Act 1 was the best in terms of how the game feels and how big the act is, imo from that point the game goes downhill a bit in terms of game pace, balance, one shot enemies, gigantic maps, also from what iv seen the late game is very similar to poe1 making the new features such as active blocking, stun resistance, dodge roll obsolete since it comes to the same conclusion insta kill or die in one hit. As a new player I tried to play as a warrior going heavy into defences , health and survivability, - picking some damage nodes too to have some output damage and it was going pretty ok until act 3 where I felt like everything was getting worse and worse, I was dying fast and I was doing like 0 damage, after somehow finishing the act I was totally useless in act 1 cruel doing 0 damage and dying from white mobs and I gave up.
Its great but doing this every season? It's a really rough ask and not liking the amount of on death mechanics because of how punishing dying is at 10+ maps. But it's ea I'm sure they'll tune it
Campaigns good but it’s a little too long. I’d like to see a campaign skip as I know me and a lot of my friends will get burned out quick doing the campaign over and over again.
Yes, bring back the crafting bench. Runes should be mid and end game finishing touches. Bench is perfect for leveling. It immerses you more in crafting your item, and it's nice to have 1 absolute deterministic choice.
@JohnDoe-fy9cv i will have to disagree with him on that. crafting now is literally just click and hope, then you click and hope again, then you toss your bricked item and click and hope some more on a new base.
@@justjay3750 Basically, POE 2 crafting is now just purely Gamba. Even with Omens, it's still Gamba as there's no mod blocking. This also made Divine Orbs pretty meh as it only serves as rerolling Modifier numbers.
I've died 3 times on maps. All 3 times was to that on death purple flower nonsense. Agreed. That needs to be removed. Hell, just remove all on death effects Update: Oh look, they're specifically disabling this until they can make it actually able to be seen in all levels and types of content
problem is, they want you to play it like street fighter, but your action speed is set up for saturdays evening bingo at eldery house. It's not abotu zoom zoom, it's about being punished when you try to use more than one button. You cant react / interact
It’s fun as its own league mechanic that you have a choice to do it not. In PoE1 it was and endgame thing that was very rewarding. But very punishing. It has no business being a mandatory thing to get your FIRST ascendancy points
@@stu.chainz I dont really like Sanctum myself. But it technically is not mandatory. I did my first acendancy in Ultimatum in Act 3. (Mostly because the quest didn't trigger correctly for me and I completely missed the trial in Act 2). Will be interesting to see what the 3rd ascendancy path is going to be.
forget poe1. basic white mobs in the campaign can keep up with you. some of them have leap abilities. the end animation of dodge roll - where you stand up- is slow so its not faster to dodge roll. When you need to escape you need to stop casting and "sprint". you cant cast anything if you need to get away. Not to mention zones like act 2 bone graveyard where they checkpoints have mobs right beside you. you respawn and they are right there
If GGG doesn't want to go overboard with PoE 1 crafting systems, I think adding PoE 1 style essences with being able to replace runes in your gear would be a nice middle ground. Have greater essences to reroll rares and omens being more common in endgame to enable your exalts and such to help target craft a bit more. Idk, you guys are right about there being a missing puzzle piece.
It does feel kind of empty knowing PoE1 but at the same time It's probably better for loot and currencies use. You can use many blues and you also have a choice to make on which blues to invest a regal or not depending on how good the two modifiers you get are. Blues are just not even worth showing in PoE1 unless it is fractured or some very special base.
@@ponytoast1231 For me it's not better at all. I need pure phys crossbow, which means if I roll any elemental prefix, it's dead. I have two stash tabs full of different kind of crossbows with bad affixes to reforge them 3to1.
@@Kuzka_ That's more of a problem of not having a crafting bench or potentially not enough essences or targeting on essences. What are you doing that require no elemental damage? It probably more suboptimal than actually required there be none, no different than any other build getting any useless mod other than weapon damage scaling being more important for martial.
@@ponytoast1231 I apply bleed and poison with high velocity rounds. I tried to lean heavily on bleed, but adding poison doubled the damage, compared to using pure bleed with support gems for it. Then I switched to pure poison with 3 stacks, and it dealt similar damage to when using just bleed. So I switched back and use both again.
@@Kuzka_ So the elemental damage doesn't break your build, right? Obviously you want a weapon without useless mods but lacking attack speed on the weapon would be similar. To me this is less a problem than just having a chase BiS. As a minion build I also want spirit on chest and amulet but not having it on them didn't break me and I still find upgrades on them.
I got into maps then decided that the knowledge I wanted to acquire was more about the classes and skills than grinding efficiency. So I've made one of each class and am progressing them through the campaign and learning their skills and passive possibilities.
Yeah this has kind of been what I've wanted to do, especially on ssf. You have a big reason to craft leveling gear and a good drop is never wasted just cause it doesn't fit your current build.
I love the game whole heartedly but the map layouts suck and the instant zerg of a million mobs that happens sometimes in breach and delirium makes me feel like i have to overgear waaaaaaaaaay more than in poe 1 to even try to engage in a single league mech, and thats the most fun part for me. I literally get stunlocked in .5 seconds when iopen a breach, and half the time in delirium it happens too
Going to have to Hard disagree with Sorcery ward. If you build around it, amour/evasion nodes, good gear, It turns in to a massive immunity. 30% of your total armour/evasion turn in to a shield(this can get well beyond your own hp) that negates ALL ele hits until depleted. the reset starts the moment you take any damage so in 9 sec(first version, second cuts this down allot) you will get full ward back. As it can get so large, chances are it wont be gone before it resets if you build around it. Its tanked 1 shots from ele boss hits so many times. makes ele traps in sanctum a non issues etc. I feel so strongly that its op, i truly believe it will be nerfed.
I don't think there's an issue with trading being encouraged honestly. For me that's a really cool part of the multiplayer experience. If GGG can find a way to make external trade sites void by adding their own streamlined system, I think that would be great.
PoE 1 had a marketboard when it released on consoles, which despite having some jankiness did exactly what you're talking about. You could list, sell and buy stuff all in game without the need to go through trade sites.
Oooor you know... make another currency or point system to be used for trading instead of having to use a literal crafting mat to trade.... Theres a reason why players are now giving advice of save the exalts and just buy the gear instead of use it to your liking and experiment, you can do that yes but the cost is worse than just buying.
@@DiMAAcadiaI started PoE on console when it first dropped on ps4 and loved how the market was. No interactions with other players, just collect your money after approving the sales. The only downside I experienced was price fixing, but you get that even with the trade site.
The problem with the current crafting is MOD WEIGHTINGS are still based on POE1 crafting and itemization. It's a fundamental flaw that needs to be brought to GGG's attention.
14:06 (re: map layout) something i only realized while playing Last Epoch is that having the feeling of going in a specific direction and making spatial progress makes moving through an area a lot more enjoyable. LE has maps that are just arena fights. waves of enemies coming at you without any need to go in any direction. these are generally disliked by the community, because it feels like you are waiting for the map to end rather than making progress through it. on the surface the gameplay is the same - monsters appear and you kill them. but it's less fun for some reason. it's because you don't have the feeling of going somewhere and doing something in particular. poe 2 maps aren't quite as bad because it's not just timer based wave defense but it suffers from a similar problem. poe 1 maps all are completed by killing a boss, so even the big open round or maze-y maps have a feeling of spatial direction and a feeling like you have a particular goal you are making forward progress towards. the poe 2 campaign feels alright because you are entering a zone and looking for the next one to progress. in maps just killing all the rare mobs for completion makes it feel more like hide and seek with no way to know how many people you have left to find. and then you realize you missed one on the other end of the map so you backtrack for a while. it's not very satisfying minute to minute progress.
The biggest thing for me about the crafting bench .. it allowed you to "fix" issues in your gear as you were leveling. Currently POE2 is too RNG on being able to address missing stats. Most of the time I lose 2 stats to get one stat .. and I waste alot of currency. Overall .. a GREAT chat session! I believe this could have been a 6 hour video .. and still with more info to come ;)
It doesnt have to be that way though. They could scale maps and endgame down so you can do it with a fresh character. Then make it so the campaign only has to be done once. I dont understand this clutching onto making players do the campaign with every character.
for anyone interested, Souleater IS in the game. not sure if it can show up normally on mobs but there is a atlas point for breach which gives it to breach rares in exchange for a 10% chance to drop full stacks of catalysts
Good Chat... I agree, it's hard to call the system we have now "crafting". It's gathering bases and spamming currency with your fingers crossed. It doesn't feel good. A simplified crafting bench, or some way slightly more deterministic than currently (~0%) would be nice.
