I think my personal main gripe with the game as of right now is how barebones the crafting feels, it feels like im not even crafting but just trying out a random upgrade that fails more often than not.
Agreed, but I think this is to allow POE2 to be a reset of the ridiculously convoluted crafting system POE1 has. New players can get an idea of how to use currency and then as leagues come out we'll get more options
Theyre slowly introducing each crafting mechanics to new players. If GGG port all existing poe1 crafting then most will probably just quit the game rather than learning lol
They need a transparency slider in graphic setting where you can adjust the transparency of your own skills and minions so you can actually see dangerous ground effects.
They've said before they don't want this. The reasoning was the philosophy that the game world should feel "real" or tangible. Being able to essentially make things invisible makes it less real. They said they would instead just prefer to have any danger be clearly displayed through art/effects/etc. Now, of course they haven't succeeded in this currently, but at least I'll wait til 1.0 before I worry too much about it. Consider it growing pains for now.
@@MrShagification I can confirm that i can NOT see the exploding red/orange enemy in a sea of flames that my buddies on Pyromancer creates during maps. I have died more from random exploding on death enemies than anything else, because i simply cant see red it through the effects of spells.
One small, tiny but hugely cool thing was the other day I scrapped some bonus speed boots and put on non-speed bonus boots and my character said "well, guess its back to walking everywhere!" It made me laugh my ass off.
The character says that on start of act 3 Mercenary iirc It’s because you’re not using the Ardura Caravan from Act 2 any longer, has nothing to do with movement speed on boots, was just a coincidence.
I agree with all of this and I will also add a few other points of my own feedback: - super quick swarming monsters in maps are just PoE1 garbage pasted over (plus some just ignore minions and stay on your case 100%) - "Raises minions" should have a (more) limited range - charm slots should be implicit on belts - movement speed should be implicit on boots - allow to fully change the ascendency on a character - when cutting a high tier gem, allow the player to pick a lower tier skill if they want to
Upgrading gem slots is too much magic, it does not tell you what gem is reqd to level before you click on a gem, only after, if wrong you have to select another one...too complicated, just tell me what lvl gem or my char needs to be by hovering over a skill
You mean a lower level of a specific skill? Because you definitely can pick any tier of skill if you have a level14 uncut gem (i believe everything is available at that point). You need to turn off some limitations in the options and click "all gems".
I agree with those except "Super quick swarming monsters" I think this is fine as is should have different monsters have different primary tactics for trying to kill a player. I also don't agree with "Charm slots should be implicit on belts" I think the charms are interesting as is so far. not here to debat, just drive by opinion.
I agree 100% about the door not showing unless youre RIGHT on top of it! Its so lame cos you run around the whole map looking for the door you were right next to!
The one I had a hard time with at the first playthrough was the door after you kill the chimera I ran around that whole dam area again I was in there for like 30 mins
I was level 69 when trying to go for acendency Point 5 and 6. Played pretty much perfect, got hit once on the final boss on floor 3 of Sekhemas. Oneshot, all hornour gone. Went "fuck this", turned the game off for the day and now I pretend like there are only 4 acendency points in total.
I know you probably hate the idea of trying it again, but the same happened to me, I stacked honor resist, got the boon that makes me deal 50% more damage, got the one that makes the monsters slower and take more damage, and a charm with poison resist, and it was a walk in the park. Maybe this works for you too
I think for the maps, with backtracking for rares, they should add checkpoints into maps with the ability to tp to them. We can't respawn at them since it's just one death per map, but we can at least use them to tp back to different points. The checkpoints are already in the game, this could at least work as a bandaid fix until they figure out either something new or whatever else they want to do with it.
@@AnilKumardoc This is in reference to maps. Checkpoints are in the campaign they are not in maps, which is what this is talking about. Backtracking for rares because you have to kill all rares in maps to complete the map.
My suggestion is: Complete the map by killing X amount of rares and have X+2 rares on the map. So you can miss 2 without backtracking, but the completionists can go back and kill all. Higher map tier = higher amount of X.
If you don't die to bullshit it will get much less frustrating. The idea itself is amazing and should stay, but other issues like effect visibility, stacking on death effects should get improved
I'm a casual tester and I am really enjoying this game's story and feel. To be honest nothing has ever come close to the feeling of booting up D2 on my emachine when I was 11, but finally GGG has delivered. Everything has been tuned well on that front. I am hoping that by the time I reach endgame, they will have smoothed things over.
I 100% agree with the map reveal radius. I thought the exact same thing and that has made 10 minute zones take an actual hour in some cases. Very annoying in my first playthroughs. Now it feels mandatory to skirt the left or right wall until I find the end. It's not a choice, and it's no longer exploration. I am given a track to follow cuz if I dont I'll be there forever.
Could also work on portals related to this; go to town to check gear etc then boom portal disappears too soon and now have to reveal a map all over again 😰
My suggestion is: Complete the map by killing X amount of rares and have X+2 rares on the map. So you can miss 2 without backtracking, but the completionists can go back and kill all. Higher map tier = higher amount of X.
I’m a Merc and have gotten every reload speed boost in the passive tree. What’s frustrating for me is every once in a while I’ll be holding down the fire button and my guy will not do anything. It’ll be a 5-10 second period of me kiting but not firing. The same thing happens with reviving allies. I’ll stand on their body during a limited window and it won’t revive my allies. I thought it was an issue with ps5, but the same thing happens on pc
That’s stun. When you get stunned out of an attack, any held attack won’t activate again until you release and re-press the button. It is extremely frustrating, especially with channeled abilities.
@@nicholasfpayne Nah, it straight up happens when not getting hit. There is definitely some kind of bug. I will go into a boss room and before the boss does any attacks, I will shoot to shock, swap ammo and try to fire and my guy just won't shoot.
@@wraith2286I’ve had the same thing happen. I use explosive shot and sometimes when a reload is needed, it will instead shoot out “duds” constantly without damage until it actually decides to reload
I think one of the main point missed in the video is that POE2 becomes very like POE1 at the end-game in terms of clear speed, so boss mechanic becomes irrelevant
The first time you kill a boss it's fine to be rough ... It's not fine when you are going to be forced to spam this boss 10k times for a very unbalanced drop rate item
I agree. I think they should place really hard bosses in the higher tier maps. AND you should get to portal back to the map boss if you die which uses up your remaining portals so you would really only get 6 attempts at the boss. I would prefer if you could portal back right in front of the boss to a checkpoint, but I would accept a full restart of the map with all the mobs respawned.
Does noone want the ability to use our 6 portals back? (Yes I know you can port and go back in) I feel like I am playing hardcore in a waystone and when I die once, it’s over. We need to be able to use our portals and go back in to our waystones after a death. Why even give us 6 portals then?
well there are six of them so you can port out to town to sell stuff and then go back... but I agree with the sentiment of using 6 portals even if you die on softcore
In maps my waystones are constantly getting "eaten". I'll put it in, it spawns the portals, then when I click one I get booted to the login screen. When I relog the waystone is deleted, and it says my atlas node is "attempted" and removes all mods on it. This bug is preventing me from enjoying the game fully since it seems to happen more frequently the more mods a map has - meaning my highest value waystones are the ones getting destroyed without an attempt. The forums have a lot of reports of this happening.
Cannot stress the on death efffects enough. I just hit endgame on my monk (first character was witch minions) and I lost 3 maps back to back due to on death effects on like T3 maps. The visual clarity contributes to this too, like why are there death effects like the corruption tentacles that are just for visuals, and then actual on death effects that blow you the fuck up? Movement speed should be implicit on boots as well, been wearing the same shitty boots for like 10 hours because no other boots had good rolls and movespeed.
On death effects are my main gripe with the game. Elden Ring is really tough but the vast majority of the time, when you kill a boss, it can't hurt you anymore
Atleast for you it only took 10 hrs before getting better boots. Mine was all the way back from act 2 and the next pair I got better was when I was doing T3 maps 😂😂
All known problems for many many years. PoE2 was suppost to fix this but here we are again... The whole purpose for on-death-effects is because monsters can't fight back. The on-death-effects are the only way for monsters to interact with "zoomers" but in reality it always punished slower and tankier playstyles the most and pushed more people into going zoom zoom glass canon. Now with PoE2 the did the same crap again. Now they have ruined their chance to great a new game. Now we have the same exact situation of them wanting to turn PoE 1.5 (current PoE2) into their ideal version of PoE2. They have so many cool monsters but then they are so boring with on-death and ground effects. Look at the rare monsters. So many monsters to turn into cool rares but then you slap these boring Archnemesis mods on them?... Anyone would think that movementspeed and the charm slots would be implicits or rewards from the campaign but here we are again with stupid mandatory stats on items. The entire game is balanced around movementspeed so why is it a random stat? Every mechanic is balanced around it. Also, what's up with Rarity? Didn't we just remove Quantity from PoE1, why do we now have Quantity on steroids?
Sadly they added that because it's pretty much the only way for monsters to interact with the player and potentially kill them once geared. In PoE 2 you pretty much need to wait a bit before looting every rare in case there is a stealth on death effect that would be hidden by all the AoE happening on the screen or the trolly animation from their death that does no damage and are just here to scare the player.
So my opinion on crafting has changed a bit from release. My main is a 77 sorc and I've created multiple alts now leveling through the beginning of the campaign with friends, I have two other characters at about level 25 as well now. Going through the campaign again after pushing to 77, I have so much gold and crafting mats that I do actually craft a lot early on. Specifically, Augs and transmutes. I use them on EVERYTHING that might roll something good. Regals, same. If I get two good stats on a blue, I toss a regal on it to see if it becomes worth using. I don't use my exalts much since those are still rare but using aug/transmute/regal is a pretty regular thing for me on alts, since I have enough augs/transmutes to spam on anything and enough regals to not feel bad about throwing it away on an RNG roll. Same with runes and sockets. Now I can't be completley stupid with how I use my resources (besides the augs/transmutes) but my characters after doing my main constantly have good gear because I can afford to roll any blue/base item that is of higher level pretty much everytiem I find one as a potential replacement for what I'm already wearing. Also, all the garbage uniques you find while going through the game the first time, you can use on your alts since apparently that's what almost all uniques are good for lol.
It would be cool if they made light radius into a useful stat. Like maybe Paladin Ascendancy would get more damage to monsters inside his light radius, the amount based on the LR intensity.
Yup and disable it rolling on gear that's not intended for paladin. Like.. only scepters can roll "allies have.. x". Make it the same for light radius. Like only roll in on str armour gear or on maces or somethng.
