaedalus
    @TheNeoDaedalus 25 วันที่ผ่านมา

    I am someone who has played poe1 for quite a while (5k-6k hours). First off I would like to point out that this game is called poe2, it's. supposed to be like the first game. I cannot agree on the point that ggg should have revolutionized the genre. It's not what they set out to and it's an unfair criticism to levy against them when that was not their intention. Also needs to be pointed out that they monetize mostly with supporter packs and that they try to do what people support them to, so it's also not entirely up to the whims of the guys at ggg, but also the will of their community who supported them financially throughout the years. Most other criticisms I agree with, but I believe ggg will work on them and will improve over time as a natural development process of the game, poe1 is a living example of that, as the devs have redefined what their game can be many times.

    • @CapitolPeak
      @CapitolPeak 25 วันที่ผ่านมา

      I never said it was GGG's intention or thats what they said they would do. I said GGG was in the best position to do so in recent times compared to any other game or company in the genre. I did say that GGG said they have focused more on difficulty and bosses and I haven't not see that supposed focus. Because Mark Roberts specifically said bosses will be difficult and have mechanics you need to learn or solve. That has not materialized in game. There might be 100 bosses in the game but there is like 3 bosses that play differently and 97 bosses that's just tank it and you pass or fail gear check. "Bosses that are utilizing souls like mechanics" which is also why dodge was implemented. Implying that there will be skill and timing checks the player needs to pass. There isn't. Also, they said it was *not* like PoE1. Which is exactly why its *not* an expansion or league to PoE1. That's their own words which is exact opposite of what you just said. From how the game was coded, how inefficiently it was coded, and also from concepts they want to try and how they have shifted the focus of the gameplay, namely speed, is why this is *too different* from PoE1 and why it deserved to be its own title. That's exactly what they said. That's why its *not* suppose to be like the first game. I do agree that this is PoE1 v2. If they were going to copy core mechanics and systems such as resistance, damage interactions, and endgame and so on then this *could have easily* been PoE1.

    • @TheNeoDaedalus
      @TheNeoDaedalus 25 วันที่ผ่านมา

      @@CapitolPeak Well, yes, but you have to understand that most things they have said are in the context of talking to their own community. It's because despite them explaining it and verbalizing it outright, there are vocal parts of the community that just wish poe2 to be more poe1. In comparison to poe1, poe2 is difficult, it does have more souls-like mechanics and the bosses do need to be learned. If you find this game's bosses easy, then you'd probably find poe1 boring. And that's fair, my point is that their goal wasn't to revolutionize the industry, so it's not exactly a fair criticism. They could have, sure, but for example, you also could have made a much more researched video that lasts for 2 hours, but you didn't because that would not be a good idea from your pov and that's completely fair. If someone criticized you for not doing a 2 hour video, all you need to reply is: "that's just not what I wanted to do" and it's completely fair and the criticism would be unfair. Unrealistic expectations of a game aren't fair. And I also don't think ggg was in the best position to revolutionize the genre. Their team is split into two while working on both games and they even had to cannibalize their poe mobile team to get this out. They don't have insanely high resources, they're in fact quite stretched as is and they also have issues getting more help because of how NZ's hiring laws hinder them (they've had issues with voice actors in the past because of this, for example). And this is also compounded by the fact that poe2 wasn't even meant to be its own thing at first, it *was* supposed to be a part of poe1. Ironically, the truth is that what we have gotten is the product of them going above and beyond to push what they considered a poe game to be.