It seems like the best way to keep the endgame concurrent with the campaign combo style combat would be to reduce map size, reduce mob density, and increase the value/difficulty of individual mobs. That would keep the personalities of each encounter unique with depth. Ex. Smaller maps with 10+ rare mobs with minions
and GGG with their arrogance will not do that, becuz in their mind it means giving more "free" loot, more "free" QoL to the player. I remember when they revamped the Harvest mechanics several years back, they had to "balance" it out by nerfing harvest craft extremely bad and making them too expensive even for the dedicated harvest farmers. That's just one example, but it has been a common trend they followed since the very start of PoE 1. With their mentality of no improvement without a trade-off, they simply cannot make a casual-friendly game.
@@zat256awayIt was diff needed, mirror tier items were flooding the market and it was the same top 0.05% controlling everything. From an SSF perspective old harvest was great, but the game will never be balanced around SSF in that regard.
@@dappledane7975 But it's instead balanced around the top 1% which is even worse, in my opinion. Speaking from sentinel league experience, people had white sockets on every item, with max energy shield bases that also had 6 fractured mods, including spell suppression from recombining. If anything it gave me a good feeling that I can *possibly* make such an item if I played much longer and more efficient.
@@Kuzka_ it isn't really balanced around the top 1% no matter how the game is "balanced" the top 1% will always dominate, that's just the name of the game. So yes they do need to regulate items to an extend, otherwise the market would be flooded with mirror tier items and mirror tier items would no longer be something people would strive towards getting and even dreaming of getting. It insane good items are abundant the goal of getting such items suddenly become irrelevant. Same goes for chase uniques, if mageblood / headhunter etc. Suddenly we're something everyone could get, it wouldn't be special and they wouldn't be chase unique. So there needs to be a balance between having everyone having access to such items and almost no one. That balance wasn't really there back in old harvest for instance. Creating a 1-1200phys DPS weapon wasn't really an achievement because so many could do it, nullifying the satisfaction of grinding enough and learning enough to be able to craft such an insane weapon.
@@dappledane7975 Let me rephrase that. It's balanced around what 1% of the players can get for the other 99% to buy. Back in sentinel league I had fun just crafting items
Blue items need to drop identified. There, I solved the entire problem of alterations. If they dropped identified, and if they could be read by the loot filters, then suddenly we have a very different feel to item drops. Rare / unique stuff doesn't need to drop identified.
I think I know why we have to pick up expedition currencies now. I often help out new players and I often recommend Expedition as a good league mechanic to focus on. But one thing that almost always happens is that they come back and they say that expedition just doesn't feel rewarding and I think it's because you don't pick up any loot and it's not obvouis to a new player that the reward from Expedition is actually buying stuff from the NPC's.
i never participated in any advanced crafting in poe1, the most i did was probably just the crafting bench, but i did it on all possible items on my character. every single time
Lets be honest, crafting sukz ballz in POE2... GGG rolling in the dough so they don't really give af about QoL like respect after they break a build...
Lolcohol came at all the topics with a very clear mind and looked at them from different angles. I liked that a lot. The problem on one of the topics, which was about the nerfs to cast on X builds, is that it was at the very beginning. Nobody had money to respec their build, nobody had items to rebuild their character. If it happened now, I wouldn't have minded. I have farmed a scarab for 5+ hours and can rebuild what might need to be changed...
The campaign was actually fun. A bit too long untill endgame but very fun. I feel like I was ready for endgame after act 3. Didn't need to run 3 additional acts.
@@duyduong7549 I know bro, i'm lvl 80 :D I'm just saying I felt the timing of starting endgame after the first act 3 would have been perfect length. At that point i think i was like 30-35h in.
Maybe we need is a regal essence. So we can atleast craft deterministic items at low level that can help whatever build were making. Without transmutation orb it's already hard enough to find or create an item that you need. When you use regal the modifier mod is so wide so most of the time the result is unsable. So atleast a regal essence would be great just to patch up out characters.
To add more to the crafting, I'm to a point where I am sacrificing putting runes in my gear for resistances in order to replace a ring and an amulet so I can try to flush out the rest of my resistances in order to use those sockets for something else. That is a headache I shouldn't have. The crafting bench could solve it if I could just craft on a little bit of resistance
The cast on has become really difficult to balance because in general, PoE2 opened up the triggering a lot more. I'm playing a cast on freeze & crit build, and without the nerf, it'd be completely, utterly busted. The nerfs broke a lot of builds, but there are still builds that function even after the nerfs, so imagine those builds doing, say, 10x the damage they do now and you can understand the problem they were dealing with. My guess is it's going to take a lot of iteration for these mechanics to find their place in PoE2.
cast on freeze is not deleted at all, works fine for clear on other classes, people are misleading, im using it on monk to sustain power charges, could just as easily slot in a damage skill and it would be going off the same
Everyone reaches endgame, I've just been chilling finishing Act 1 with every character struggling to decide what I like. Ranged vs melee felt night and day.
Love the game. I think it's great. However: I cannot imagine redoing the campaign each season. Multiple characters are out of the question for me at this point, and probably a few seasons. It's just too long to get to the flow state of mapping & upgrading. Warrior needs better access to mitigation & recovery that don't rely on a shield. Shield feels mandatory for decent defense. Also: all event locations in the campaign should procedurally generate with respect to their implied location on the map. A chest is on the SW part of the map node in the global map? Then it should spawn in the SW.
They need to put health not to armor noted atleast 12 or 11 also the honour system is bad for melee right now imagine I rather do automatom than that bruhhhh...
Yeah I think the honour system they need to revisions because it's bad man man I rather go to automaton than do that santium it's so anti melee and warrior..
It's hard to describe, but I never got bored in PoE1 endgame mapping in 11k hours, but 2 days in PoE2 endgame and I don't feel like playing more. There is SOOOO much more work to do and I hope they see the issues and we get an engaging endgame in 1,5-2 years (there is no way we get release in 2025).
The way I play is to prepare my spells. Melee hits are really easy before the main fight (on the edge of the pack of example). Also power charges last long so you can go in ready. Just not sure how applicable those ideas are if you have a 'real' build and want to go as fast as possible.
Tri, I'm in maps since 3 days and I'm still using a crossbow from campaign because I can't roll good stats. Using every currency on white/magic/rare crossbows that I find, and I even keep them to reforge 3 to 1, and I'm still stuck at low tiers of up to 2 physical prefixes, as 3 never rolled for me so far. But I guess that's what I get for trying to use ethical damage skills.
I lvl 72 and still have 2 pieces of gear lvl 26 from first act 2 and they were perfect drops gloves and legs yes they don’t have the evade up but rare chance 19% on both and 25% move speed on boots I have tried and pissed away a lot of currency trying to make anything close to them but bad first 3 affixes and it’s trash smh so frustrating
Everything said in the crafting section of the video I fully aggree. There are no tools to solve problems. I was so happy when they reintroduced slightly nerfed tattoes because it was yet another tool for fixing holes in your build. The bench, the eldritch implicits, the jewels with stats, hp and resistances. Now it's extremely tediuos to fit in a single unique in a fully rare build.
One part of this game I don’t think people are realizing: it’s making people interact. Played a lot of Poe 1. And never wanted to trade, ever. Never wanted to team up with someone, never wanted to even add someone as a friend. I’ve been trading, helping new players, making friends, and above all; having a great time with a great (although still incomplete) game.
I have some notes on character feel and the feel of skill use, especially transitioning from one skill to another, and i've now made a couple forum posts about it, but not a lot of people saw them, and nobody has replied to them. i will just keep bringing up the topic, making new forum posts until it gets noticed and actually talked about. Because otherwise i have no assurance that what i said before has actually reached those that could actually do anything about it I have not played for a bit because i got fed up with the game not feeling great to play, and i really do think there's ways to improve it without taking away from its existing identity, as i detail in my posts (named 'Propositions for improved gameplay feel' in the forum) in short: i'd describe PoE2 as smooth, but not fluid; each skill feels good to use individually, but going from one to another feels disjointed
I have very mixed feelings about the crafting bench that Lolcohol is referring to. On the one hand, I totally agree that the crafting bench was immensely powerful in PoE 1. In fact, I would vote for keeping the crafting bench in PoE 1 if metamods were removed. Even with omens, I think metamod crafting has no place in PoE. It simply makes crafting a 100% deterministic process for the most part, which takes the fun out of it. Crafting items in my opinion should be about 80% deterministic with the 20% being RNG. With the PoE 1 crafting bench, it's simply "Multimod, lock prefixes reforge X and you have your prefixes done. Now, lock prefixes again, reforge speed" and you have a godly item that is near perfect. This causes it to be so easily obtainable that it loses some of its charm. After a certain point, it just becomes "how long do I need to farm up the 30 divines needed to guarantee this craft" rather than "oh wow, I slammed T1 cast speed, this is now an insane wand". I do agree that the current iteration where each transmute, aug, regal and exalt are at the mercy of RNG is the other end of the spectrum though. The ideal solution is somewhere in the middle, closer to making it deterministic to the point of making something usable, while keeping it undeterministic enough to get the thrill of hitting a truly insane mod.