I kind of like this idea. I remember in Diablo 2 it felt like a useless stat as well, but in Diablo 1 it was sometimes genuinely useful for planning movement (considering how that game was). Still not great but it's strange to see it only get more useless with each repeated addition to a game.
On my first character, a lightning monk, I didn't finish the trial of chaos until level 53, a full nine levels above the recommended level, and a huge part of the problem was as a monk, I was relying entirely on Evasion, which means that I was ALWAYS going to take a hit eventually, and I had no way of mitigating that inevitable spike of damage. Wouldn't you know it, my second ascendancy from the trial of chaos gave me instant 50% phys reduction scaling off of my evasion, which would have made the trial so much more bearable. Also with regards to endgame and its current state, Jonathan has said that the Endgame literally didn't exist 6 months ago, they pivoted to start working on it when they did the kalguur reveal back in July, so what we have is absolutely a like pre-alpha version of the endgame, it 1000% deserves a lot of scrutiny, and it will be addressed, because it's very much still cooking. One of my biggest problems with it is the radius that the rare skulls show up when you're down to 200 monsters. I've had it be at 30 monsters left and no sign of a rare, because it was hiding in a corner 20 feet from the start of the map and I missed it right at the beginning. Those icons need to show up globally no matter how far you are from them, also I think a decent solution for not wasting time could be to need to kill 90% of rares to count for completion, so you're not spending 5 minutes running around an empty map looking for the one alcove you missed
Why not have it so once you’ve discovered 90% of the map an obelisk drops in from orbit, thunks down right next to you, and when you hit it it pulls all the remaining monsters to you. No back tracking and it’s based on revealing the map and you can have a big fight once you reveal it Could even like bring a boss in at the same time for the people who want every map to have a boss, and you’re making it easier if you take time to kill everything, or hard but fast if you just run past everything and then pull them all in at the end.
One Big issue for me as a new player in the endgame is. That Waystones are not dropping enough to sustain them without min maxing the heck out of it. For dying 1 time and losing my only Tier 6 Map I dropped down to Tier 1 again and then getting up to Tier 4 without dying, just to not drop a new Waystone for 2 Tier 4 Maps and dropping down to Tier 1 again. And I am full clearing every map. If you don't have jucy Waystones it seems pretty hard if you are unlucky to even stay at the level you are supposed to be in.
My biggest gripe is waystones... i'm literally content locked from the game because they dont drop past level 8. I'm using tower buffs, regaling them, and have the passive nodes for drop chance. They simply just dont drop, an when they do, they're like level 2
14:50 Switching out runes also means that we don't have to look for an entirely new set of gear just to make small changes when we obtain a single new piece of equipment. Found a new pair of gloves but you lost your lightning resistance cap? Cool, now switch out everything to get it back, just in order to be able to use the new gloves.
for me it`s part of fun. Finding combinations of gear or change some passive nodes to compensate loss of resist from item (and get something else from it)
Early game just needs Regal and Exalted shards that only work during the campaign on gear below say 70. These should drop like candy and let you craft your heart out until end game then you move to the the normal currency. This lets you save those important materials for when you finish the campaign while still being able to enjoy crafting your leveling gear.
We live in a timeline where Raxx is wearing a red hoodie AND smiling in his videos. Great video, my dude. But yeah, I started with Warrior and it just wasn't for me when comparing it to something like the Barb in D4, I hope they tweak it because I don't want to slog through the campaign just to "git gud" in the Endgame.
Yeah they just need to expend on the "dynamic culling" option and make it manual and being able to pretty much remove all particle effects on self and allies.
My biggest issue is the lack of power fantasy, especially in the early game. I went through the entirety of act 2 without a single upgrade, I even checked the shops but all the rares didn't help, and they were too expensive to buy. I wasn't enjoying the game because all i could think about was. "wow, I feel so weak and there's nothing i can do about it. I can't wait to get done with act 2 so i can hopefully get an upgrade to feel stronger."
Sure, you can try to pick bases and craft, but 2 things: 1. That early you don’t really have that much currency to risk trying on every base except aug and transmute to hopefully have one or 2 stats you need, which will bait you into regal and 90% of the time get stats that don’t work for you. This is what raxx just said.. 2. You can’t redo cuz no scours, and you have to vendor for a transmute/negligible gold or 1 regal shard when you have just spent a full regal orb, one or 2 exalts.. or a full alchemy orb which for some reason is even rarer than exalts for me. :’(
Tbh this game has no intend on giving you that power fantasy its grindy game which rewards you for skillinh the right way and using correct gear which will always make you feel a little bit stronger everytim
I had more than enough money throughout the campaign - you’re supposed to teleport and sell / disenchant when you get a full inventory of blues / yellows
9:25 I hate the players on their high horses that just say "get gud", it would be so much nicer if it was at least half as nice as the Guild Wars community.
There is no getting good with fighting trashmods or boring on-death-effects / oneshots. They are completly overtuned and boring. Most people don't even complain about the Bosses, that's the thing most people enjoyed the most. Later on it gets stupid because of the only 1 try bullshit. This way "getting good" is extremly painful and costly. They already have the "death = reset" mechanic. Why not give players 6 portals (6 tries)?
Another thing I may add is that with the exception of expedition, all of the other mechanics become hidden from the minimap once you move away from them. Since death is so harshly punished, you may choose to finish the map before engaging with those mechanics. However looking for them afterwards makes it super painful
Ive just found out today that console players DO NOT have the loot filters! Thats absolutely crazy. Shame on GGG for not implementing an in game loot filter😢😢😢
to be fair, pc players wouldn't have one yet either had they not been clamouring for one. neversink said he wouldn't make one so soon and the current one we have doesn't really filter anything out, just highlights more important things which is why its a litefilter.
Yes it's really bad on consoles. Reached t6 before realizing there are tablets disguised as white trash. Sometimes I backtrack the map and see unpicked exalts. Really sad I picked ps5 version over pc.
For me, this has to be one of the best videos I've seen you put out Raxx across all ARPG genres. This video was an echo-chamber of shit I've said out loud playing PoE2. I barely dipped my toes into PoE1, so I'd throw myself in the "new player" category and I feel a lot of these points are a win for both the more casual crowd and dedicated alike. I specifically wanted to call out the ascendancy issues you mentioned and difficulty were very spot on in my opinion. Great video.
You forgot the most obvious and strongest way to get good item during the campaign. Instead of slamming your exalts with crafting, just spend 1-2 ex on pretty insane upgrades on the trading website.
This happens when they don't drop like candy early on. If they are not plentyfull then it's not worth to use them. Having a SSF + Currency Exchange mode would be amazing. Imagine that with buffed currency drops for that mode. You can craft your own stuff and still farm currencies to trade with others currencies that you need for crafting.
@@narcissusbaz55 youre smoking crack. you can get perfectly fine entry level gear for 1-2 exalts. yea if you want 5-6 bis stats on every pieces its going to be expensive. you dont need that for the campaign
Remove the "attribute requirement affix" from the affix pool. Keep the attribute requirements the same for gear and spells as they are now. Buttttt, each class gets that affix built into the character upon selection and ascending. (So there is another reason to select a character from the start. Example. Selecting Sorc= -20% Int requirements for spells and gear. Ranger= -20% Dex requirements spells and gear. Monk= -10% Dex and -10% Int requirements for spells and gear. Then when they hit their first ascendancy. Sorc= -40% Ranger= -40% Monk= -20% -20% This would also give each class a little more identity when you first select them. Really good ideas in the video though, Raxxx
The top thing to improve for me is visual clarity when in coop (and sometimes solo). Being able to change the colors of the fx for spells (poison, elec, ice, etc..) when it is emited from an ally would vastly improve the fairness and enjoyability of the multiplayer experience. Also the resurrection time is too long and the prompt somewhat unclear. While in duo it's almost impossible to revive an ally on many boss. Lastly in the same optic I would like a spectator view because most of the time when you die you dont see what your allies are doing and can be left stuck on a borring screen for minutes while you wait for a revive. And for sure they need to fix the loot loss on death because there is nothing more unfair than seeing a good drop being removed, especialy after a tedious boss fight. The best option would be a seller who scavenge items you forgot so you can by back anything you have missed in your previous hour of playthrought.
In PoE1, the Bloom setting could significantly reduce the brightness of visual effects. I think it's the same here, because it's a setting. Not a color change, but at least something
me and my brother occasionally run couch coop and its cool but they need to let me sign into my account instead of running a second toon from his account like wtf we both have an account why cant we couch coop on two accounts this game is on console and controller afterall
Only the clarity of what you said is good. Being easier to revive teammates isn't good. You should be punished for dying, even in coop. Look disappearing on death sucks, but you also shouldn't be rewarded for dying either.
Honestly Rax I would happily sit and listen to you talk about poe for hours on end, It was really enjoyable too listen too your long detailed review about the current state of the game and the issues that ggg could look into. Would love if you made more long videos like these.
Great video Raxx. I’m 100ish hours in, using your ice monk build. I’m really liking the game so far but there’s one thing that I would like to see more addressed by Poe 2 creators. There’s an issue where a large number of players (including me) are getting serious PC freezes since launch day that has not been resolved, and it’s being ignored by GGG. There’s a forum thread on the POE official forum with over 240 pages with complains of pc freezes. Other than that, great game and I’m sure it will only get better.
They arent ignoring it they are working on it. GGG_Jeff I believe his name was has responded and asked for people experiencing this to DM him their Dxdiag. It is annoying tho but disabling cpu 0&1 from task manager has helped
Yes its seriously bad, ive never had any game EA or full release this bad for me in idk the last 10 years. Often causing your PC to require a hard reset if you dont disable CPU affinities.
same here. really enjoying the game so far with my invoker build but I have limited time for gaming (dad gamer) and really tired of the multiple pc freeze issue on each session. I know the workaround to avoid freeze and instead crash to desktop but that is not a solution. I would be glad if this is addressed soon
@@maxpowers4436Same. I had to reset my pc an unhealthy number of times. What really grinds my gears (no pun intented) is how little they have acknowledge this issue, considering its severity and the number of people reporting the problem.
Thank you for this honest and straightforward review, you bring up some very valid and well considered points. My gameplay/playstyle is somewhere between casual and hardcore. I like to build a strong character but I'm not min-maxing everything. My playtime is limited and have not made it into the endgame yet, I think at this point the majority of players have not finished the campaign. I really dislike wasting time, since the time I have is so limited already and I'm sure I'm not alone in this. So backtracking, or losing progress, going through several rooms to ascend only to get set back to zero is all very time consuming. The timefactor is something which needs to be balanced very carefully before release.
