An actual adult enjoying a game and informing us about it, no shitty content and speculation for hype's shake. Good job mate, only watchable poe youtuber every single time during pre-league
You are currently the only poe2 content creator I can still watch. For a couple of reasons. One being you put a disclaimer what you will talk about, because I don't want heavy spoilers when it comes to full builds. Secondly you don't indulge in too much speculation. Third you have content, most content now is more fluff than actual information. and at this point I just can't take the hype and more. People are excited about the most benign shit. "OMG the amount of pixels on this inventory screen is JUST INSANE! I have never seen so many grey colors in one game! GGG never has ever released a better version of poe2 before this version! This game will break the existence of sentient AI and reality will fold into itself - it's just that good"
In LE monsters gain 1% penetration per level up to 75%, and damage balanced around that, so player with 75% resist will be taking 100% of the damage, while player with 0% resists will be taking 175% of the damage. This makes additional penetration less punishing, and maximum resist stacking - more balanced.
@@Nukestarmaster This is beneficial to the player, except for when going past the usual maximum resists, which i don't think LE has any way of doing. You were dying because of poor understanding of game mechanics.
@@Nukestarmaster There is a difference between knowledge and understanding. If you don't understand that such resistance system is beneficial to you, after getting an explanation and an example - you probably don't understand many other mechanics.
@@Nukestarmaster I should've done better job explaining and made comparison with PoE resists. In LE if you go from having 75% resists to 0% you take only 75% more damage. Same situation in PoE would make you take 300% more damage - 4 times as punishing compared to LE resists.
I think LE resistance design they referring to is actually the formula where char with 0% resistance receives ~twice as much damage compared to char with 75% resistance (instead of 4 times the damage in poe), which still makes resistances extremely useful, but they are not mandatory to avoid one-shot from even weakest of the mobs.
I love that fact that you only have 1 of each support (not when I first heard though). It makes the other skills have more impact and combos feel better and more useful
Damage conversion works in different way. In poe 1 you can have pure physical damage 2h axe, scale it with increase physical damage passive nodes, more physical damage support gems, and than convert all that damage into fire and scale it from increase fire/elemental damage passives. In poe 2 it will only scale from fire/elemental damage passives, and conversion will work only for base physical damage...
The change I most dislike. I mean what were they thinking, this means going into full damage conversion will require an entire talent tree respec at some point. Thats never necessary in PoE1. Also its just more intuitive and easier to understand if your phys dmg increases still apply after conversion. This change actually makes build designing more convoluted.
@@Ambander-p3x It means you never need to convert your base damage. In PoE1, if you want to play an elemental attack build, you basically have to build phys and convert it or play tri-element with Trinity, with some exceptions involving uniques. Well, you can't build Trinity on every skill now, so if they'd left conversion the same, every build would be a phys conversion build or unique dependent. Now, if you want to scale a fire damage attack skill, you just need to scale that attack, and you might pick up some convenient conversion, but it's not necessary, it's just an option.
@@ruibarian5187 That doesn't make any sense. If you are taking elemental damage nodes and part of your damage is physical and part elemental, you are making a trash build. You are taking nodes that affect only a portion of your damage, instead of all of it.
Thank you for this! I've been planning out a build for the Sorc and keep finding myself going to the baseline of an aoe clear skill then a single target - the rest defense/utility. Gotta wrap my head around ALL skills being able to serve as both aoe/single target, let alone the passive tree/weapon swap options. Thanks!!
my first character is just to have fun. Im going to see how far i can push the character in both damage and survivability. going Fireball build with that support that shoots projectiles in a circle around you.
Cant find the info: About controller in poe2 (PC) In poe 1 you must select if you wanna play on controller or mouse+Keyboard before log and stick with it. In modern Arpgs you can change controller for M+K on the fly? By touching a button on mouse or the controller. Will PoE 2 be in par with the modern gameplay (D4, Last Epoch, etc) and change from C to M+K on the fly or must select before play, as PoE1?
On damage scaling, I was cross referencing PoE2DB's database of PoE2 main skills against the PoE1 skills of the same names and noticed that PoE2 skills in generally are significantly weaker (so even if it seems like there's a lot of the same more multipliers, you won't end up with anywhere near the same damage.) Sorceress spells for example in some cases were less than half the base damage at the same spell level. Cast times were almost always 1.00 secs whereas they were often much faster in PoE1. No spells had added damage effectiveness over 100%.
I'm a bit worried about the 1-portal only, especially for new players (but i guess it'll be a massive change for everyone not playing POE1 HC). Hopefully the start of the endgame (what is now white and maybe yellow maps in PoE1) is pretty forgiving, since it'll be pretty demotivating to die a lot maybe even have to reset the atlas
People will just be more worried about survivability than damage. Less people rushing even if they die multiple times in map, a more steady progression.