My current feedback on the topics raised: - Crafting: needs some form of accessible deterministic option like the crafting bench - Endgame: can't say too much about it yet, some maps are bland and others are like "do you kill 5 mobs at a time or are you getting swarmed by "Stuns" magic mobs?" - Ascendancy points: give me ANYTHING but the current bs rng based trials. I hate the Sanctum trial, one bad affliction early-ish and the run is basically done for. Yes, I'm a Sanctum noob and skipped the league because f that mechanic. Chaos trial... well, equally rng. Also, WHY do I get a set for the Sekhema trial (ilvl 60+) for the third ascendancy about 15 levels before I even see the relating Chaos Trial (ilvl 75+)?? - Nerfs: I don't care, it's early access, will happen. My cast on minion death screen vomit build still works, albeit a bit slower than before.
crafting bench 1 modifier sounds balanced and would really help gear and crafting , and it was easy to explain just add a forge instead of crafting bench so that you are forging the item stat into the item itself and later add some currency so you can change the mod forged in late game and still have it being impactful on gear early since you don't have a lot of that currency to spam crafting
tier 5 maps and I stopped playing. Nothing build wise feels impactful to the point of me feeling good about farming maps endlessly. Minions feel bad (hope they fix the problems), no incentive to try 3rd and 4th ascendancy, maps are massive and lack monsters, skills feel lack luster (most likely do to the previous point). I enjoy certain aspects but for a game that demands a lot of your time, there is no benefit to me.
@@MacEat They're not OP, they're tanky. But I've seen the top minion builds and their clear doesn't compare to other archetypes. Plus more than half the minions are useless.
Quick comment on lolcohol mic quality (or maybe stream settings), whenever he wasn't speaking there was COMPLETE silence, it made me thing that the video had paused or something. There should a bit of static or background noise for whenever tri or lolcohol aren't talking to not confuse the listener.
The on death effect is very problematic because the game lacks visual clarity (delirium - break or multiple skill effects not helping at all) they have to rework it kind of
The rune system could be super cool if the fleshed it out properly. They could make it so you could delete gear to keep runes or delete runes and keep gear. That way, players had some agency over the feature and it would also create demand for runes. They could also add stronger but rarer runes into the game. It would allow some players to upgrade weak gear to push harder content in a way that is deterministic. Or to just fill out some necessary stats. I haven't really had a chance to look at the ultimatum drops because the content is too risky for my character right now.
The crafting bench needs to come back this new R and G way sucks and its so much less immersive. Please put it back with deterministic crafting GGG please!!!!!!
Not agreeing or disagreeing with bringing back crafting bench, I'm personally still on the fence about it. But just want to be helpful: please write RNG, not r and g. It's short for "Random Number Generation"
LMAO, I've never expected TH-cam itself to prove my point about criticism about poe2. My point is that in poe2 there's no division between worldwide servers and garena, so entire market is filled with price-fixing bots from certain country, and to drive point home TH-cam decided to give me a fckin POE2 RMT SITE AD IN THE BEGINING OF THIS VID
Crafting bench could come after the campaign with some quest attached to an unique map, and could just be bare bones without all the crazy meta crafting. Just let us have a blacksmith in our hideout!
i prefer poe1 campaign the pacing, progression, zone feels is just so much better to me. maps are also a slog rn, build diversity sucks. i think ill be sticking to poe1 til launch at the very least
GGG has said they don't make filter/highlighter because they don't want to tell the players what is goood... but my character SAYS A VOICE LINE when I pick up a Regal or Exalt. "There is great power in this item, I feel it." WTF GGG?
Trial of sekhema is very easy once you have decent relics, high honor resist, high max honor, high chance to get double water from fountains so you get a ton of buffs. The thing is to get those, you need to keep going through it rather than one and done. My first 3 trial run was a success simply cuz i was playing the 2 trial ones a lot to better understand it. Had like 4k honour and hugeresist
They should add crafting gems where u get like 2 or 4 slots n the gem slightly increass your chance of craft specific affixes so u can kinda aim for somthing better n feel more agency with crafting.
early act 2 cruel right now. taking my time, one week from now its the hollydays vacay so ill prolly get into maps, tho I really hope theres a patch by then
on the topic of the loot filter thing and wh y they arent doing it th ey actually talked about it in the Q/A on the announcement and they basically 1. dont want to invest time into something that is already being done and that will likely be better than what they will do with it and 2. like the way never sink does it allows for a lot of functionality that would be time consuming for GGG to implement such as players being able to edit their filter and customize it themselves. For GGG to do that they would essentially have to create neversinks site over again and while they said they can do that they feel its not worth the time when they believe they will do it worse than how its already being done.
As far as the crafting bench goes - I think the thing is the systems are in place in PoE 2. They just don't drop or don't work as they should. You have things that make crafting deterministic, but they never drop. And you could socket as if you bench crafted, but it's prohibitively difficult, so you can't really do that. That's a number tweaking solution the way i see it.
29:59 sorry, where did you hear this? I may have missed it somewhere but i got the impression they thought it just sucked and the runes were their way of 'fixing' it
I can only hope that they simply only threw in the end-game mechanics and haven't tried to balance it yet and they plan to. As of right now it is disappointing how end-game turns into POE 1 gain, you still collide with monsters yet some maps, breaches, etc. is so mob dense you can't move, and forget dodging anything anymore, you can't track 50 mobs on your screen at once especially since they are randomized so they are all different, you can't possibly predict and avoid taking dmg from everything. And like you guys said your usually killing things too quickly to actually do any combos or use slower skills in mapping as no point. The amount of death explosions are insane too, like it's not fun but annoying to have to stay back constantly giving several seconds after each mob dying before you move past them or collect loot. and what's with that one map that requires you to pull 3 huge lever wheels? that's annoying as heck and you can get attacked while doing it. So bottom line, i am hoping GGG didn't intend it this way, that they just got mechanics in game and plan to fix end-game to make it more in-line with campaign. I am okay with getting powerful in end-game where you can start killing quicker, moving faster, etc. but i think they should make mobs still easier to read, like perhaps cut down on quantity of mobs but beef them up more and balance the loot around that, so less mobs and you can actually read what's going on in the screen. I know, we all like more mobs = more loot, but they should cut it down while balancing loot with it so loot doesn't feel worst.
Have to say thanks for this talk, I thought i'm the only one feeling this way and thought I've gone crazy. Especially after I posted my feedback on reddit and got reponses in a style "How dare you post your feedback!" :D At the moment I feel like PoE 2 campaign and PoE 2 Endgame are two very different games. The endgame is kinda good and fun, but it does not fit into what the campaign created. The flow is gone, the combos are gone (well you can't use them safely, you don't have time for it), the feeling is just weird - especially when you open a breach for example :) I still enjoy it - cause I very much enjoy PoE 1 endgame - but it is just not PoE 2. It is PoE 1 but worse.
I think you remove runes from gear, add the crafting bench back and as you collect runes you will get "crafts" for each rune type. Keep sockets for Soul Cores, but make it so it is one or the other. If you have a soul core socketed you cant craft a rune on it, and visa versa. This will make it easier as you find upgrades, but gives "endgame" still the sockets for soul cores
Purple flowers rly aren’t a big deal since you know thru e pride on death, but you naturally want to run away when they appear even though they are safe until the monster dies. This is about having that knowledge instead of relying on instinct
Yeah, especially when you're mistaking purple crystals for flowers. Crystals are the rare monsters' mod, and flowers are cultist archer's ability. And crystals are the ones that explode on rare mob's death. But I can understand not seeing this. For me game becomes pixels when many things happen at the same time.