Me 100%. I love gaming as much as I did as a kid, but I just don't have the time anymore. So the time we do have has to feel worthwhile. Hopefully they find a way to balance things out without ruining the fun for the no-lifers
FIX CRAFTING. Maybe people don't want to have 99% shit tier items with slamming exalts which just delete your currency just to have the 1 out of a 100 items that isn't total garbage.
Maybe related is to make items smaller in inventory using smaller space squares and more of them, tired of going back to town every 100ft, stuff costs too much and gotta get all the gold I can
Why are people bashing on this poor guy for sharing his opinion? not everyone is a gigachad like you, not everyone have spent thousands of hours in poe or other arpgs. Let them share their voice, their opinions are as valid as everyone else's.
@@staskozak8118 Brainrot take why are you saying like having to return to town every third corner takes skill or something lol it’s not it’s just annoying af.
I did my last ascendancy in sanctum last night. First try as well. Lvl 84 ice invoker monk, just need high honour res and max % honour. Get some good boons (movement is so essential for the last floor) and I had 2k honour after final boss. That was such an adrenaline rush and I loved it
The augry map isnt bad. kill the mobs before you pull the lever. Its one of the easiest and quickest to full clear. 200 would be easy. Im stuck trying to grab ~630 strength. The entire game has been designed around limiting diversity and options. Ive grabbed every str node i can plus the titan str nodes, plus str on every piece of gear and have yet to come close to 630 str.
When you talked about gear at 20:20 I really felt that, I played a little of diablo 4 and poe1 and poe2 is the first arpg i'm taking a little more seriously. i'm playing minion witch which you talked about might be the exception but my gear is all dogshit, i'm lv 60 rn and i'm still rocking some level 30 stuff i got before cruel because i'm on ssf and can't find or craft anything good. this is my main gripe with the game. everything else feels horrible to do epically bosses because after i finally kill them i rarely get anything worthwhile.
The well is so weird, they must have something in mind with that, like something that has yet to be revealed, because it's borderline impossible to look at the well mechanic and think "Yes, this is good" It's such a weird addition that serves no purpose in its current form.
They literally said that well is just a nice thing to click instead of flasks autofilling in one of the interviews. The well is just 100% useless and something they ALSO wanted to implement in poe 1 but couldnt back in the day. It is supposed to be the same as going to Akasha(?) to buy pots / heal in d2.
They should change back to auto heal/recharge in town. If they want to keep the well, perhaps it gives a small, temp bonus. Otherwise get rid of the well mechanic.🤓
Surprised you didn't mention the waystone drop rate. It's absolutely awful. I literally am being stonewalled from playing the game due to the drop rate of these things. Needs a buff for sure
Kill bosses, spec into waystones on the atlas tree and you'll be fine. I have a tab full of t15 alone, it really isn't that bad once you get over t7-8.
@@Kyoth3 The design would be bad if they didn't give an option to spec into something you need and the waystone nodes are on the way to the ones that give more loot, not at the end of the tree so I don't really see what the problem is here.
Great video ! I will add just three points : * The lack of agency in endgame. The atlas tree for league mecanics are unlocked when you actually kill the boss of the mechanic. Which mean you are not using it until .... very late. This is such a constrast to PoE where you can specialize to a specific mechanic, in order to gain access to it much more easily. * The one death on the pinnacles boss. Getting access to these guys are already a hassle, taking wayyyy much more longer than PoE1, but having than one shot at them ... For a filthy casual like myself with a job, that means one try per week, if I do nothing else than PoE in my personal time. Do you imagine trying a boss in Elden ring only every 10 hours or so ? * You must find the citadels. Okay where ? I have finished the T15 quests, and find only one citadel. There is nothing to give you a direction. Overall the endgame system feel like a first draft. Goods fundations, but there is also significant design problems.
Love the game so far! I'm a dad gamer with kids so I have just made it to my second playthrough with my grenade monk. My only gripe is how long it will take me to get to the endgame and how expensive respec is. I really like the value that both white and blue items can have.
Hit many of the points I had on my list here, I feel like a lot of players kinda have the same general direction they want the game to be going in. But it's the little things like the discovery radius on the map for exits, POI's and checkpoints/waypoints being too low are like nice to hear someone else noticing :D ggwp bro, as per usual!
@Raxx, so true about noob/first time PoE players, ..... GGG making the beginning early game and progression so hard, makes us quit. I almost quit due to warrior being what it currently is, until a guild member helped me out [tips, switching to sorc, gear, carries] to help get me through.
I saw what others were going through on warrior and so.. I made a bow warrior lol Some of the most fun I've had, I already picked warbringer pre-armor explosion nerf so I'll have to think of something to do for an armor stripping physical ranged build. Otherwise, bow worked so well for leveling warrior I'm now making a titan as well just to see what silly passive stacking I can do with bow or xbox
Warrior sucks especially before the roll change. The early progression can easily be fixed by making Transmutes and Augs drop like candy. If players could craft magic items like crazy from the beginning of act1 this wouldn't be a problem anymore. You would be constantly looking for good bases for you on the ground or from vendors to craft on. At the same time you would disenchant your rares for regal shards to turn your good magic items into rares, then exalts for more stats. This would mean that the drop rates need a crazy boost. Also buffing disenchanting would be great for early game.
I agree with your takes. I would also like to add that I hate having to waste time on lower level monsters, that should have died with the most two hits. Just quit spawning monsters again after I cleared the area, it is annoying, or let me spawn at the last place I died we should not have to be perfect while in early game trying out our skills and support gems. More side quests for more passive skill points. Not enough skill nodes to increase our damage output. Our gear is not top notch because we can't craft and the gear is trash so we have to use up our currency to "try and make it useable". Some skills don't work while moving or getting bumped by the enemy i.e. flame wall. I don't believe the amount of experience we are getting is equitable to the amount of skill points we should be getting. Shorten the amount of the experience bar per skill point by approximately 25% - 30%.
The Trials sucks. Melee is underpowered and way too slow. The game changes into POE1 by Cruel difficulty if you aren't playing melee. The UI is terrible when you want to look at your stash and skills at the same time. Everything else is great.
2:26 that is a joke of a statement 3 move patterns that get cycled where the only stressor comes from visibility paired with delayed attacks that .... have such strict tracking u can meme and make them 360. the challenge is not from reading a well designed animation like a fs game but timing a dodge based on a audio key to avoid one shot mechanic or schitzo aoe spam. they are either a repetitive slog, a u getting insta one shot or u insta one shot them. regardless of "difficulty" they are no where close to from soft quality. its crazy how much these at best mid bosses get jerked when fs bosses have infinitely more depth
It also feels like movement speed boots are essential in some boss fights. Your attacks are so sluggish during the leveling stage where u can just get locked into an animation and don't have enough time to roll out of the huge AoE of a lot of attacks
They need to change the sell/buy items, something like the currency system, is kinda stupid (go to web page, search item, send a message and all of them ignoring messages "like POE1", takes like forever to find items because everybody post but never reply, they still have the stupid system and this sucks
@@toukoenriaze9870 It's worth defending because it's lowkey incredible. No other games allow you to filter to the extent of the poe trade site, you can basically find the exact item you need for the cheapest possible price. It just takes time to learn which makes people not used to using it feel as though it's inconvenient when in reality it's incredibly convenient, once learned. Also the people ignoring your messages problem is almost a non issue, the odds that there are like 100 items that are roughly the exact same if you're using the filters appropriately is incredibly high. You can just spam 10 different people and like 4 of them will message you back.
Dunno if you already sent the list, but if you can include something for control: the game has kinda of an auto-target so you can focus on your movement and dodging while in combat, but this feature seems more like an encumbrance, cause 9 out of 10 times the auto-target focuses on enemies that are far away instead of the ones that are on you. So you have to do crab-claw grip so you can aim the skill, and as soon as you let go, the character targets the farthest enemy again. Also, for interacting with gear or interactables like the crystals in Trial of Sekhemas, if there is an enemy kinda close, the interact button disappears and you have to clear the screen in order to have the chance to interact, and good luck if are using the death bell, because until it despawns, you won't be able to do anything
1000% agree on the On Death effects. The dopamine hit after killing something challenging is immediately ruined because you have to stop and stand there for a few seconds in case something explodes. Then you lose the loot, the map, and XP. In a similar vein, mobs that can explode corpses from off screen. Also, I miss the old essences and the crafting bench. Crafting feels really, really bad right now. I shouldn't be in maps wearing something I found in early Act 1 because I can't find or craft anything better.
You d4 Andy’s are gonna learn that ggg isn’t the pushover blizzard is. They don’t just make changes because their players whine. And that’s good because that’s how you get shite games like Diablo 4. So let ggg cook and stop whining about every little thing.
I've been playing PoE for 12 years... Yes, they do make changes because players whine. At their discretion, they will determine whether a specific design choice is fundamental to their core vision, and if not, they will change it when the players whine.
i love what you do for the community, i dont watch streamers, i almost exclusively consume youtube, but i look forward to whatever new stuff or ideas you have to share or say.
one suggestion for the attributes, give us higher attribute value the further we get in the passive tree. It doesn't have to be 5 points of attributes all the way. Or let the nodes provide more attributes the more nodes are opened. Either way, the puzzle is still there and there will be no need to decrease the attribute requirements on highend gear (or maybe they would still need some tweaks). Thanks for the video Raxx.
This is the most spot on feedback. You're not just reviewing from your perspective your thinking of the new player. Something sorley missed by many the poe1 vetrans reviews
Speaking of Light Radius, i think there should be separate item apart from charm that dedicate to increase light radius. No one would ever pick light radius mod over any other mod
Good review, though I disagree on one point re: difficulty, especially Act 1. You say the difficulty drives away newer players, while from what I've heard newer players love the challenge, and it's the hardcore poe1 players that complain and want to zoom unchallenged at all. Plenty of streamers in HC died to a boss their first time and complained "this game is pretty hard". Did they all expect to faceroll the entire game? Act 1 is perfectly tuned and exactly caters to challenging-but-fun goal GGG has for the game
Their is a passive for one handed axes that on kill grants onslaught which gives you 20% attack speed and 20% movement speed. It’s not on game yet because axes are not in game. Yet I got an orange drop helmet that just gave that passive onslaught with boots 20% and attackspeed gen 25% I’m zooming and attacking so fast and it’s always up! Didn’t even know that was possible to have onslaught without axes!!