IMO one of the biggest changes is removal of the scouring orb - what does crafting look like after this? Drop some T3-4 items and hope you can finish them, or pick up every white item and get a few crafting attempts at the end of every map? Hope they add to the crafting system in the first major patch.
Nice vid as always! What do you think about having varied amount of portals per map, starting with infinite tries next to the atlas starting position, and going down based on distance from the start, say if the map you run is 15-20 distance away from the start, you go to having 1 map try, as the vision is right now. Or maybe having a pathway of one-portal maps that have greater rewards randomly around the atlas. If this ends up being too punishing for players, there are a lot of cool ways to fix it.
@@kkplx unid rares will have a tier marker next to them, which will give you an idea of how high the modifier tiers are likely to be when you ID it. keep in mind that this is not an intrinsic property of the item itself, only of the roll when it drops, so further modification or crafting will be the same regardless of drop tier.
@@springheeledjacques yeah i remembered there being something about the further crafting - i was mainly wondering if an item filter would highlight "higher tier rolled" unid rares. which seems to be possible.
Great video, Gog. But I do think it's misleading to tell people that playing Sorc or Ranger isn't a good idea in the new Mediumcore Atlas, simply because they have a theoretical disadvantage in base defenses. The truth is, we're still waiting on the discovery phase of the game to begin, and we shouldn't be saying things along the lines of "Maybe avoid X class if you don't like bricking maps", when none of us, not even you, have even played the game. Let alone far enough to know what any single class is like defensively by level 65.
I am confused. Are you saying maps (called waystones) only open 1 portal instead of 6? I feel like i clearly saw 6 portals open in the reveal. The way i understood it was that if you run out of (all 6) portals, that node on the atlas is locked out.
15:07 this is my primary fear for the game… as someone who is on a pc for 8+ hrs a day already for my job, I’m worried poe 2 is going to be an RSI speedrun simulator
I’m not sure how I’m going to like the one portal aspect. I like turning my brain off and blasting… to be honest, my brain doesn’t work great when its fully on. In POE 1 it was not a good experience when I lost an encounter due to learning a fight and burning 6 portals. Hopefully bosses are accessible enough for this not to be a problem. It would be really bad if the best thing to do is avoid bosses until someone posts a guide.
Yes. Me too. I have several mid-90s chars that haven’t done Uber lab because I just hate that pseudo permadeath feeling when I happen to catch a lag spike or some random one shot I didn’t see coming and have to start a run over. And that doesn’t even stop me from just trying again! Maybe it won’t be a big deal. Maybe I won’t care as much as designed. Maybe it will be easier to avoid one-shot mechanics generally in POE2. We’ll see.
The one portal change undoes 95% of my excitement about PoE 2. Given that hardcore is so much less popular than hardcore and hardcore is still available, I find it utterly baffling that they’d choose to force a more hardcore play style on everyone. This will amplify the annoyance of any unexpectedly rippy mechanic up to 11.
Are you sure this is accurate as in the POE 2 reveal trailer at 52:04 we see a zone being opened at there are 6 portals into the zone. I think what GGG means is that if you fail the map IE losing all 6 portals that map is gone and you have to then find a way around if you want to get to somewhere behind it. So its not like you can keep slamming your face into one map over and over again until you clear it.
The 6 portals are in case you leave the map and come back or have multiple friends. They have said that death means that the zone is failed for you and you can't re-enter.
Last Epoch's resistance system does make sense from a game balance perspective, but it's so opaque from a player perspective. 75% resists doesn't mean 75% resistance but rather... uhhh... look it's good to have them but what exactly 1% extra res does is context-dependent and very explicitly treadmill-y.
I think LE's system is great because it allows resistances to scale much more linearly with character level, instead of having each additional point of max res give exponentially more EHP; the issue is mostly one of how to communicate it to the player, which as you've noted is a very difficult one. Saying "75% base res = 0% effective res and 0% base res = -75% effective res" is *almost* accurate, but still isn't perfect when it comes to things like stats based on overcapped resists (e.g. Boneclamor Barbute).
I think it’s fine to require bosses be 100-0 in one attempt. I think it’s fine to make bosses hard. I think it fine to require you to find bosses at random on the atlas. I’m ok with one portal. Then thing is with all of those together they’ve designed an annoying system where it will be very hard to gain the knowledge to kill bosses on your own. That seems bad. Six portals plus the 100-0 rule seems plenty.
I like how you put 6-fingered archer as a background when you are talking about multiple main skills usage. Indeed, you need all the extra fingers for all the skills 😄
1:36 I wonder what happens if you die in a super juiced map but portals are leftover, I mean so far it sounds like only you cannot enter again, so what about other people? Could you just call in a friend, sell the portals to others or just use alt accounts?