@@anonv2030 agree perhaps later game bosses are not difficult, but for campaign I would say a 25% nerf would be good. Particularly on a league start with no access to gear or currency, it was brutal. Future characters not as bad as you can simply buy gear
24:36 i found one omen that when in your inventory and you exalt something it will only add suffix to an item. Not sure yet how that's useful to me but that's what i got. I am still sadly finding exalts too rare to craft, like i can pick up items and slam blues and if blues are okay slam a yellow, but then even if i get a good 3 stats on an item, it needs more then 3 stats to be able to replace my current equipment and exalts for me have been as rare as POE 1, so as someone who doesn't trade, i got a bunch of potentially good items in my storage simply waiting for exalts to determine if they beat my current equipment or not, this keeps leading me to think they balanced game still around trading, because if i was trading i'd have no issue getting a few exalts as needed to keep crafting better stuff. but i don't do trade.
The choice is simple , ARPGs can have either trading or crafting not both. Crafting creates such state of the game that things that you can put for trade will never drop in your lifetime, but are things that 9 out of 10 builds use.
I'm glad the bench isn't a thing. I found it a bit annoying finding all the crafting recipes for it. If they just made it to where you could replace runes or cores with new ones but destroy the ones you're replacing would be a good step in the right direction.
Im with Locohol on alterations, my take is making it so it has a possibility to destroy the item though so you don't get the alteration spam like in poe1, and also deterministic crafting where it costs you alot more orbs
If they want to fix maps either make them smaller or make it so you just need to kill a certain amount of enemies to complete the map. Rare hunting is annoying when half the map is empty.
24:00 this is on point. in poe2 crafting process right now is find and farm base you want to craft. like shit ton of them 20-30+ then tran+aug till you get a couple of good one. just this your maybe 5 hour session of farming is wasted. plus with lower drop rate you can farm base item slower than poe1. but there are still trash mod and you can still get lower tier mob in high level gear. which make it even harder. combine all that it become clear that keep your currency and buy random drop from other people is much cheaper and maybe get better item too.
I stopped "crafting" as soon as I figured I can spend 1 exalt and buy an item with at least 3 mods that I want instead of spending 10 exalts and just vendoring because bad RNG.
I've been playing cast on freeze comet, my initial reaction to the nerf was ew, it's unplayable but tbf I still blast everything and having a comet from time to time is nice but I'm considering not running cast on freeze outside of bosses. Though I'm having way less mana issues. My main issue with the nerf is that a mosquito that is in pack of 10 is worth as much power as a big scary monster that is not rare.
The new dodge roll is way better, the main issue was that you were getting stuck in small corridors or invisible things. I like the idea of getting boxed in being a skill issue but not with fast monsters and not in corridors. On the other hand I don't think they should add grenades or other skill specific nodes on any ascendency, having each ascendency doing something unique is way better, like if you had a necromancer that had 50% more damage and hp to minions, you'd almost never consider chronomancer or gemling as a minion build. They could add a node with less skill effect duration, that would be great with grenades but you'd also consider frost bomb for example. Or for a more fancy one something like "your duration skills repeat an extra time with 50% less damage after expiring".
For the nerf discussion, I find I'm in the opposite side. I'm playing Infernalist with Flameblast ignite and it's so underpowered compared to gas grenade or the infernalist + arsonists minions. I don't know what's considered the "normal/ethical" build either. Is Ignite just poorly balanced? Are arsonists overpowered? Where's the actual balance supposed to be? I don't want to swap to infernalist easy mode just for it to be nerfed next week. It's clearly not as broken as CoX comet, but it's very clearly stronger than Flameblast.
I think the biggest problem is loot in maps. Trying to get through the first couple tiers is brutal, I get double the loot from 1 run through black chambers than what I get from 2 or 3 t1 maps. I've done about 20 maps so far and only 1 has been a t2, and I bought a t4 from doryani. Other than that, I'm lucky if I get a single waystone in a map, whereas I can do 1 run through black chambers and get 2 or 3 t1s
Personally I'm DESPERATE for bosses to drop great for my class aka Sorc. Without fail every orange and yellow drop is for another class. Multiple attempts on a boss? COOL here have a orange Str helm. I'm level 24 and my boots are STILL level 5 because I've found nothing good, not even in the vendors, and not even via crafting.
Loved the campaign but once I started higher maps you can tell they didnt even try. The xp loss, 1 death per map just doesnt work when there is so many one shot deaths. Its just annoying and time consuming. If they dont change the one death per map I can see lots of players dipping. Also agree the crafting system is so bad why not copy Last Epoch.
Maybe crafting bench, but only usable once per item. Maybe only on blue items. Maybe you can ceaft 10 life every 10 levels. So wirh lv 10 you can craft +10 life on a blue item. on lv 50 you can craff +50 life on a blue item. That would help leveling and dont impact endgame.
@@ABWABWABWABWABWABWABWABWABWA Just that with a playtime of 50+ hrs I found 2 HP runes. We don't have enough artificial orbs, HP runes and they don't scale to more then 20 HP. So no- this is fundamental different then runes. Try again
i dont really like the end game at all, but i have always dislike the map system in poe. the thing i hate most about the map system, is the content it self can become scarce. i would like to just go into a map and not manipulate all the bull shit as well. to be honest these kind of end game systems i never cared about having any agency as a player. back in poe 1 along time ago i would never map, i would just pick the highest zone in the last act before piety and just do crypt. it was more important to me to just have access to the content. i think t1 maps need to start at like level 70 at least 65 is way to low. on controller the micro management ouija board map stuff needs to be cut from map system its a waste of time scrolling and putting stuff in. the maps being a currency trade this has always sucked for me. one of the reasons why i liked delve more was i did not have to touch anything.
This was such a fun talk :) Really loved chatting to you and can't wait to chat again soon
like like like like like
Howzit!
The time for ENDGAME FEEDBACK has begun. Personally, I much preferred the PoE2 campaign feel so far. What are your thoughts?
Best campaign since D2
Act 1 was the best in terms of how the game feels and how big the act is, imo from that point the game goes downhill a bit in terms of game pace, balance, one shot enemies, gigantic maps, also from what iv seen the late game is very similar to poe1 making the new features such as active blocking, stun resistance, dodge roll obsolete since it comes to the same conclusion insta kill or die in one hit.
As a new player I tried to play as a warrior going heavy into defences , health and survivability, - picking some damage nodes too to have some output damage and it was going pretty ok until act 3 where I felt like everything was getting worse and worse, I was dying fast and I was doing like 0 damage, after somehow finishing the act I was totally useless in act 1 cruel doing 0 damage and dying from white mobs and I gave up.
Its great but doing this every season? It's a really rough ask and not liking the amount of on death mechanics because of how punishing dying is at 10+ maps. But it's ea I'm sure they'll tune it
@unluckyrican IMO it really depends how they make improvements to the campaign, like bosses, mechanics, rewards, that could work.
Campaigns good but it’s a little too long. I’d like to see a campaign skip as I know me and a lot of my friends will get burned out quick doing the campaign over and over again.
Yes, bring back the crafting bench. Runes should be mid and end game finishing touches. Bench is perfect for leveling. It immerses you more in crafting your item, and it's nice to have 1 absolute deterministic choice.
Did they say they weren't having it?
Jonathan was talking about why they removed it in one of the interviews before release. I can't even remember what the reason was.@nkxseal8398
@@nkxseal8398 Jonathan bragged lots in atleast 1 interview maybe more how it completely wasn't needed anymore...
@JohnDoe-fy9cv i will have to disagree with him on that. crafting now is literally just click and hope, then you click and hope again, then you toss your bricked item and click and hope some more on a new base.
@@justjay3750 Basically, POE 2 crafting is now just purely Gamba. Even with Omens, it's still Gamba as there's no mod blocking. This also made Divine Orbs pretty meh as it only serves as rerolling Modifier numbers.
I've died 3 times on maps. All 3 times was to that on death purple flower nonsense. Agreed. That needs to be removed. Hell, just remove all on death effects
Update: Oh look, they're specifically disabling this until they can make it actually able to be seen in all levels and types of content
Hahahahaha
First time playing PoE?
@harborwolf22 not at all. And it isn't either of the people in this video's either. Thanks for asking
Get more chaos res
@@MacEat survive one of those in the middle of a tanky mob with any amount of chaos res in red maps and let me know how that works for you
@IdyllicMullet or you could just not stand in recently killed mobs. Who would have thought
problem is, they want you to play it like street fighter, but your action speed is set up for saturdays evening bingo at eldery house. It's not abotu zoom zoom, it's about being punished when you try to use more than one button. You cant react / interact
As a new player I love the game , but I absolutely despise the honor mechanic…. It’s one of the worst thing in video game history lol 😂
Honor is literally just rogue-like health. You can not like it, but being hyperbolic and acting stupid like this discredits yourself.