    • @CapitolPeak
      @CapitolPeak 24 วันที่ผ่านมา

      I never said it was GGG's intention or thats what they said they would do. I said GGG was in the best position to do so in recent times compared to any other game or company in the genre. You did read this sentence right? And the parts of the video where I said they had a chance and didn't take it? Specifically saying from design choice and implementation they clearly did not intend to take it? Because it feels like you're arguing about something else you read somewhere else, but just here to me. There is a compilation of me facetanking bosses at gear and character level as blind self find player. Bosses do not need to be learned. Resistance and importance of effective HP needs to be learned. Those are not the same things. So what they *exactly* said on camera doesn't matter, what they *exactly* said in interviews and pre-release doesn't matter. And they were talking to their own community instead of a greater audience they might've reached. If I opened with "hey guys, this is the most detailed video you will see in this niche and I have gone out of my way to really change the landscape to a point where this can't just be considered any old video or like any videos i've made before. Its so different and so new that even other youtube videos cannot compare." Then you watched my video and it wasn't any of those things then yes, you do have a fair criticism. Expectation, setup, and payoff has to match. The initiator sets the expectation. If that's how I intro'd then that would be the expectation. You like the company. I get it. That's where your entire defense comes from. I like them too. Their promo was great and the game is good and patches are coming out quick. I am liking PoE2 and don't want to stop to go play other games. But your second paragraph is straight up arguing in bad faith or you are misinformed. I could go into 15 pages of write up to explain all the other companies and the much greater problems they were facing and still are and put it into context of why GGG is in comparison so less restricted than they are so they had a better chance at a big shot. How Tencent has ran other companies fairly hands off and their agreement with GGG is likely similar unless GGG allowed themselves to get absolutely hosed, and how GGG's monitezation along with its strong support base from PoE1 allows them a better risk assumption than say Blizzard with D2 into D3 and so on. But this comment is already too long. By your examples of the "struggles GGG had" no company would ever be able to make anything. I will breakdown just the first point because what your list of struggle started off with actually is just a standard and good business practice. "Their team is split into two while working on both games and they even had to cannibalize their poe mobile team to get this out." There is a permanent tug of war between teams, resources and having enough people but not having too many people. Team from a project of lesser importance getting pulled to work on a team that's on a deadline or higher priority is not example of a company struggling. That's normal management. Splitting your team up because certain projects take longer to bake on the whiteboard, such as game systems, design philosophy, and so on which doesn't need everyone's input, is perfectly normal. Then when the actual labor starts picking up such as coding the game, creating assets, designing art, testing working builds and so on, you start pulling in more people. You can't just fire people or refuse to hire good talent while your main project is in its lower projected manpower in planning and creation stage. So you send them to a different team to keep them productive and gainfully employed. And on the same, you might start hiring in advance for your main project but the main project isn't ready to be worked on at that scale so you put them into the lower project so the new people can get sorted into teams, start getting used to the work/pace/systems in place and primed to be pulled. If you are required to project funding in advance or you just keep a good book then you will sometimes hire weeks if not months in advance. But its still the same company, same pool of resource, and same end goal. GGG having to move staff from PoE mobile team to PoE2 team to keep the project on the deadline within given leeways is not an example of a company struggling. That's normal. If anything, that's stressful but good management. Its not an example of a company thats struggling. The other 3 points you made in the same paragraph is even worse. I could go on but I digress. Stating that someone could've taken bigger chance isn't criticism. I don't find inherent flaw with a company wanting to go after safer money than take a bigger risk. I do not disapprove of banking on your name recognition you worked hard to earn previously. Last Epoch couldn't do that so Eleventh Hour had to take some big steps. GGG could do that so they didn't. That's not criticism, thats observation. Criticism is initiator setting up expectation then failing to deliver which causes disapproval or faults in their work. I am criticizing the fact that they stated the game will be hard and the bosses will be mechanically challenging but that's not what was delivered. This is a criticism. In the video, Point 1 is feedback. Point 2 is criticism. Point 3 is observation. Thank you for the comments. Edit: rereading the entire chain with my response. It came out much harsher than I was intending it to be. Again, thank you for the comments.

  • @jessicamacallister9272
    @jessicamacallister9272 25 วันที่ผ่านมา

    The game has NOT shipped.

    • @CapitolPeak
      @CapitolPeak 25 วันที่ผ่านมา

      I know. That's why I separated the items into what can be patched, what's expected to be patched in beta, and what can't or probably won't be because they are development or alpha stage items.