I 100% agree with everything you mentioned. On a side note, Scouring orbs and crafting bench would fix crafting early game almost immediately. Also the leveling uniques need level adjustments. For example Lochtonial Caress and Wanderlust boots would be significantly better if they had no level requirement.
100% agree with your feedback, very well thought and direct. Literally was running a map while listening to you and couldn't agree more that backtracking to finish a map just SUCKS (had to do it because I didn't see 2 rares..) Good feedback, hope GGG use this as a base to improve this wonderful game they handed to us.
I agree with 95% of what you've said here. It's a great game. An outstanding foundation to build on. I have confidence GGG will listen to feedback and keep making it better. They've been doing that for a decade. Nice work on the video!
My man hit the nail on the head with hiding other peoples spells. Throne and Liberty did it and now I beg for it on any other game lol! Love the video bro. Glad to see not only did you say what you’d like tos we changed but you said the why and the how you would. Not a rant video. Very well done. Keep killin!
Agreed! The following suggestions/rant comes from how much i love this game. 72 warbringer ssf. Stash Frustration: Lots of good yellows sitting in my stash, but not enough exalts to use them. Feels like wasted potential. Map Overlay: Why can't previously explored rituals, breaches, and points of interest stay visible on the map? They only show up again when I'm very close, which is inconvenient when backtracking. Pathing Issues: Getting body blocked while using Stampede/Shield Charge is frustrating. Shouldn't I be able to push away/through mobs? (like carving a path) Skill Dependency: I Keep defaulting to Mace Strike due to its reliability and damage. Other skills feel slow and risky while doing maps. QoL Suggestion: A button to automatically stack all currency in my inventory to the currency stash tab would be so good. Skill Mechanics: Some skills, like Sunder, feel clunky on M&K, locking onto enemies instead of following the mouse cursor sometimes. Camera Recentering: It’s disorienting when the camera moves and recenters the character horizontally every time I open the inventory or character sheet.
Casual Dad gamer here. Started day 2 on warrior. Couple hours a night after work and some weekend grinding. Just hit 69 last night lol and finally made it to maps. I kept a log and tracked a few things on the way. 1-67 I found 9 exalted and 7 regal. Not much… of course having now idea early on I wasted my exalted and most other useful mats. It was an absolute struggle being new. I’m not sure if this happens with other new players but from normal to cruel was way confusing. It tells me to go here and there and I searched for hours on some quests. Figuring out ascending was something else lol. Now thankfully these days we have TH-cam and streamer content. With Rax vids and other vids I feel like I at least have a the general basics down to move forward. Loving the game and it’s great. Not having hours a day to invest has probably been more enjoyable for me. I look forward to logging on when I can. Now today I’m no lifing so good luck in your drops boys and gals…
With regards to attributes, I believe that they should not only look into requirements a little (to lessen the strain), but also look into reducing the power of items like Astramentis that straight up solves attribute requirements across the board for any character without them having to invest into it at all (maybe make it like 8-10% increased attributes instead?).
Perfect! 100% Agree! I couldn't have put it into words any better. I hope GGG accepts the constructive criticism and suggestions and implements them! Especially regarding the Ascendency points, Raxx is so right...
Lots of great feedback. My #1 top priority for them that wasn't mentioned is the crashing. Never in my life have I played a game that crashes so much, and sometimes you have to even power off your pc completely. Even the regular crashes can kill the vibe of the game but the power off one is way worse. Its happening to a lot of people too. To me this is #1 above all other issues to fix.
My #1 problem with the game is the AWFUL trading system, you simply can't buy/sell items in a reasonable way if you're playing on console or steamdeck. I grind poe mostly on my deck and I don't want to sit on my pc just to wait for trades, the game REALLY needs a god damn auction house. It's just a super outdated clunky system with no benefits. ((Also, steamdeck performance is HORRIBLE lmao, breach or ritual drops to 3-10fps))
Great point about the new player experience. I remember my first time playing poe 1 being so lost as to which skills to choose or the importance of support gems. I'm sure a lot of people new to poe benefitted from the new system in poe2.
Good feedback. As far as building the endgame, I’d like to see the Settlers of Kalgur city building applied to your hideout. This would be hard to accomplish with hideout microtransactions, but the thought of it would make me want to find endgame more than anythting
I like that the game is designed with the idea that not everyone has to finish everything. But, if that's the design, then I would like to see mechanics in game preventing boosting/carrying. For example, every final boss of every act should be done only solo, the same applies to ascendancies. Without things like that, its kind of pointless to make game so challenging and penalizing.
Hi Raxx, I agree with pretty much everything you said, there's just one thing I wanted to add. 1. Early game problem solving - Many people are asking for boss carries over adding single target dps to their build.. Do we want to reward players that put single target dps/survive in their builds (leveling mats or something), or just allow new players to avoid developing that skill.
30:32 First time hearing about such an issue in Act 2. It only takes to hear a few story dialogues, invest a few minutes into story and everything will make sense.
They implemented the checkpoint teleport system to address the "huge maps" complaint and it was a great solution. I say put some random checkpoints in maps as well, just for the sake of solving the backtracking issue while hunting for map completion.
100% agree with your take on waypoint/exit visibility and rare mob indicators on end game maps. My friends and I say “path of backtracking” way too often.
Lucky GGG if they read this. This is such good user feedback. Structured.Spot on.Just the right amount of detail to make it clear enough. All valid points. This has so much value - so much value - that if I was GGG I would hire you as a consultant. Everything is just… perfect and so well balanced. You’re one of the guy to listen to. @GGG you’re already doing so great… here is some invaluable feedback. To the stars…
Completely agree on: Trials and Ultimatum being in a bad spot,, Crafting being non-essential for much of the game,, Act 2's progression being confusing,, backtracking giant maps,, Uniques being underwhelming,, and a slew of other things. But I'm also interested in your take on Kripparian's criticism, that the endgame in later tiers practically becomes a hard progrerssion wall for everyone.
I love the wiki. I unironically love the implementation of AI to read the audio for the skill gem descriptions. It's an economical solution for something peripheral to the core of the game that immensely helps accessibility and saves everyone time.
I think my personal main gripe with the game as of right now is how barebones the crafting feels, it feels like im not even crafting but just trying out a random upgrade that fails more often than not.
Agreed, but I think this is to allow POE2 to be a reset of the ridiculously convoluted crafting system POE1 has. New players can get an idea of how to use currency and then as leagues come out we'll get more options
@darkflower1729 i hope that is the case.
I truly do.
Theyre slowly introducing each crafting mechanics to new players. If GGG port all existing poe1 crafting then most will probably just quit the game rather than learning lol
@@darkflower1729the problem is we have all the tools for the crafting to not feel bad ... But they aren't really accessible at all
I much preferred crafting in Last Epoch
They need a transparency slider in graphic setting where you can adjust the transparency of your own skills and minions so you can actually see dangerous ground effects.
They've said before they don't want this. The reasoning was the philosophy that the game world should feel "real" or tangible. Being able to essentially make things invisible makes it less real. They said they would instead just prefer to have any danger be clearly displayed through art/effects/etc.
Now, of course they haven't succeeded in this currently, but at least I'll wait til 1.0 before I worry too much about it. Consider it growing pains for now.
@@MrShagification I can confirm that i can NOT see the exploding red/orange enemy in a sea of flames that my buddies on Pyromancer creates during maps. I have died more from random exploding on death enemies than anything else, because i simply cant see red it through the effects of spells.
Never happened on PoE1, will never happen in 2 either. Want a bit of better clarity? Buy them skills MTX, soon™
@@Embre_2 You need to gage the fire temperature my friend to know if its your or the enemy flames.. WIch kind of pyromancer are you kkkkk.
On death effects is simply GGG giving you the finger after you kill a boss.
ye, ggg is a scam cashgrab company
The finger is the deletion of all the drops when the on death effect kills you.
It's lazy design.
@@morfea123 Id argue it's more to do with lazy gameplay if you're consistently dying to on-death effects.
@@Ecselsiour IT stings.
One small, tiny but hugely cool thing was the other day I scrapped some bonus speed boots and put on non-speed bonus boots and my character said "well, guess its back to walking everywhere!" It made me laugh my ass off.
LOL that's great.
The character says that on start of act 3
Mercenary iirc
It’s because you’re not using the Ardura Caravan from Act 2 any longer, has nothing to do with movement speed on boots, was just a coincidence.
@@Amasoful thanks for ruining it =P
I agree with all of this and I will also add a few other points of my own feedback:
- super quick swarming monsters in maps are just PoE1 garbage pasted over (plus some just ignore minions and stay on your case 100%)
- "Raises minions" should have a (more) limited range
- charm slots should be implicit on belts
- movement speed should be implicit on boots
- allow to fully change the ascendency on a character
- when cutting a high tier gem, allow the player to pick a lower tier skill if they want to
Upgrading gem slots is too much magic, it does not tell you what gem is reqd to level before you click on a gem, only after, if wrong you have to select another one...too complicated, just tell me what lvl gem or my char needs to be by hovering over a skill
Lingering illusion gets ignored 99% of the time
You mean a lower level of a specific skill? Because you definitely can pick any tier of skill if you have a level14 uncut gem (i believe everything is available at that point). You need to turn off some limitations in the options and click "all gems".
I agree with those except "Super quick swarming monsters" I think this is fine as is should have different monsters have different primary tactics for trying to kill a player. I also don't agree with "Charm slots should be implicit on belts" I think the charms are interesting as is so far. not here to debat, just drive by opinion.
Move speed shouldn't be implicit.
I agree 100% about the door not showing unless youre RIGHT on top of it! Its so lame cos you run around the whole map looking for the door you were right next to!
The one I had a hard time with at the first playthrough was the door after you kill the chimera I ran around that whole dam area again I was in there for like 30 mins
It’s giving D2 A3 jungle vibes, and not in a good way lol
How else are they gonna justify putting "light radius" as a stat 🌚😈🤓🤡
@@coreyohaire2655glad I wasn’t the only one I had to look it up online to realize the door was behind the chimera boss
Bro i am reliving your nightmare right now thank you!!!@coreyohaire2655
I was level 69 when trying to go for acendency Point 5 and 6. Played pretty much perfect, got hit once on the final boss on floor 3 of Sekhemas. Oneshot, all hornour gone.
Went "fuck this", turned the game off for the day and now I pretend like there are only 4 acendency points in total.
It is important to tell, which class you played. But yeah bosses start to oneshot a lot before the endgame.
you need relics with honour resist. that boss will do barely any dmg with the capped 75% res. Simple as that.