@@liarwithagunwhat a stupid comment
It’s fun as its own league mechanic that you have a choice to do it not. In PoE1 it was and endgame thing that was very rewarding. But very punishing. It has no business being a mandatory thing to get your FIRST ascendancy points
@liarwithagun this is a comment left by someone who spends entirely to much time on the internet. Relax bubba.
@@stu.chainz I dont really like Sanctum myself. But it technically is not mandatory. I did my first acendancy in Ultimatum in Act 3. (Mostly because the quest didn't trigger correctly for me and I completely missed the trial in Act 2).
Will be interesting to see what the 3rd ascendancy path is going to be.
The problem is they just made the player slow, the monsters are as fast or faster thn PoE 1
forget poe1. basic white mobs in the campaign can keep up with you. some of them have leap abilities. the end animation of dodge roll - where you stand up- is slow so its not faster to dodge roll. When you need to escape you need to stop casting and "sprint". you cant cast anything if you need to get away.
Not to mention zones like act 2 bone graveyard where they checkpoints have mobs right beside you. you respawn and they are right there
If GGG doesn't want to go overboard with PoE 1 crafting systems, I think adding PoE 1 style essences with being able to replace runes in your gear would be a nice middle ground. Have greater essences to reroll rares and omens being more common in endgame to enable your exalts and such to help target craft a bit more. Idk, you guys are right about there being a missing puzzle piece.
the only thing you can do with blue items now is vendor or regal. thats a huge part missing. you used to be able to reroll them or scour and restart
It does feel kind of empty knowing PoE1 but at the same time It's probably better for loot and currencies use. You can use many blues and you also have a choice to make on which blues to invest a regal or not depending on how good the two modifiers you get are. Blues are just not even worth showing in PoE1 unless it is fractured or some very special base.
@@ponytoast1231 For me it's not better at all. I need pure phys crossbow, which means if I roll any elemental prefix, it's dead. I have two stash tabs full of different kind of crossbows with bad affixes to reforge them 3to1.
@@Kuzka_ That's more of a problem of not having a crafting bench or potentially not enough essences or targeting on essences. What are you doing that require no elemental damage? It probably more suboptimal than actually required there be none, no different than any other build getting any useless mod other than weapon damage scaling being more important for martial.
@@ponytoast1231 I apply bleed and poison with high velocity rounds. I tried to lean heavily on bleed, but adding poison doubled the damage, compared to using pure bleed with support gems for it. Then I switched to pure poison with 3 stacks, and it dealt similar damage to when using just bleed. So I switched back and use both again.
@@Kuzka_ So the elemental damage doesn't break your build, right? Obviously you want a weapon without useless mods but lacking attack speed on the weapon would be similar. To me this is less a problem than just having a chase BiS. As a minion build I also want spirit on chest and amulet but not having it on them didn't break me and I still find upgrades on them.
I got into maps then decided that the knowledge I wanted to acquire was more about the classes and skills than grinding efficiency. So I've made one of each class and am progressing them through the campaign and learning their skills and passive possibilities.
thats poe xD
well..I suppose grinding efficiency is absolutely just as important to a lot of people..to an annoying level. So yea
Yeah this has kind of been what I've wanted to do, especially on ssf. You have a big reason to craft leveling gear and a good drop is never wasted just cause it doesn't fit your current build.
I love the game whole heartedly but the map layouts suck and the instant zerg of a million mobs that happens sometimes in breach and delirium makes me feel like i have to overgear waaaaaaaaaay more than in poe 1 to even try to engage in a single league mech, and thats the most fun part for me. I literally get stunlocked in .5 seconds when iopen a breach, and half the time in delirium it happens too
Get a stun immunity charm? Lol
Going to have to Hard disagree with Sorcery ward. If you build around it, amour/evasion nodes, good gear, It turns in to a massive immunity. 30% of your total armour/evasion turn in to a shield(this can get well beyond your own hp) that negates ALL ele hits until depleted. the reset starts the moment you take any damage so in 9 sec(first version, second cuts this down allot) you will get full ward back. As it can get so large, chances are it wont be gone before it resets if you build around it. Its tanked 1 shots from ele boss hits so many times. makes ele traps in sanctum a non issues etc.
I feel so strongly that its op, i truly believe it will be nerfed.
I don't think there's an issue with trading being encouraged honestly. For me that's a really cool part of the multiplayer experience. If GGG can find a way to make external trade sites void by adding their own streamlined system, I think that would be great.
PoE 1 had a marketboard when it released on consoles, which despite having some jankiness did exactly what you're talking about. You could list, sell and buy stuff all in game without the need to go through trade sites.
Oooor you know... make another currency or point system to be used for trading instead of having to use a literal crafting mat to trade....
Theres a reason why players are now giving advice of save the exalts and just buy the gear instead of use it to your liking and experiment, you can do that yes but the cost is worse than just buying.
@@kaly8329 It's always been much cheaper to buy it. I can't see that changing, but as long as there's choice it's fine.
@@DiMAAcadiaI started PoE on console when it first dropped on ps4 and loved how the market was. No interactions with other players, just collect your money after approving the sales. The only downside I experienced was price fixing, but you get that even with the trade site.
The problem with the current crafting is MOD WEIGHTINGS are still based on POE1 crafting and itemization. It's a fundamental flaw that needs to be brought to GGG's attention.
14:06 (re: map layout) something i only realized while playing Last Epoch is that having the feeling of going in a specific direction and making spatial progress makes moving through an area a lot more enjoyable.
LE has maps that are just arena fights. waves of enemies coming at you without any need to go in any direction. these are generally disliked by the community, because it feels like you are waiting for the map to end rather than making progress through it. on the surface the gameplay is the same - monsters appear and you kill them. but it's less fun for some reason. it's because you don't have the feeling of going somewhere and doing something in particular. poe 2 maps aren't quite as bad because it's not just timer based wave defense but it suffers from a similar problem.
poe 1 maps all are completed by killing a boss, so even the big open round or maze-y maps have a feeling of spatial direction and a feeling like you have a particular goal you are making forward progress towards. the poe 2 campaign feels alright because you are entering a zone and looking for the next one to progress. in maps just killing all the rare mobs for completion makes it feel more like hide and seek with no way to know how many people you have left to find. and then you realize you missed one on the other end of the map so you backtrack for a while. it's not very satisfying minute to minute progress.
I never looked at it like this before. Thank you for this.
The biggest thing for me about the crafting bench .. it allowed you to "fix" issues in your gear as you were leveling. Currently POE2 is too RNG on being able to address missing stats. Most of the time I lose 2 stats to get one stat .. and I waste alot of currency. Overall .. a GREAT chat session! I believe this could have been a 6 hour video .. and still with more info to come ;)
They made the campaign so.much fun because they know 80% of the people playing the game well live there.
It doesnt have to be that way though. They could scale maps and endgame down so you can do it with a fresh character. Then make it so the campaign only has to be done once. I dont understand this clutching onto making players do the campaign with every character.
Depending on the changes, I may never even approach the endgame. It doesn't seem appealing yet.
@blue-vz5xx yea, I've always hated having to rerun the campaign. 😒 Give us an adventure mode atlas for pre-map content!!!
yes at the cost of the end game it seems.
for anyone interested, Souleater IS in the game. not sure if it can show up normally on mobs but there is a atlas point for breach which gives it to breach rares in exchange for a 10% chance to drop full stacks of catalysts
10% chance to get rewarded, 100% chance to suffer. I like it! 😁
@@II-wz1kh yeah but I'm eying that node for when I get my headhunter. That will be amazing
Good Chat... I agree, it's hard to call the system we have now "crafting". It's gathering bases and spamming currency with your fingers crossed. It doesn't feel good. A simplified crafting bench, or some way slightly more deterministic than currently (~0%) would be nice.
It seems like the best way to keep the endgame concurrent with the campaign combo style combat would be to reduce map size, reduce mob density, and increase the value/difficulty of individual mobs. That would keep the personalities of each encounter unique with depth.
Ex. Smaller maps with 10+ rare mobs with minions
and GGG with their arrogance will not do that, becuz in their mind it means giving more "free" loot, more "free" QoL to the player.