  • @titanicjack6744
    @titanicjack6744 27 วันที่ผ่านมา

    They already have the tech for trade. In POE1 on console there is a trading board that works great. For the life of me I don’t understand why it’s not in the POE2. Just merge it and the advanced search tech from POE trade site. The campaign bosses have more mechanics yes but the campaign is still one big staggered gear check. GGG have clearly stated that while there is the ability to group play they want every piece of content to be able to be cleared solo. This design philosophy is what prevents the addition of content like raids, or other content requiring a group to complete, that would move the genre forward like you mentioned. Good video. Good feedback points and well articulated. Glad you’re enjoying POE. Of course it is EA and any or all of these points may be coming down the track.

    • @CapitolPeak
      @CapitolPeak 27 วันที่ผ่านมา

      I should've clarified that I'm not saying they should make group bosses. The genre isn't suitable for group play I don't think. Not without drastic change to the playstyle. What I meant is having bosses closer to Guardians in Lost Ark if you're familiar. th-cam.com/video/iLlcJ98Whe0/w-d-xo.html Occasionally, instead of running a 10 minute map, you can take on challenging 10 minute boss fight.

  • @marcf7411
    @marcf7411 หลายเดือนก่อน

    Dude you are just a nuub, you run faster if you want to get out of something, you roll at the end because the First ~50% of your roll is fast the 2nd half is slow af (just so you know and stop fking up yourself with early poopy rolls) gl and just dont use aim assist thoughts?

  • @krykry606
    @krykry606 หลายเดือนก่อน

    There are I-frames on dodge roll, but only in the early stages of it.

    • @CapitolPeak
      @CapitolPeak หลายเดือนก่อน

      Is there? I spent like 30 minutes testing rolling/getting hit with mobs and also aoe attacks and there didn't seem to be. I even watched it back on .25x speed. My testing could've been poor.

    • @oliconbob3179
      @oliconbob3179 หลายเดือนก่อน

      The thing I noticed was that you can roll underneath certain attacks, but your hitbox is always present and can still be hit by aoe and low-positioned attacks.

    • @krykry606
      @krykry606 หลายเดือนก่อน

      There even is a keystone passive that disables i-frames and exchanges it for damage reduction during the entire roll. it was somewhere near the bottom part of the passive tree afaik.

    • @CapitolPeak
      @CapitolPeak หลายเดือนก่อน

      @@krykry606 Yeah, you're right. Bulwark. I just keep reading and re-reading the nodes on my side so never saw this one. I don't know why i couldn't replicate the s :( Just started running maps today and still playing blind. So i'm probably missing some obvious things unfortunately.

    • @adriangodoy4610
      @adriangodoy4610 หลายเดือนก่อน

      @@CapitolPeak no i frame for area of effect

  • @garyhall9729
    @garyhall9729 หลายเดือนก่อน

    dunno what problems you guys are seeing but i am having an amazing time in poe2

    • @CapitolPeak
      @CapitolPeak หลายเดือนก่อน

      I rolled a warrior and just got into Act 3. So far its been a good fun imo.

    • @garyhall9729
      @garyhall9729 หลายเดือนก่อน

      @CapitolPeak i played a ranger for a couple years in poe1 so i rolled one in poe2 and being to move while shooting is so amazing

    • @CapitolPeak
      @CapitolPeak หลายเดือนก่อน

      @@garyhall9729 WASD provides so much more comfort and freedom right!?

  • @wildcard2884
    @wildcard2884 หลายเดือนก่อน

    i refunded. trash

  • @caffiend81
    @caffiend81 หลายเดือนก่อน

    I just uninstalled lol. I'll try it again once they fix some balance issues. I found PoE2 more frustrating than challenging.

    • @Trikeree
      @Trikeree หลายเดือนก่อน

      No need to wait. It's a great game as is. Yes a few things need adjusted, but trust me it's a blast with a great challenge.

    • @CapitolPeak
      @CapitolPeak หลายเดือนก่อน

      It does feel like some of the damage is bit undertuned or some healthbars are overtuned. In Act 2, there was quite a few times when im just facetanking and smacking the same mob like 15 times because it has gajillion health and won't die but also can't hurt me anyways.