Same lmao, I tried that trial twice yesterday, I'm done with it
did you have honor res at 75? its like going into maps with 0 res if you dont get it
I know you probably hate the idea of trying it again, but the same happened to me, I stacked honor resist, got the boon that makes me deal 50% more damage, got the one that makes the monsters slower and take more damage, and a charm with poison resist, and it was a walk in the park. Maybe this works for you too
I think for the maps, with backtracking for rares, they should add checkpoints into maps with the ability to tp to them. We can't respawn at them since it's just one death per map, but we can at least use them to tp back to different points. The checkpoints are already in the game, this could at least work as a bandaid fix until they figure out either something new or whatever else they want to do with it.
Yea, i was thinking this. Sometimes, you miss a spot and the beginning of the map, and that last rare is there. Be nice to have check points
They should add teleportation between event markers like ritual, expedition, breach etc, and stop fading those markers away when you get too far.
The checkpoint system is already there. Click on a checkpoint and see
@@AnilKumardoc This is in reference to maps. Checkpoints are in the campaign they are not in maps, which is what this is talking about. Backtracking for rares because you have to kill all rares in maps to complete the map.
My suggestion is: Complete the map by killing X amount of rares and have X+2 rares on the map. So you can miss 2 without backtracking, but the completionists can go back and kill all. Higher map tier = higher amount of X.
I think they should add more voice lines in line with your current ascendancy, to reflex your choice of ascendancy more ingame than just passives
Great idea
Yeah, for real. Make your character more and more arrogant/aware of their ascendancy. Eventually we will be literal gods surely.
If they want crafting to be awesome, they should copy Last Epoch.
nah thatll be too easy
1 life per-map is so frustating, i got Great jewelled orb dropped infront on my corpse
Yup, tried relocating later and little monster clean up crews stole it all 😢
Probably after getting hit with some stupid on death effect I'm sure
I've lost unique drops during campaign because I died right after killing a boss or an elite mob, it's so annoying and sad.
Its a great system on paper but the current endgame is atrocious for that.
If you don't die to bullshit it will get much less frustrating.
The idea itself is amazing and should stay, but other issues like effect visibility, stacking on death effects should get improved
I'm a casual tester and I am really enjoying this game's story and feel. To be honest nothing has ever come close to the feeling of booting up D2 on my emachine when I was 11, but finally GGG has delivered. Everything has been tuned well on that front. I am hoping that by the time I reach endgame, they will have smoothed things over.
Wait til you get further in the game. The joy and fun will get sucked right out of the room
Trust me I was in your shoes when it launched and LOVED D2
@@lordaizen8004you clearly didn’t fully read his comment
I 100% agree with the map reveal radius. I thought the exact same thing and that has made 10 minute zones take an actual hour in some cases. Very annoying in my first playthroughs. Now it feels mandatory to skirt the left or right wall until I find the end. It's not a choice, and it's no longer exploration. I am given a track to follow cuz if I dont I'll be there forever.
Could also work on portals related to this; go to town to check gear etc then boom portal disappears too soon and now have to reveal a map all over again 😰
@@laars0001nah you was just lollygagging in town to long lol
@@DarthReaperi think 8-10 minutes of afk/reset time is a bit low. Why not 15 or 30 minutes? do they do this for server reasons?
@@H41030v3rki110ny0u yea its for server reasons
My suggestion is: Complete the map by killing X amount of rares and have X+2 rares on the map. So you can miss 2 without backtracking, but the completionists can go back and kill all. Higher map tier = higher amount of X.
I’m a Merc and have gotten every reload speed boost in the passive tree. What’s frustrating for me is every once in a while I’ll be holding down the fire button and my guy will not do anything. It’ll be a 5-10 second period of me kiting but not firing. The same thing happens with reviving allies. I’ll stand on their body during a limited window and it won’t revive my allies. I thought it was an issue with ps5, but the same thing happens on pc
That’s stun. When you get stunned out of an attack, any held attack won’t activate again until you release and re-press the button. It is extremely frustrating, especially with channeled abilities.
@@nicholasfpayne Nah, it straight up happens when not getting hit. There is definitely some kind of bug. I will go into a boss room and before the boss does any attacks, I will shoot to shock, swap ammo and try to fire and my guy just won't shoot.
@@wraith2286I’ve had the same thing happen. I use explosive shot and sometimes when a reload is needed, it will instead shoot out “duds” constantly without damage until it actually decides to reload
Minions revive all at once. And with that if your minions die one by one, the timer resets to the last minion that died. Crazy mechanics.
You playing Mercenary? It happens to me ALOT when switching between grenades and bolts. It gets stuck in a reload. Call it the click, click, click
I think one of the main point missed in the video is that POE2 becomes very like POE1 at the end-game in terms of clear speed, so boss mechanic becomes irrelevant
The first time you kill a boss it's fine to be rough ... It's not fine when you are going to be forced to spam this boss 10k times for a very unbalanced drop rate item
Excellent
I agree. I think they should place really hard bosses in the higher tier maps. AND you should get to portal back to the map boss if you die which uses up your remaining portals so you would really only get 6 attempts at the boss. I would prefer if you could portal back right in front of the boss to a checkpoint, but I would accept a full restart of the map with all the mobs respawned.
I like it like this. In the begging it is tough and slow, but once you start rolling you feel extremely powerful, at least for myself, I like that.
And it feels really good the way it is, i don't want a change in this case, that could be awful
I would have liked a section dedicated to the state of the trading market
The market is cornered by price fixing bots and SSF has no mechanics like Last Epoch to actually craft or item hunt something semi-targeted.
It’s EA the trade market will be stupid for a very long time up until the first season starts when the games fully released
Yeah trading is terrible on PC and impossible for console.
@@Kujrait's pretty much the same as trading on poe
Why? It's the same as in PoE 1
Does noone want the ability to use our 6 portals back? (Yes I know you can port and go back in) I feel like I am playing hardcore in a waystone and when I die once, it’s over. We need to be able to use our portals and go back in to our waystones after a death. Why even give us 6 portals then?
well the reason you get 6 portals is because that's how the cosmetics are designed for the map system from poe1 from the way that I understand it.
I’ve been using the 6 portals by playing semi hardcode mode and pause -> exit to character select if I notice something about to kill me
well there are six of them so you can port out to town to sell stuff and then go back... but I agree with the sentiment of using 6 portals even if you die on softcore
In maps my waystones are constantly getting "eaten". I'll put it in, it spawns the portals, then when I click one I get booted to the login screen. When I relog the waystone is deleted, and it says my atlas node is "attempted" and removes all mods on it. This bug is preventing me from enjoying the game fully since it seems to happen more frequently the more mods a map has - meaning my highest value waystones are the ones getting destroyed without an attempt. The forums have a lot of reports of this happening.
I was stuck with this same issue. The only fix was to get a friend to help me get a personal hideout. No issues since.
@@Helmholtz232 I have a hideout, still happens.
Bro if you try to enter fast that happens try waiting for some time I found that fixed for me
Just wait 2 or 3 seconds for entering portal. It happened to me at start od mapping and i fixed it waiting a few seconds.
I think this is more of a you issue
brand new player, good tree, good gems, looked for good gear til I got it
good players will fix that issue themselves
Cannot stress the on death efffects enough. I just hit endgame on my monk (first character was witch minions) and I lost 3 maps back to back due to on death effects on like T3 maps. The visual clarity contributes to this too, like why are there death effects like the corruption tentacles that are just for visuals, and then actual on death effects that blow you the fuck up?
Movement speed should be implicit on boots as well, been wearing the same shitty boots for like 10 hours because no other boots had good rolls and movespeed.
On death effects are my main gripe with the game. Elden Ring is really tough but the vast majority of the time, when you kill a boss, it can't hurt you anymore
Atleast for you it only took 10 hrs before getting better boots. Mine was all the way back from act 2 and the next pair I got better was when I was doing T3 maps 😂😂
All known problems for many many years. PoE2 was suppost to fix this but here we are again...
The whole purpose for on-death-effects is because monsters can't fight back. The on-death-effects are the only way for monsters to interact with "zoomers" but in reality it always punished slower and tankier playstyles the most and pushed more people into going zoom zoom glass canon.
Now with PoE2 the did the same crap again. Now they have ruined their chance to great a new game. Now we have the same exact situation of them wanting to turn
PoE 1.5 (current PoE2) into their ideal version of PoE2. They have so many cool monsters but then they are so boring with on-death and ground effects.
Look at the rare monsters. So many monsters to turn into cool rares but then you slap these boring Archnemesis mods on them?...
Anyone would think that movementspeed and the charm slots would be implicits or rewards from the campaign but here we are again with stupid mandatory stats on items.
The entire game is balanced around movementspeed so why is it a random stat? Every mechanic is balanced around it.
Also, what's up with Rarity? Didn't we just remove Quantity from PoE1, why do we now have Quantity on steroids?
@KazaiTV thank god im not the only one thinking this is currently poe 1.5 not 2.
Sadly they added that because it's pretty much the only way for monsters to interact with the player and potentially kill them once geared.
In PoE 2 you pretty much need to wait a bit before looting every rare in case there is a stealth on death effect that would be hidden by all the AoE happening on the screen or the trolly animation from their death that does no damage and are just here to scare the player.
So my opinion on crafting has changed a bit from release. My main is a 77 sorc and I've created multiple alts now leveling through the beginning of the campaign with friends, I have two other characters at about level 25 as well now. Going through the campaign again after pushing to 77, I have so much gold and crafting mats that I do actually craft a lot early on. Specifically, Augs and transmutes. I use them on EVERYTHING that might roll something good. Regals, same. If I get two good stats on a blue, I toss a regal on it to see if it becomes worth using. I don't use my exalts much since those are still rare but using aug/transmute/regal is a pretty regular thing for me on alts, since I have enough augs/transmutes to spam on anything and enough regals to not feel bad about throwing it away on an RNG roll.
Same with runes and sockets. Now I can't be completley stupid with how I use my resources (besides the augs/transmutes) but my characters after doing my main constantly have good gear because I can afford to roll any blue/base item that is of higher level pretty much everytiem I find one as a potential replacement for what I'm already wearing.
Also, all the garbage uniques you find while going through the game the first time, you can use on your alts since apparently that's what almost all uniques are good for lol.
It would be cool if they made light radius into a useful stat. Like maybe Paladin Ascendancy would get more damage to monsters inside his light radius, the amount based on the LR intensity.
Yup and disable it rolling on gear that's not intended for paladin.
Like.. only scepters can roll "allies have.. x". Make it the same for light radius. Like only roll in on str armour gear or on maces or somethng.