I remember when they revamped the Harvest mechanics several years back, they had to "balance" it out by nerfing harvest craft extremely bad and making them too expensive even for the dedicated harvest farmers. That's just one example, but it has been a common trend they followed since the very start of PoE 1.
With their mentality of no improvement without a trade-off, they simply cannot make a casual-friendly game.
@@zat256awayIt was diff needed, mirror tier items were flooding the market and it was the same top 0.05% controlling everything.
From an SSF perspective old harvest was great, but the game will never be balanced around SSF in that regard.
@@dappledane7975 But it's instead balanced around the top 1% which is even worse, in my opinion. Speaking from sentinel league experience, people had white sockets on every item, with max energy shield bases that also had 6 fractured mods, including spell suppression from recombining. If anything it gave me a good feeling that I can *possibly* make such an item if I played much longer and more efficient.
@@Kuzka_ it isn't really balanced around the top 1% no matter how the game is "balanced" the top 1% will always dominate, that's just the name of the game. So yes they do need to regulate items to an extend, otherwise the market would be flooded with mirror tier items and mirror tier items would no longer be something people would strive towards getting and even dreaming of getting. It insane good items are abundant the goal of getting such items suddenly become irrelevant. Same goes for chase uniques, if mageblood / headhunter etc. Suddenly we're something everyone could get, it wouldn't be special and they wouldn't be chase unique. So there needs to be a balance between having everyone having access to such items and almost no one.
That balance wasn't really there back in old harvest for instance. Creating a 1-1200phys DPS weapon wasn't really an achievement because so many could do it, nullifying the satisfaction of grinding enough and learning enough to be able to craft such an insane weapon.
@@dappledane7975 Let me rephrase that. It's balanced around what 1% of the players can get for the other 99% to buy. Back in sentinel league I had fun just crafting items
Blue items need to drop identified. There, I solved the entire problem of alterations.
If they dropped identified, and if they could be read by the loot filters, then suddenly we have a very different feel to item drops. Rare / unique stuff doesn't need to drop identified.
And yes the game NEEDS back the crafting bench. The single most important feature in all of POE 1
I think I know why we have to pick up expedition currencies now. I often help out new players and I often recommend Expedition as a good league mechanic to focus on. But one thing that almost always happens is that they come back and they say that expedition just doesn't feel rewarding and I think it's because you don't pick up any loot and it's not obvouis to a new player that the reward from Expedition is actually buying stuff from the NPC's.
i never participated in any advanced crafting in poe1, the most i did was probably just the crafting bench, but i did it on all possible items on my character. every single time
Lets be honest, crafting sukz ballz in POE2... GGG rolling in the dough so they don't really give af about QoL like respect after they break a build...
Lolcohol came at all the topics with a very clear mind and looked at them from different angles. I liked that a lot.
The problem on one of the topics, which was about the nerfs to cast on X builds, is that it was at the very beginning. Nobody had money to respec their build, nobody had items to rebuild their character. If it happened now, I wouldn't have minded. I have farmed a scarab for 5+ hours and can rebuild what might need to be changed...
The campaign was actually fun. A bit too long untill endgame but very fun. I feel like I was ready for endgame after act 3. Didn't need to run 3 additional acts.
You not in the end game at level 40, the addition rerun 3 act just the substitute for act 4 5 6 in the future
@@duyduong7549 I know bro, i'm lvl 80 :D
I'm just saying I felt the timing of starting endgame after the first act 3 would have been perfect length.
At that point i think i was like 30-35h in.
I found some really nice boots with 25-29 res, ice, fire, and lightning but no movespeed. Boots with no ms make me miss the bench.
Maybe we need is a regal essence. So we can atleast craft deterministic items at low level that can help whatever build were making. Without transmutation orb it's already hard enough to find or create an item that you need. When you use regal the modifier mod is so wide so most of the time the result is unsable. So atleast a regal essence would be great just to patch up out characters.
Regal essences are actually in the game. They're just so rare you won't see them
@Moonmager ohhhhh thanks! Nice to know.
To add more to the crafting, I'm to a point where I am sacrificing putting runes in my gear for resistances in order to replace a ring and an amulet so I can try to flush out the rest of my resistances in order to use those sockets for something else. That is a headache I shouldn't have. The crafting bench could solve it if I could just craft on a little bit of resistance
The cast on has become really difficult to balance because in general, PoE2 opened up the triggering a lot more. I'm playing a cast on freeze & crit build, and without the nerf, it'd be completely, utterly busted. The nerfs broke a lot of builds, but there are still builds that function even after the nerfs, so imagine those builds doing, say, 10x the damage they do now and you can understand the problem they were dealing with. My guess is it's going to take a lot of iteration for these mechanics to find their place in PoE2.
The only complain so far that i have is FUCK SANCTUM! :) Melee btw
I really agree I don't want to play that I hate the honour system also I suffer so much in Act 2 but I just go to act 3 do automatom..
The game isn’t too hard, but it is too punishing in endgame.
Also endgame is unplayable without a loot filter. I’m on PS5 so can’t get one atm.
cast on freeze is not deleted at all, works fine for clear on other classes, people are misleading, im using it on monk to sustain power charges, could just as easily slot in a damage skill and it would be going off the same
Everyone reaches endgame, I've just been chilling finishing Act 1 with every character struggling to decide what I like. Ranged vs melee felt night and day.
Love the game. I think it's great. However:
I cannot imagine redoing the campaign each season. Multiple characters are out of the question for me at this point, and probably a few seasons. It's just too long to get to the flow state of mapping & upgrading.
Warrior needs better access to mitigation & recovery that don't rely on a shield. Shield feels mandatory for decent defense.
Also: all event locations in the campaign should procedurally generate with respect to their implied location on the map. A chest is on the SW part of the map node in the global map? Then it should spawn in the SW.
They need to put health not to armor noted atleast 12 or 11 also the honour system is bad for melee right now imagine I rather do automatom than that bruhhhh...
Once more classes with their skill and support gems get introduced, the game will be much easier through the campaign.
I feel like i have had the easiest time on warrior while dual wielding. Shield feels awful imo
Love the game. Hope they scale back the on death effects and make the 3rd and 4th rounds of ascendancy points easier to access
Yeah I think the honour system they need to revisions because it's bad man man I rather go to automaton than do that santium it's so anti melee and warrior..
It's hard to describe, but I never got bored in PoE1 endgame mapping in 11k hours, but 2 days in PoE2 endgame and I don't feel like playing more. There is SOOOO much more work to do and I hope they see the issues and we get an engaging endgame in 1,5-2 years (there is no way we get release in 2025).
I may be stupid, but I have not been able to use the bell with my monk. Now it's not even on my active skills I use
The way I play is to prepare my spells. Melee hits are really easy before the main fight (on the edge of the pack of example). Also power charges last long so you can go in ready.
Just not sure how applicable those ideas are if you have a 'real' build and want to go as fast as possible.
Tri, I'm in maps since 3 days and I'm still using a crossbow from campaign because I can't roll good stats. Using every currency on white/magic/rare crossbows that I find, and I even keep them to reforge 3 to 1, and I'm still stuck at low tiers of up to 2 physical prefixes, as 3 never rolled for me so far.
But I guess that's what I get for trying to use ethical damage skills.
I lvl 72 and still have 2 pieces of gear lvl 26 from first act 2 and they were perfect drops gloves and legs yes they don’t have the evade up but rare chance 19% on both and 25% move speed on boots
I have tried and pissed away a lot of currency trying to make anything close to them but bad first 3 affixes and it’s trash smh so frustrating
Everything said in the crafting section of the video I fully aggree. There are no tools to solve problems. I was so happy when they reintroduced slightly nerfed tattoes because it was yet another tool for fixing holes in your build. The bench, the eldritch implicits, the jewels with stats, hp and resistances. Now it's extremely tediuos to fit in a single unique in a fully rare build.
One part of this game I don’t think people are realizing: it’s making people interact. Played a lot of Poe 1. And never wanted to trade, ever. Never wanted to team up with someone, never wanted to even add someone as a friend. I’ve been trading, helping new players, making friends, and above all; having a great time with a great (although still incomplete) game.