I hate the 1-portal thing. Death already was such a frustrating part of this game, it's a real step down in terms of gameplay, feels like they're shoving ruthless+HC on us
i always wondered why 1-2 differs from 3-4 buttons? You already have you most used skills on mouse anyway. So main skill + probably defence option or secondary skill. So additionally you would click 3 skills one each in 30 seconds or 1 skill once 10 seconds - how it's different? You already have your fingers on those buttons.
@divinityai I have no power fantasy of doing combo abilities to get a multiplied output. I just want to kill mobs and occasionally dodge stuff, pre nerf winter orb and cyclone were the best
@@JfkNeedsWindWall then you can play this way, what's the problem? People play cyclone in 3.25. Seems you are the whine type of the game that doesn't even came out. "power fantasy" whiner
@divinityai what kind of degenerate reply is that,??? I want a chill minimal button gameplay and I'm supposed to be happy that it's not going to be optimal? If you aren't going to have a dialogue then don't reply to people.
@@sirgog I am also 99% certain they have continuously made campaign content easier over the years in PoE. Dominus in Act 3 used to be able 1 shot anyone with Touch of God, now you can facetank it even as caster classes.
@@MediocreGamer1 Yeah but older patch Dominus would 1 shot you with Touch of God no matter what. It HAD to be dodged. Now you can easily facetank it with resists and some other defenses.
So basically, you start the atlas at a fixed location with 4 or 5 maps to choose from iirc. If you die in each of them, you're locked out and have to reroll a character? xD
Hello Sirgog, I have a question that was worrying me about PoE2: will we still be able to use tools such as Awakened PoE Trade? Even with Faustus market, it still is an essential tool when farming. Do we have any info about that yet? As always, thanks for the great content!
Sadly, the one portal endgame style is not for me. It is the single reason I most likely will not play this game. I am the opposite of hardcore and this sounds too hardcore for me. Focusing on defenses before you can play endgame is less fun for me. Here is hoping that POE 1 continues.
@@sirgog I hear you and appreciate the response. I can see that I will not enjoy the frustration of finding a map, facing the boss, dying, and having to do it again. Not my thing. I will take one shots instead.
Ok, so I'm just at 4 minutes in where you talk about offense vs defense. I kinda disagree that one should overly focus on defense first. Mainly because if you can't kill enemies fast they will hit you more and that usually is worse in terms of taking damage than having another 25-40% damage reduction (however that may look like in particular). I do definitely agree that completely neglecting defenses like you sometimes could to some degree in PoE1 would be a mistake, but I'd strongly caution anyone to neglect offense just to overscale defense. tl;dr: dead monsters don't deal damage, still focus on offense first before catching up on defense
This has to be felt out a bit but what you said probably will not apply to rares and bosses which are the most dangerous. Normally you need pretty high amounts of damage to kill those fast or even oneshot them, dmg which isnt easily obtained early. We will have to see how it is in POE2 but in POE1 if you neglect your defense scaling you asbolutely get randomly oneshot in maps sometimes even from offscreen. In POE2 you will have to kill all rares to finish a map and also for bosses you only get one try. Zdps builds will eventually kill things but glascannons only need one slipup to brick a map. Typically how it works in POE is as follows: Your dmg comes from your skills, have maybe one or two skill/curse for dmg mitigation (it doesnt seem like auras are a thing anymore so no aura stacking), one or two utility, the rest is for dps, your tree should be somewhat balanced with taking dmg nodes as well as defense nodes and your gear (at least at the start) should be fully focused on defense. (exept weapons)
Glass cannons simply won't be valid builds. In POE1 people are hesitant to run low-life with Coruscating Elixir as the only chaos mitigation - it gets done but it's a fringe choice. POE2 will be similar. High damage super squishy will be a meme build just like reserving 85% of your life without Shavwraps or Elixir is in POE1.
Even more punishments for glass canon builds. Let's go, I love being unable to play the game as I like. Honestly that 1 portal thing is my only concern about poe 2 because poe 1 is already heavily advantageous for tank builds and nobody wants to lose 10 div juiced map just because something offscreen deleted him once and you will never even know what if they won't let you go back in the map to analyze it.
nah, noone plays "tank" builds in poe1 softcore. People just add enough survivability to their builds, but up to level 88 you can use deaths as "resource" and play glass cannon because xp you lose doesn't matter if you do more damage.
Imagine farming 100 breach splinters . For the uber breach boss and getting 1 shotted. Thats all bud. Imagine killing the 2 generals and all the other conditions to unlock the final boss. And boom u getting 1 shoted.. go ahead farm the conditions again for hours just to get 1 shotes again. Such a retarded system
@@divinityai yeah "up to level 88" I'm pretty sure casual player experience will be sufficient but I'm talking more about endgame map juicing. Try to play 100% deli with possessed bosses or rogue exiles. You are either tanky or have to spend mirrors in gear to get enough of damage so everything dies before it attacks and even then you ocassionaly get oneshot from flicker strike spiders or something. And getting lags will also hurt much more if 1 lag can end your entire map.