Wait until they release all skill and Support gems. We most likely get something like this
I kind of like this idea. I remember in Diablo 2 it felt like a useless stat as well, but in Diablo 1 it was sometimes genuinely useful for planning movement (considering how that game was). Still not great but it's strange to see it only get more useless with each repeated addition to a game.
Hell yeah, lemme get a build that scales off the inverse square law! I'm not joking.
On my first character, a lightning monk, I didn't finish the trial of chaos until level 53, a full nine levels above the recommended level, and a huge part of the problem was as a monk, I was relying entirely on Evasion, which means that I was ALWAYS going to take a hit eventually, and I had no way of mitigating that inevitable spike of damage. Wouldn't you know it, my second ascendancy from the trial of chaos gave me instant 50% phys reduction scaling off of my evasion, which would have made the trial so much more bearable.
Also with regards to endgame and its current state, Jonathan has said that the Endgame literally didn't exist 6 months ago, they pivoted to start working on it when they did the kalguur reveal back in July, so what we have is absolutely a like pre-alpha version of the endgame, it 1000% deserves a lot of scrutiny, and it will be addressed, because it's very much still cooking. One of my biggest problems with it is the radius that the rare skulls show up when you're down to 200 monsters. I've had it be at 30 monsters left and no sign of a rare, because it was hiding in a corner 20 feet from the start of the map and I missed it right at the beginning. Those icons need to show up globally no matter how far you are from them, also I think a decent solution for not wasting time could be to need to kill 90% of rares to count for completion, so you're not spending 5 minutes running around an empty map looking for the one alcove you missed
Nah you're just not great, I beat on monk easy at lvl 31
you actually dont need the phys reduction. Monk gear is naturally evasion/Energy shield.
Why not have it so once you’ve discovered 90% of the map an obelisk drops in from orbit, thunks down right next to you, and when you hit it it pulls all the remaining monsters to you. No back tracking and it’s based on revealing the map and you can have a big fight once you reveal it
Could even like bring a boss in at the same time for the people who want every map to have a boss, and you’re making it easier if you take time to kill everything, or hard but fast if you just run past everything and then pull them all in at the end.
One Big issue for me as a new player in the endgame is. That Waystones are not dropping enough to sustain them without min maxing the heck out of it.
For dying 1 time and losing my only Tier 6 Map I dropped down to Tier 1 again and then getting up to Tier 4 without dying, just to not drop a new Waystone for 2 Tier 4 Maps and dropping down to Tier 1 again.
And I am full clearing every map.
If you don't have jucy Waystones it seems pretty hard if you are unlucky to even stay at the level you are supposed to be in.
You need to always upgrade them to magic and +100% chance to get more.
@sachiel123 I do but if you are unlucky like 2x you are basically reset. Or if you make a mistake and die.
You can buy lvl 5. And do you use a recipe to turn 3 pieces into 1 of a higher level?
@@staskozak8118 yea I turn 3 to 1
Ur atlas tree is probably bad
My biggest gripe is waystones... i'm literally content locked from the game because they dont drop past level 8. I'm using tower buffs, regaling them, and have the passive nodes for drop chance. They simply just dont drop, an when they do, they're like level 2
14:50 Switching out runes also means that we don't have to look for an entirely new set of gear just to make small changes when we obtain a single new piece of equipment. Found a new pair of gloves but you lost your lightning resistance cap? Cool, now switch out everything to get it back, just in order to be able to use the new gloves.
for me it`s part of fun. Finding combinations of gear or change some passive nodes to compensate loss of resist from item (and get something else from it)
THey could easily make removing runes cost gold
I think you should be able to use the salvage bench to either destroy the item and keep runes or destroy runes and keep the items.
Early game just needs Regal and Exalted shards that only work during the campaign on gear below say 70. These should drop like candy and let you craft your heart out until end game then you move to the the normal currency.
This lets you save those important materials for when you finish the campaign while still being able to enjoy crafting your leveling gear.
We live in a timeline where Raxx is wearing a red hoodie AND smiling in his videos.
Great video, my dude. But yeah, I started with Warrior and it just wasn't for me when comparing it to something like the Barb in D4, I hope they tweak it because I don't want to slog through the campaign just to "git gud" in the Endgame.
On death effects can work if they aren't damage related. They could be buffs to surrounding enemies, or maybe even frightening them
Totally agree on the visual clutter point- I think a setting for modifying the opacity would be an easy fix, and we can customize how we want
Yeah they just need to expend on the "dynamic culling" option and make it manual and being able to pretty much remove all particle effects on self and allies.
My biggest issue is the lack of power fantasy, especially in the early game. I went through the entirety of act 2 without a single upgrade, I even checked the shops but all the rares didn't help, and they were too expensive to buy.
I wasn't enjoying the game because all i could think about was. "wow, I feel so weak and there's nothing i can do about it. I can't wait to get done with act 2 so i can hopefully get an upgrade to feel stronger."
you are intended to pick up white base items and craft them up.
Sure, you can try to pick bases and craft, but 2 things:
1. That early you don’t really have that much currency to risk trying on every base except aug and transmute to hopefully have one or 2 stats you need, which will bait you into regal and 90% of the time get stats that don’t work for you. This is what raxx just said..
2. You can’t redo cuz no scours, and you have to vendor for a transmute/negligible gold or 1 regal shard when you have just spent a full regal orb, one or 2 exalts.. or a full alchemy orb which for some reason is even rarer than exalts for me. :’(
Tbh this game has no intend on giving you that power fantasy its grindy game which rewards you for skillinh the right way and using correct gear which will always make you feel a little bit stronger everytim
trading solves this instantly
I had more than enough money throughout the campaign - you’re supposed to teleport and sell / disenchant when you get a full inventory of blues / yellows
9:25 I hate the players on their high horses that just say "get gud", it would be so much nicer if it was at least half as nice as the Guild Wars community.
get gud....
There is no getting good with fighting trashmods or boring on-death-effects / oneshots. They are completly overtuned and boring. Most people don't even complain about the Bosses, that's the thing most people enjoyed the most. Later on it gets stupid because of the only 1 try bullshit. This way "getting good" is extremly painful and costly. They already have the "death = reset" mechanic. Why not give players 6 portals (6 tries)?
and guild wars is a dead game
@KazaiTVjust get good
I have a feeling that they’re new PoE players that probably haven’t even touched the end game. PoE 1 community was never this toxic.
Another thing I may add is that with the exception of expedition, all of the other mechanics become hidden from the minimap once you move away from them. Since death is so harshly punished, you may choose to finish the map before engaging with those mechanics. However looking for them afterwards makes it super painful
Ive just found out today that console players DO NOT have the loot filters! Thats absolutely crazy. Shame on GGG for not implementing an in game loot filter😢😢😢
Ty for feeling our pain ❤
to be fair, pc players wouldn't have one yet either had they not been clamouring for one. neversink said he wouldn't make one so soon and the current one we have doesn't really filter anything out, just highlights more important things which is why its a litefilter.
Definitely making me better at identifying good items my self but sheesh we need one ggg please my only complaint
Yes it's really bad on consoles. Reached t6 before realizing there are tablets disguised as white trash. Sometimes I backtrack the map and see unpicked exalts. Really sad I picked ps5 version over pc.
@@narcissusbaz55lol why the hell would you pick ps5 over pc. It’s like you deserve the punishment
For me, this has to be one of the best videos I've seen you put out Raxx across all ARPG genres. This video was an echo-chamber of shit I've said out loud playing PoE2. I barely dipped my toes into PoE1, so I'd throw myself in the "new player" category and I feel a lot of these points are a win for both the more casual crowd and dedicated alike. I specifically wanted to call out the ascendancy issues you mentioned and difficulty were very spot on in my opinion. Great video.
You forgot the most obvious and strongest way to get good item during the campaign. Instead of slamming your exalts with crafting, just spend 1-2 ex on pretty insane upgrades on the trading website.
Most good items for my deadeye cost 300 exalts...
This happens when they don't drop like candy early on. If they are not plentyfull then it's not worth to use them.
Having a SSF + Currency Exchange mode would be amazing. Imagine that with buffed currency drops for that mode.
You can craft your own stuff and still farm currencies to trade with others currencies that you need for crafting.
@@narcissusbaz55 youre smoking crack. you can get perfectly fine entry level gear for 1-2 exalts. yea if you want 5-6 bis stats on every pieces its going to be expensive. you dont need that for the campaign
@@narcissusbaz55that's crazy
@@narcissusbaz55 Items you need to beat the campaign cost 2-3 ex maximum. You are cclearly looking for endgame gear.
Remove the "attribute requirement affix" from the affix pool. Keep the attribute requirements the same for gear and spells as they are now.
Buttttt, each class gets that affix built into the character upon selection and ascending. (So there is another reason to select a character from the start.
Example. Selecting Sorc= -20% Int requirements for spells and gear.
Ranger= -20% Dex requirements spells and gear.
Monk= -10% Dex and -10% Int requirements for spells and gear.
Then when they hit their first ascendancy.
Sorc= -40%
Ranger= -40%
Monk= -20% -20%
This would also give each class a little more identity when you first select them.
Really good ideas in the video though, Raxxx
The top thing to improve for me is visual clarity when in coop (and sometimes solo). Being able to change the colors of the fx for spells (poison, elec, ice, etc..) when it is emited from an ally would vastly improve the fairness and enjoyability of the multiplayer experience.
Also the resurrection time is too long and the prompt somewhat unclear. While in duo it's almost impossible to revive an ally on many boss.
Lastly in the same optic I would like a spectator view because most of the time when you die you dont see what your allies are doing and can be left stuck on a borring screen for minutes while you wait for a revive.
And for sure they need to fix the loot loss on death because there is nothing more unfair than seeing a good drop being removed, especialy after a tedious boss fight. The best option would be a seller who scavenge items you forgot so you can by back anything you have missed in your previous hour of playthrought.
In PoE1, the Bloom setting could significantly reduce the brightness of visual effects. I think it's the same here, because it's a setting. Not a color change, but at least something
me and my brother occasionally run couch coop and its cool but they need to let me sign into my account instead of running a second toon from his account like wtf we both have an account why cant we couch coop on two accounts this game is on console and controller afterall
thats intentional u shall not revive ur friend vs a boss
Only the clarity of what you said is good. Being easier to revive teammates isn't good. You should be punished for dying, even in coop. Look disappearing on death sucks, but you also shouldn't be rewarded for dying either.
Honestly Rax I would happily sit and listen to you talk about poe for hours on end, It was really enjoyable too listen too your long detailed review about the current state of the game and the issues that ggg could look into. Would love if you made more long videos like these.