I can't even begin to mention how much I love your podcasts. I hope they continue well into the future
Soul eater is in the game, breach monsters have it from certain tablet modifiers
I have some notes on character feel and the feel of skill use, especially transitioning from one skill to another, and i've now made a couple forum posts about it, but not a lot of people saw them, and nobody has replied to them. i will just keep bringing up the topic, making new forum posts until it gets noticed and actually talked about. Because otherwise i have no assurance that what i said before has actually reached those that could actually do anything about it
I have not played for a bit because i got fed up with the game not feeling great to play, and i really do think there's ways to improve it without taking away from its existing identity, as i detail in my posts (named 'Propositions for improved gameplay feel' in the forum)
in short: i'd describe PoE2 as smooth, but not fluid; each skill feels good to use individually, but going from one to another feels disjointed
I have very mixed feelings about the crafting bench that Lolcohol is referring to. On the one hand, I totally agree that the crafting bench was immensely powerful in PoE 1. In fact, I would vote for keeping the crafting bench in PoE 1 if metamods were removed. Even with omens, I think metamod crafting has no place in PoE. It simply makes crafting a 100% deterministic process for the most part, which takes the fun out of it. Crafting items in my opinion should be about 80% deterministic with the 20% being RNG. With the PoE 1 crafting bench, it's simply "Multimod, lock prefixes reforge X and you have your prefixes done. Now, lock prefixes again, reforge speed" and you have a godly item that is near perfect. This causes it to be so easily obtainable that it loses some of its charm. After a certain point, it just becomes "how long do I need to farm up the 30 divines needed to guarantee this craft" rather than "oh wow, I slammed T1 cast speed, this is now an insane wand".
I do agree that the current iteration where each transmute, aug, regal and exalt are at the mercy of RNG is the other end of the spectrum though. The ideal solution is somewhere in the middle, closer to making it deterministic to the point of making something usable, while keeping it undeterministic enough to get the thrill of hitting a truly insane mod.
Yup I agree with everything locohol said 100%
My current feedback on the topics raised:
- Crafting: needs some form of accessible deterministic option like the crafting bench
- Endgame: can't say too much about it yet, some maps are bland and others are like "do you kill 5 mobs at a time or are you getting swarmed by "Stuns" magic mobs?"
- Ascendancy points: give me ANYTHING but the current bs rng based trials. I hate the Sanctum trial, one bad affliction early-ish and the run is basically done for. Yes, I'm a Sanctum noob and skipped the league because f that mechanic. Chaos trial... well, equally rng. Also, WHY do I get a set for the Sekhema trial (ilvl 60+) for the third ascendancy about 15 levels before I even see the relating Chaos Trial (ilvl 75+)??
- Nerfs: I don't care, it's early access, will happen. My cast on minion death screen vomit build still works, albeit a bit slower than before.
crafting bench 1 modifier sounds balanced and would really help gear and crafting , and it was easy to explain just add a forge instead of crafting bench so that you are forging the item stat into the item itself and later add some currency so you can change the mod forged in late game and still have it being impactful on gear early since you don't have a lot of that currency to spam crafting
tier 5 maps and I stopped playing. Nothing build wise feels impactful to the point of me feeling good about farming maps endlessly. Minions feel bad (hope they fix the problems), no incentive to try 3rd and 4th ascendancy, maps are massive and lack monsters, skills feel lack luster (most likely do to the previous point).
I enjoy certain aspects but for a game that demands a lot of your time, there is no benefit to me.
Minions are op. Look up builds
@@MacEat They're not OP, they're tanky. But I've seen the top minion builds and their clear doesn't compare to other archetypes. Plus more than half the minions are useless.
Quick comment on lolcohol mic quality (or maybe stream settings), whenever he wasn't speaking there was COMPLETE silence, it made me thing that the video had paused or something. There should a bit of static or background noise for whenever tri or lolcohol aren't talking to not confuse the listener.
The on death effect is very problematic because the game lacks visual clarity (delirium - break or multiple skill effects not helping at all) they have to rework it kind of
Two things that could make poe2 perfect remove of on death effects and the labirinty maps
Could give everyone 1 free full respecs per month per account, so if ur main gets nerfed u can adjust but u hav to live with your decisions too.
Non accumulated obviously.
The rune system could be super cool if the fleshed it out properly.
They could make it so you could delete gear to keep runes or delete runes and keep gear. That way, players had some agency over the feature and it would also create demand for runes.
They could also add stronger but rarer runes into the game. It would allow some players to upgrade weak gear to push harder content in a way that is deterministic. Or to just fill out some necessary stats. I haven't really had a chance to look at the ultimatum drops because the content is too risky for my character right now.
The crafting bench needs to come back this new R and G way sucks and its so much less immersive. Please put it back with deterministic crafting GGG please!!!!!!
Not agreeing or disagreeing with bringing back crafting bench, I'm personally still on the fence about it.
But just want to be helpful: please write RNG, not r and g. It's short for "Random Number Generation"
LMAO, I've never expected TH-cam itself to prove my point about criticism about poe2. My point is that in poe2 there's no division between worldwide servers and garena, so entire market is filled with price-fixing bots from certain country, and to drive point home TH-cam decided to give me a fckin POE2 RMT SITE AD IN THE BEGINING OF THIS VID
It's more likely you got that AD, because you actually have been on RMT sites and they therefor got your info and are now showing you Ads for it.
@dappledane7975 that works only this way if you allow Google to track your internet browsing
Crafting bench could come after the campaign with some quest attached to an unique map, and could just be bare bones without all the crazy meta crafting. Just let us have a blacksmith in our hideout!
Dude I started day 1 and just got to act 3
i prefer poe1 campaign the pacing, progression, zone feels is just so much better to me. maps are also a slog rn, build diversity sucks. i think ill be sticking to poe1 til launch at the very least
GGG has said they don't make filter/highlighter because they don't want to tell the players what is goood... but my character SAYS A VOICE LINE when I pick up a Regal or Exalt. "There is great power in this item, I feel it." WTF GGG?
Trial of sekhema is very easy once you have decent relics, high honor resist, high max honor, high chance to get double water from fountains so you get a ton of buffs. The thing is to get those, you need to keep going through it rather than one and done. My first 3 trial run was a success simply cuz i was playing the 2 trial ones a lot to better understand it. Had like 4k honour and hugeresist
They should add crafting gems where u get like 2 or 4 slots n the gem slightly increass your chance of craft specific affixes so u can kinda aim for somthing better n feel more agency with crafting.
early act 2 cruel right now. taking my time, one week from now its the hollydays vacay so ill prolly get into maps, tho I really hope theres a patch by then
on the topic of the loot filter thing and wh y they arent doing it th ey actually talked about it in the Q/A on the announcement and they basically 1. dont want to invest time into something that is already being done and that will likely be better than what they will do with it and 2. like the way never sink does it allows for a lot of functionality that would be time consuming for GGG to implement such as players being able to edit their filter and customize it themselves. For GGG to do that they would essentially have to create neversinks site over again and while they said they can do that they feel its not worth the time when they believe they will do it worse than how its already being done.
I’m addicted to this game. I upgraded it last night.
Omg, please bring back the crafting bench!
As far as the crafting bench goes - I think the thing is the systems are in place in PoE 2. They just don't drop or don't work as they should.
You have things that make crafting deterministic, but they never drop.
And you could socket as if you bench crafted, but it's prohibitively difficult, so you can't really do that.
That's a number tweaking solution the way i see it.
29:59 sorry, where did you hear this? I may have missed it somewhere but i got the impression they thought it just sucked and the runes were their way of 'fixing' it
I can only hope that they simply only threw in the end-game mechanics and haven't tried to balance it yet and they plan to. As of right now it is disappointing how end-game turns into POE 1 gain, you still collide with monsters yet some maps, breaches, etc. is so mob dense you can't move, and forget dodging anything anymore, you can't track 50 mobs on your screen at once especially since they are randomized so they are all different, you can't possibly predict and avoid taking dmg from everything. And like you guys said your usually killing things too quickly to actually do any combos or use slower skills in mapping as no point. The amount of death explosions are insane too, like it's not fun but annoying to have to stay back constantly giving several seconds after each mob dying before you move past them or collect loot. and what's with that one map that requires you to pull 3 huge lever wheels? that's annoying as heck and you can get attacked while doing it. So bottom line, i am hoping GGG didn't intend it this way, that they just got mechanics in game and plan to fix end-game to make it more in-line with campaign. I am okay with getting powerful in end-game where you can start killing quicker, moving faster, etc. but i think they should make mobs still easier to read, like perhaps cut down on quantity of mobs but beef them up more and balance the loot around that, so less mobs and you can actually read what's going on in the screen. I know, we all like more mobs = more loot, but they should cut it down while balancing loot with it so loot doesn't feel worst.