Great video Raxx. I’m 100ish hours in, using your ice monk build. I’m really liking the game so far but there’s one thing that I would like to see more addressed by Poe 2 creators. There’s an issue where a large number of players (including me) are getting serious PC freezes since launch day that has not been resolved, and it’s being ignored by GGG. There’s a forum thread on the POE official forum with over 240 pages with complains of pc freezes. Other than that, great game and I’m sure it will only get better.
Using the guide have you noticed your self being squishy around act 3? I feel like it’s a glass cannon
They arent ignoring it they are working on it. GGG_Jeff I believe his name was has responded and asked for people experiencing this to DM him their Dxdiag. It is annoying tho but disabling cpu 0&1 from task manager has helped
Yes its seriously bad, ive never had any game EA or full release this bad for me in idk the last 10 years. Often causing your PC to require a hard reset if you dont disable CPU affinities.
same here. really enjoying the game so far with my invoker build but I have limited time for gaming (dad gamer) and really tired of the multiple pc freeze issue on each session. I know the workaround to avoid freeze and instead crash to desktop but that is not a solution. I would be glad if this is addressed soon
@@maxpowers4436Same. I had to reset my pc an unhealthy number of times. What really grinds my gears (no pun intented) is how little they have acknowledge this issue, considering its severity and the number of people reporting the problem.
Thank you for this honest and straightforward review, you bring up some very valid and well considered points.
My gameplay/playstyle is somewhere between casual and hardcore. I like to build a strong character but I'm not min-maxing everything. My playtime is limited and have not made it into the endgame yet, I think at this point the majority of players have not finished the campaign.
I really dislike wasting time, since the time I have is so limited already and I'm sure I'm not alone in this. So backtracking, or losing progress, going through several rooms to ascend only to get set back to zero is all very time consuming. The timefactor is something which needs to be balanced very carefully before release.
Me 100%. I love gaming as much as I did as a kid, but I just don't have the time anymore. So the time we do have has to feel worthwhile. Hopefully they find a way to balance things out without ruining the fun for the no-lifers
FIX CRAFTING. Maybe people don't want to have 99% shit tier items with slamming exalts which just delete your currency just to have the 1 out of a 100 items that isn't total garbage.
Maybe related is to make items smaller in inventory using smaller space squares and more of them, tired of going back to town every 100ft, stuff costs too much and gotta get all the gold I can
@@laars0001, please keep your mobile-gaming to yourself. Leave us at least a couple of games with old-school design to feel like the old days
@@laars0001how to say you're still in act 2 without saying you're still in act 2.
Why are people bashing on this poor guy for sharing his opinion? not everyone is a gigachad like you, not everyone have spent thousands of hours in poe or other arpgs.
Let them share their voice, their opinions are as valid as everyone else's.
@@staskozak8118 Brainrot take why are you saying like having to return to town every third corner takes skill or something lol it’s not it’s just annoying af.
I did my last ascendancy in sanctum last night. First try as well. Lvl 84 ice invoker monk, just need high honour res and max % honour. Get some good boons (movement is so essential for the last floor) and I had 2k honour after final boss. That was such an adrenaline rush and I loved it
Hello Raxx, it’s everyone. Thanks for the hard work!
Art is among the most important aspects of a videogame. It gives your games an identity. It also matters so much for first impressions.
The augry map isnt bad. kill the mobs before you pull the lever. Its one of the easiest and quickest to full clear.
200 would be easy. Im stuck trying to grab ~630 strength. The entire game has been designed around limiting diversity and options. Ive grabbed every str node i can plus the titan str nodes, plus str on every piece of gear and have yet to come close to 630 str.
how is it ever possibly one of the quickest to clear when you spend at minimum 18 seconds pulling levers? i can kill half of a sandspit in 18 seconds
My favourite voiceacting line: (Sorc) "Eehhhh, toxins!" :D
D4 targeting these PoE2 vids with that Rhyker ad.
Yeah, it’s super annoying
When you talked about gear at 20:20 I really felt that, I played a little of diablo 4 and poe1 and poe2 is the first arpg i'm taking a little more seriously. i'm playing minion witch which you talked about might be the exception but my gear is all dogshit, i'm lv 60 rn and i'm still rocking some level 30 stuff i got before cruel because i'm on ssf and can't find or craft anything good. this is my main gripe with the game. everything else feels horrible to do epically bosses because after i finally kill them i rarely get anything worthwhile.
Maybe the answer is the trading website. I had the same issue with my witch
The well is so weird, they must have something in mind with that, like something that has yet to be revealed, because it's borderline impossible to look at the well mechanic and think "Yes, this is good" It's such a weird addition that serves no purpose in its current form.
They literally said that well is just a nice thing to click instead of flasks autofilling in one of the interviews. The well is just 100% useless and something they ALSO wanted to implement in poe 1 but couldnt back in the day. It is supposed to be the same as going to Akasha(?) to buy pots / heal in d2.
It's just a hommage to D2 and it's stupid and outdated.
They should change back to auto heal/recharge in town.
If they want to keep the well, perhaps it gives a small, temp bonus.
Otherwise get rid of the well mechanic.🤓
I've never been so happy to hear someone say, Remove all doors from ALL ARPG's. I'm glad I'm not the only one out there
Surprised you didn't mention the waystone drop rate. It's absolutely awful. I literally am being stonewalled from playing the game due to the drop rate of these things. Needs a buff for sure
Kill bosses, spec into waystones on the atlas tree and you'll be fine. I have a tab full of t15 alone, it really isn't that bad once you get over t7-8.
I think the design is bad because you need to spec into waystone nodes to maintain waystones.
@@Kyoth3 The design would be bad if they didn't give an option to spec into something you need and the waystone nodes are on the way to the ones that give more loot, not at the end of the tree so I don't really see what the problem is here.
Great video !
I will add just three points :
* The lack of agency in endgame. The atlas tree for league mecanics are unlocked when you actually kill the boss of the mechanic. Which mean you are not using it until .... very late. This is such a constrast to PoE where you can specialize to a specific mechanic, in order to gain access to it much more easily.
* The one death on the pinnacles boss. Getting access to these guys are already a hassle, taking wayyyy much more longer than PoE1, but having than one shot at them ...
For a filthy casual like myself with a job, that means one try per week, if I do nothing else than PoE in my personal time. Do you imagine trying a boss in Elden ring only every 10 hours or so ?
* You must find the citadels. Okay where ? I have finished the T15 quests, and find only one citadel. There is nothing to give you a direction.
Overall the endgame system feel like a first draft. Goods fundations, but there is also significant design problems.
Love the game so far! I'm a dad gamer with kids so I have just made it to my second playthrough with my grenade monk. My only gripe is how long it will take me to get to the endgame and how expensive respec is.
I really like the value that both white and blue items can have.
Hit many of the points I had on my list here, I feel like a lot of players kinda have the same general direction they want the game to be going in. But it's the little things like the discovery radius on the map for exits, POI's and checkpoints/waypoints being too low are like nice to hear someone else noticing :D ggwp bro, as per usual!
@Raxx, so true about noob/first time PoE players, ..... GGG making the beginning early game and progression so hard, makes us quit. I almost quit due to warrior being what it currently is, until a guild member helped me out [tips, switching to sorc, gear, carries] to help get me through.
I saw what others were going through on warrior and so.. I made a bow warrior lol Some of the most fun I've had, I already picked warbringer pre-armor explosion nerf so I'll have to think of something to do for an armor stripping physical ranged build. Otherwise, bow worked so well for leveling warrior I'm now making a titan as well just to see what silly passive stacking I can do with bow or xbox
Warrior sucks especially before the roll change. The early progression can easily be fixed by making Transmutes and Augs drop like candy.
If players could craft magic items like crazy from the beginning of act1 this wouldn't be a problem anymore.
You would be constantly looking for good bases for you on the ground or from vendors to craft on. At the same time you would disenchant your rares for regal shards to turn your good magic items into rares, then exalts for more stats. This would mean that the drop rates need a crazy boost. Also buffing disenchanting would be great for early game.
@@LastAphelionwarrior sucks because maces have a horrible early game ... If you don't use a mace you don't have a problem
I agree with your takes. I would also like to add that I hate having to waste time on lower level monsters, that should have died with the most two hits. Just quit spawning monsters again after I cleared the area, it is annoying, or let me spawn at the last place I died we should not have to be perfect while in early game trying out our skills and support gems. More side quests for more passive skill points. Not enough skill nodes to increase our damage output. Our gear is not top notch because we can't craft and the gear is trash so we have to use up our currency to "try and make it useable". Some skills don't work while moving or getting bumped by the enemy i.e. flame wall. I don't believe the amount of experience we are getting is equitable to the amount of skill points we should be getting. Shorten the amount of the experience bar per skill point by approximately 25% - 30%.
The Trials sucks. Melee is underpowered and way too slow. The game changes into POE1 by Cruel difficulty if you aren't playing melee. The UI is terrible when you want to look at your stash and skills at the same time. Everything else is great.
PoE, the game with 100 build options and 50 of them are un-viable (if they're based on melee). Imagine trying to do sanctum on melee
2:26 that is a joke of a statement 3 move patterns that get cycled where the only stressor comes from visibility paired with delayed attacks that .... have such strict tracking u can meme and make them 360. the challenge is not from reading a well designed animation like a fs game but timing a dodge based on a audio key to avoid one shot mechanic or schitzo aoe spam. they are either a repetitive slog, a u getting insta one shot or u insta one shot them. regardless of "difficulty" they are no where close to from soft quality. its crazy how much these at best mid bosses get jerked when fs bosses have infinitely more depth
It also feels like movement speed boots are essential in some boss fights. Your attacks are so sluggish during the leveling stage where u can just get locked into an animation and don't have enough time to roll out of the huge AoE of a lot of attacks
They need to change the sell/buy items, something like the currency system, is kinda stupid (go to web page, search item, send a message and all of them ignoring messages "like POE1", takes like forever to find items because everybody post but never reply, they still have the stupid system and this sucks
Worst trade system in existence but people love to defend it cuz nostalgia
@@toukoenriaze9870 It's worth defending because it's lowkey incredible. No other games allow you to filter to the extent of the poe trade site, you can basically find the exact item you need for the cheapest possible price. It just takes time to learn which makes people not used to using it feel as though it's inconvenient when in reality it's incredibly convenient, once learned. Also the people ignoring your messages problem is almost a non issue, the odds that there are like 100 items that are roughly the exact same if you're using the filters appropriately is incredibly high. You can just spam 10 different people and like 4 of them will message you back.
Dunno if you already sent the list, but if you can include something for control: the game has kinda of an auto-target so you can focus on your movement and dodging while in combat, but this feature seems more like an encumbrance, cause 9 out of 10 times the auto-target focuses on enemies that are far away instead of the ones that are on you. So you have to do crab-claw grip so you can aim the skill, and as soon as you let go, the character targets the farthest enemy again. Also, for interacting with gear or interactables like the crystals in Trial of Sekhemas, if there is an enemy kinda close, the interact button disappears and you have to clear the screen in order to have the chance to interact, and good luck if are using the death bell, because until it despawns, you won't be able to do anything
Im level 44 and beat quite a few bosses and have yet to get a good drop, so my dopamine level has yet to spike
Yeah I don't even think I've seen a drop that seems usable let alone good for my class.
im about the same, had nothing stand out at all - even when I get mats for crafting (still well too low IMO) I always get two or three dead stats
get ready for it to remain at a asteady level lmao
1000% agree on the On Death effects. The dopamine hit after killing something challenging is immediately ruined because you have to stop and stand there for a few seconds in case something explodes. Then you lose the loot, the map, and XP.
In a similar vein, mobs that can explode corpses from off screen.
Also, I miss the old essences and the crafting bench. Crafting feels really, really bad right now. I shouldn't be in maps wearing something I found in early Act 1 because I can't find or craft anything better.
Last epoch has the best crafting system for arpgs rhat work for hardcore 1% players and new players
Lmao Le system is dogshit for top players.
Yep it's so good
Brilliant crafting. i enjoyed it so much. You could steer it kind of the way you wanted to, but also gamble and get lucky
Love this!! Could listen to Raxx talk about Poe2 for hours!
You d4 Andy’s are gonna learn that ggg isn’t the pushover blizzard is. They don’t just make changes because their players whine. And that’s good because that’s how you get shite games like Diablo 4. So let ggg cook and stop whining about every little thing.
I've been playing PoE for 12 years... Yes, they do make changes because players whine. At their discretion, they will determine whether a specific design choice is fundamental to their core vision, and if not, they will change it when the players whine.
They need to make the game harder tbh.
i love what you do for the community, i dont watch streamers, i almost exclusively consume youtube, but i look forward to whatever new stuff or ideas you have to share or say.
one suggestion for the attributes, give us higher attribute value the further we get in the passive tree. It doesn't have to be 5 points of attributes all the way. Or let the nodes provide more attributes the more nodes are opened. Either way, the puzzle is still there and there will be no need to decrease the attribute requirements on highend gear (or maybe they would still need some tweaks). Thanks for the video Raxx.
This is the most spot on feedback. You're not just reviewing from your perspective your thinking of the new player. Something sorley missed by many the poe1 vetrans reviews
Speaking of Light Radius, i think there should be separate item apart from charm that dedicate to increase light radius. No one would ever pick light radius mod over any other mod
Light radius isn't a fun mod ... It's a mod that purely exists to make getting other mods harder
Good review, though I disagree on one point re: difficulty, especially Act 1. You say the difficulty drives away newer players, while from what I've heard newer players love the challenge, and it's the hardcore poe1 players that complain and want to zoom unchallenged at all. Plenty of streamers in HC died to a boss their first time and complained "this game is pretty hard". Did they all expect to faceroll the entire game? Act 1 is perfectly tuned and exactly caters to challenging-but-fun goal GGG has for the game
Their is a passive for one handed axes that on kill grants onslaught which gives you 20% attack speed and 20% movement speed. It’s not on game yet because axes are not in game. Yet I got an orange drop helmet that just gave that passive onslaught with boots 20% and attackspeed gen 25% I’m zooming and attacking so fast and it’s always up! Didn’t even know that was possible to have onslaught without axes!!
I 100% agree with everything you mentioned. On a side note, Scouring orbs and crafting bench would fix crafting early game almost immediately. Also the leveling uniques need level adjustments. For example Lochtonial Caress and Wanderlust boots would be significantly better if they had no level requirement.
100% agree with your feedback, very well thought and direct. Literally was running a map while listening to you and couldn't agree more that backtracking to finish a map just SUCKS (had to do it because I didn't see 2 rares..)
Good feedback, hope GGG use this as a base to improve this wonderful game they handed to us.
I agree with 95% of what you've said here. It's a great game. An outstanding foundation to build on. I have confidence GGG will listen to feedback and keep making it better. They've been doing that for a decade. Nice work on the video!
My man hit the nail on the head with hiding other peoples spells. Throne and Liberty did it and now I beg for it on any other game lol! Love the video bro. Glad to see not only did you say what you’d like tos we changed but you said the why and the how you would. Not a rant video. Very well done. Keep killin!
Agreed!
The following suggestions/rant comes from how much i love this game. 72 warbringer ssf.
Stash Frustration: Lots of good yellows sitting in my stash, but not enough exalts to use them. Feels like wasted potential.
Map Overlay: Why can't previously explored rituals, breaches, and points of interest stay visible on the map? They only show up again when I'm very close, which is inconvenient when backtracking.
Pathing Issues: Getting body blocked while using Stampede/Shield Charge is frustrating. Shouldn't I be able to push away/through mobs? (like carving a path)
Skill Dependency: I Keep defaulting to Mace Strike due to its reliability and damage. Other skills feel slow and risky while doing maps.
QoL Suggestion: A button to automatically stack all currency in my inventory to the currency stash tab would be so good.
Skill Mechanics: Some skills, like Sunder, feel clunky on M&K, locking onto enemies instead of following the mouse cursor sometimes.
Camera Recentering: It’s disorienting when the camera moves and recenters the character horizontally every time I open the inventory or character sheet.
Casual Dad gamer here. Started day 2 on warrior. Couple hours a night after work and some weekend grinding. Just hit 69 last night lol and finally made it to maps. I kept a log and tracked a few things on the way. 1-67 I found 9 exalted and 7 regal. Not much… of course having now idea early on I wasted my exalted and most other useful mats. It was an absolute struggle being new. I’m not sure if this happens with other new players but from normal to cruel was way confusing. It tells me to go here and there and I searched for hours on some quests. Figuring out ascending was something else lol. Now thankfully these days we have TH-cam and streamer content. With Rax vids and other vids I feel like I at least have a the general basics down to move forward. Loving the game and it’s great. Not having hours a day to invest has probably been more enjoyable for me. I look forward to logging on when I can. Now today I’m no lifing so good luck in your drops boys and gals…
With regards to attributes, I believe that they should not only look into requirements a little (to lessen the strain), but also look into reducing the power of items like Astramentis that straight up solves attribute requirements across the board for any character without them having to invest into it at all (maybe make it like 8-10% increased attributes instead?).
Perfect! 100% Agree!
I couldn't have put it into words any better.
I hope GGG accepts the constructive criticism and suggestions and implements them!
Especially regarding the Ascendency points, Raxx is so right...
Lots of great feedback. My #1 top priority for them that wasn't mentioned is the crashing. Never in my life have I played a game that crashes so much, and sometimes you have to even power off your pc completely. Even the regular crashes can kill the vibe of the game but the power off one is way worse. Its happening to a lot of people too. To me this is #1 above all other issues to fix.
My #1 problem with the game is the AWFUL trading system, you simply can't buy/sell items in a reasonable way if you're playing on console or steamdeck. I grind poe mostly on my deck and I don't want to sit on my pc just to wait for trades, the game REALLY needs a god damn auction house. It's just a super outdated clunky system with no benefits. ((Also, steamdeck performance is HORRIBLE lmao, breach or ritual drops to 3-10fps))
Pretty much You Sir pointed all my issues, well done👍
Hope GGG hears this and do some tweaks here and there, still over-all game is 10/10 for me 🙌
Very fair well thought out analysis Raxx! Keep up the great work and streams!
I like the well. It actually highlights when you need to click it so I never forget.
Great point about the new player experience. I remember my first time playing poe 1 being so lost as to which skills to choose or the importance of support gems. I'm sure a lot of people new to poe benefitted from the new system in poe2.
Good feedback. As far as building the endgame, I’d like to see the Settlers of Kalgur city building applied to your hideout. This would be hard to accomplish with hideout microtransactions, but the thought of it would make me want to find endgame more than anythting
I like that the game is designed with the idea that not everyone has to finish everything. But, if that's the design, then I would like to see mechanics in game preventing boosting/carrying. For example, every final boss of every act should be done only solo, the same applies to ascendancies. Without things like that, its kind of pointless to make game so challenging and penalizing.
Hi Raxx, I agree with pretty much everything you said, there's just one thing I wanted to add.
1. Early game problem solving - Many people are asking for boss carries over adding single target dps to their build.. Do we want to reward players that put single target dps/survive in their builds (leveling mats or something), or just allow new players to avoid developing that skill.
30:32 First time hearing about such an issue in Act 2. It only takes to hear a few story dialogues, invest a few minutes into story and everything will make sense.
They implemented the checkpoint teleport system to address the "huge maps" complaint and it was a great solution. I say put some random checkpoints in maps as well, just for the sake of solving the backtracking issue while hunting for map completion.
As a D4 refugee Raxx and NickTew are my go to POE 2 guides.
absolutely great video, great detail and emphasis on not just "x needs work" but also the 'why it needs work'
100% agree with your take on waypoint/exit visibility and rare mob indicators on end game maps. My friends and I say “path of backtracking” way too often.
The solution for the crafting during campaign is having essences early on. Or give us back the crafting bench. My 2 cents.
Lucky GGG if they read this. This is such good user feedback. Structured.Spot on.Just the right amount of detail to make it clear enough. All valid points. This has so much value - so much value - that if I was GGG I would hire you as a consultant. Everything is just… perfect and so well balanced. You’re one of the guy to listen to. @GGG you’re already doing so great… here is some invaluable feedback. To the stars…
Completely agree on: Trials and Ultimatum being in a bad spot,, Crafting being non-essential for much of the game,, Act 2's progression being confusing,, backtracking giant maps,, Uniques being underwhelming,, and a slew of other things.
But I'm also interested in your take on Kripparian's criticism, that the endgame in later tiers practically becomes a hard progrerssion wall for everyone.
I love the wiki. I unironically love the implementation of AI to read the audio for the skill gem descriptions. It's an economical solution for something peripheral to the core of the game that immensely helps accessibility and saves everyone time.
A lot of games have been adding an option to make your own spells / attacks more transparent, and I do agree POE 2 needs that feature as well