Have to say thanks for this talk, I thought i'm the only one feeling this way and thought I've gone crazy. Especially after I posted my feedback on reddit and got reponses in a style "How dare you post your feedback!" :D
At the moment I feel like PoE 2 campaign and PoE 2 Endgame are two very different games. The endgame is kinda good and fun, but it does not fit into what the campaign created. The flow is gone, the combos are gone (well you can't use them safely, you don't have time for it), the feeling is just weird - especially when you open a breach for example :)
I still enjoy it - cause I very much enjoy PoE 1 endgame - but it is just not PoE 2. It is PoE 1 but worse.
I think you remove runes from gear, add the crafting bench back and as you collect runes you will get "crafts" for each rune type. Keep sockets for Soul Cores, but make it so it is one or the other. If you have a soul core socketed you cant craft a rune on it, and visa versa. This will make it easier as you find upgrades, but gives "endgame" still the sockets for soul cores
So essentially you don't like the artificer orb drop rate? Or just want to switch around "rune" enchants
For me rune mechanic not a problem but at least put more socket 3 or 4...
Purple flowers rly aren’t a big deal since you know thru e pride on death, but you naturally want to run away when they appear even though they are safe until the monster dies.
This is about having that knowledge instead of relying on instinct
Yeah, especially when you're mistaking purple crystals for flowers. Crystals are the rare monsters' mod, and flowers are cultist archer's ability. And crystals are the ones that explode on rare mob's death. But I can understand not seeing this. For me game becomes pixels when many things happen at the same time.
I’m absolutely loving it so far but the lack of strength intelligence is definitely noticeable. So excited for when the Druid is in.
Im a thorns pleayer, and i cannot do my first ascendency 😢
Everything just needs to be nerfed about 25%. Boss life, boss AOE, map size, general difficulty. Then game will be perfect
Bosses are already too easy. By act 3 I was killing them all in a single combo. I'd like to see bosses with 10x the hp.
I defeat map bosses in 5 seconds, those bosses are not hard..
@@anonv2030 agree perhaps later game bosses are not difficult, but for campaign I would say a 25% nerf would be good. Particularly on a league start with no access to gear or currency, it was brutal. Future characters not as bad as you can simply buy gear
24:36 i found one omen that when in your inventory and you exalt something it will only add suffix to an item. Not sure yet how that's useful to me but that's what i got. I am still sadly finding exalts too rare to craft, like i can pick up items and slam blues and if blues are okay slam a yellow, but then even if i get a good 3 stats on an item, it needs more then 3 stats to be able to replace my current equipment and exalts for me have been as rare as POE 1, so as someone who doesn't trade, i got a bunch of potentially good items in my storage simply waiting for exalts to determine if they beat my current equipment or not, this keeps leading me to think they balanced game still around trading, because if i was trading i'd have no issue getting a few exalts as needed to keep crafting better stuff. but i don't do trade.
The choice is simple , ARPGs can have either trading or crafting not both. Crafting creates such state of the game that things that you can put for trade will never drop in your lifetime, but are things that 9 out of 10 builds use.
I'm glad the bench isn't a thing. I found it a bit annoying finding all the crafting recipes for it. If they just made it to where you could replace runes or cores with new ones but destroy the ones you're replacing would be a good step in the right direction.
whats missing is the agency of the poe1 system that it gave players early and easily-ish the reroll and bench where just part of it.
Im with Locohol on alterations, my take is making it so it has a possibility to destroy the item though so you don't get the alteration spam like in poe1, and also deterministic crafting where it costs you alot more orbs
I want them to keep monster like in acts. You can see attacks and react to them or use run to avoid stuff when monster get to fast it ruins everything
If they want to fix maps either make them smaller or make it so you just need to kill a certain amount of enemies to complete the map. Rare hunting is annoying when half the map is empty.
24:00 this is on point. in poe2 crafting process right now is find and farm base you want to craft. like shit ton of them 20-30+ then tran+aug till you get a couple of good one.
just this your maybe 5 hour session of farming is wasted. plus with lower drop rate you can farm base item slower than poe1.
but there are still trash mod and you can still get lower tier mob in high level gear. which make it even harder.
combine all that it become clear that keep your currency and buy random drop from other people is much cheaper and maybe get better item too.
I stopped "crafting" as soon as I figured I can spend 1 exalt and buy an item with at least 3 mods that I want instead of spending 10 exalts and just vendoring because bad RNG.
My one and only omen found in a t2 map, Exalted orb will add two random modifiers.
I think making size back up to 0.5 or even 1 would be able to be done if they keep the pushin smaller creatures. Could b good middle ground.
I've been playing cast on freeze comet, my initial reaction to the nerf was ew, it's unplayable but tbf I still blast everything and having a comet from time to time is nice but I'm considering not running cast on freeze outside of bosses. Though I'm having way less mana issues.
My main issue with the nerf is that a mosquito that is in pack of 10 is worth as much power as a big scary monster that is not rare.
The new dodge roll is way better, the main issue was that you were getting stuck in small corridors or invisible things.
I like the idea of getting boxed in being a skill issue but not with fast monsters and not in corridors.
On the other hand I don't think they should add grenades or other skill specific nodes on any ascendency, having each ascendency doing something unique is way better, like if you had a necromancer that had 50% more damage and hp to minions, you'd almost never consider chronomancer or gemling as a minion build.
They could add a node with less skill effect duration, that would be great with grenades but you'd also consider frost bomb for example. Or for a more fancy one something like "your duration skills repeat an extra time with 50% less damage after expiring".
i dont think they shouldincrease bosses BUT a boss tablet for people who wanna boss more would be insane.
What if you get artificer orbs for the runes also? so 1 / slot and 1 / rune.
on-deaths are so annoying and theres so many of them
For the nerf discussion, I find I'm in the opposite side. I'm playing Infernalist with Flameblast ignite and it's so underpowered compared to gas grenade or the infernalist + arsonists minions. I don't know what's considered the "normal/ethical" build either. Is Ignite just poorly balanced? Are arsonists overpowered? Where's the actual balance supposed to be? I don't want to swap to infernalist easy mode just for it to be nerfed next week. It's clearly not as broken as CoX comet, but it's very clearly stronger than Flameblast.
I think the biggest problem is loot in maps. Trying to get through the first couple tiers is brutal, I get double the loot from 1 run through black chambers than what I get from 2 or 3 t1 maps. I've done about 20 maps so far and only 1 has been a t2, and I bought a t4 from doryani. Other than that, I'm lucky if I get a single waystone in a map, whereas I can do 1 run through black chambers and get 2 or 3 t1s
Personally I'm DESPERATE for bosses to drop great for my class aka Sorc. Without fail every orange and yellow drop is for another class. Multiple attempts on a boss? COOL here have a orange Str helm. I'm level 24 and my boots are STILL level 5 because I've found nothing good, not even in the vendors, and not even via crafting.
I am lvl 72 with 2 lvl 26
It doesn’t get better smh
Loved the campaign but once I started higher maps you can tell they didnt even try.
The xp loss, 1 death per map just doesnt work when there is so many one shot deaths. Its just annoying and time consuming. If they dont change the one death per map I can see lots of players dipping. Also agree the crafting system is so bad why not copy Last Epoch.
you are not alone, i also think loot was better before the buff. :P
I think the crafting bench should be there for max health and res that's it then they can combine the other benches into 1
Maybe crafting bench, but only usable once per item. Maybe only on blue items.
Maybe you can ceaft 10 life every 10 levels. So wirh lv 10 you can craft +10 life on a blue item. on lv 50 you can craff +50 life on a blue item.
That would help leveling and dont impact endgame.
this is called a rune
@@ABWABWABWABWABWABWABWABWABWA
Just that with a playtime of 50+ hrs I found 2 HP runes.
We don't have enough artificial orbs, HP runes and they don't scale to more then 20 HP.
So no- this is fundamental different then runes.
Try again
i dont really like the end game at all, but i have always dislike the map system in poe. the thing i hate most about the map system, is the content it self can become scarce. i would like to just go into a map and not manipulate all the bull shit as well. to be honest these kind of end game systems i never cared about having any agency as a player. back in poe 1 along time ago i would never map, i would just pick the highest zone in the last act before piety and just do crypt. it was more important to me to just have access to the content. i think t1 maps need to start at like level 70 at least 65 is way to low. on controller the micro management ouija board map stuff needs to be cut from map system its a waste of time scrolling and putting stuff in. the maps being a currency trade this has always sucked for me. one of the reasons why i liked delve more was i did not have to touch anything.