I've been consistently surprised by how much base crit we have on skills almost across the board. I think the ailment change played a big part in that change.
I am a bit worried to click that many skills. We have reduced number of flasks but replaced with WASD so I can't see myself having that many skills and use them effectively while moving. It look like WASD + space bar for dogde and then use mouse with bunch of buttons. Alternatively invest into keypads with joystick maybe or use pad controller if that's supported well on PC.
If you are going mouse and keyboard just don’t use wasd. If you want the benefits of wasd just plug an Xbox controller into your pc. The game actually feels incredible with controller.
@@damorpl I think it will be better too.. I've played PoE with the default keybinds for so long that I'm gonna try to take this chance to reset that a bit, move some more stuff to the mouse, and see how good/bad it feels. Having only 2 flask buttons will definitely help out.
how does one portal work with parties? Currently the portals are 1 per person per entry. I would be very sad if mapping is no longer doable with friends as that was half my content in POE1. I can't imagine they made the mistake to not include multiple people access, but i also for see this becoming a "strat" as if you bring 4 people in you theoretically have 4 chances (even though the boss is obviously 4x stronger).
There are 6 portals still. You can still use all 6 solo or in party if you don't die (to haul loot for example). Any player who does die cannot enter another portal to the same map.
You think people want to think critically about what THEY did wrong? oh no no no, everyone wants a challenge until they cant beat it themselves. the amount of crying for nerfs in this game will be LOUD. I pray that GGG doesn't cave to the entitled crybabies.
@@Fourside__ think it just enables thinking more about skill tree pathing when converting, also unique items might help with that or allow conversion from other sources, but who knows. All in all if it does suck horrifically for the majority of players, I'm sure ggg will change it, it is early access, but fingers crossed
I'm not sure if it's something you consider a spoiler(warn!) but: iirc crafting bench is gone. no easy filling of useful mods on your gear, i think it's especially relevant to the campaign
If they removed those they would have to make it impossible early game to cap res which would be way worse, since without penalties res mods are way too strong
@@Zylosioyou are thinking to 1 dimensional. The res penalties can go away and they make rolls for resistance very rare for low item levels or sparse in the passive tree. Now that crafting is more accessible, they don't need to have breakpoints that force you to upgrade gear because you'll be doing it anyways
@@Zylosio You're thinking about it from poe1 perspective. If a GGG employee said that res is something you cap in the end game then its possible a T4 res roll in poe2 is lower than a T4 res roll in poe1
As someone who hates dying even in SC and usually refuses to build squishy characters, I'm feeling great; basically nothing has changed for me in that regard. Besides, there's plenty of rewarding content in PoE1 that already incentivizes building like that (Ultimatum, Ritual, Delve). I'm really pumped for finally having more interesting mechanical gameplay than 1-2 button builds, that was always the biggest problem with PoE1 to me (besides the trade system).
I hope we don't have the -30 res in act3 and 6 i don't remeber to read/listen about this info, it worked for d2 and poe1 when you had 3 difficult levels.
The one death change is kinda funny, if you don't have a super good PC then you can't play PoE2 because then you will be losing a lot of money, they change it from best to have a good pc to you MUST have a good pc. You get one single lag and you might get hit byt a large hit aaand youre dead
Yeah, I can see the one portal thing getting changed, and I hope it does. Especially with over tuned bosses, and gray on gray on gray effects and arenas.
That is one of the things they are most attached to. The talked about a ton of balance decisions that got made because of this one death concept. So I wouldn’t hold your breath on this getting changed
If they change it they'll need to make MASSIVE nerfs at the same time and add back all the one-shots they are removing to support this change. Otherwise the formerly challenging content will be, as Sirus would say, "boring and small". Last Epoch has this system, and it works really well there. As for grey on grey - that's an issue whether there's 1 portal and bosses don't oneshot, or 6 portals and bosses do. (If it's 6 portals, bosses without oneshots are not worth the name boss)
I'm looking forward to see how a more punishing Mapping experience will feel but I hope GGG has something on the back burner in case the community doesn't vibe with it. Options: "White / Yellow Maps" lose 1 addition portal on death leaving you with 3 attempts per map in total "Red Maps" lose 2 additional portals on death with only 2 chances per map to clear.
@ the one saving grace is there’s no voidstones so you won’t feel like you are falling behind if you brick your 10th maven like encounter. When you kill a boss you are ready for that content to get harder and so on. I think it will a cool experience but I’m glad I’m playing early access because I would probably enjoy this learning process during a league haha
The boss fights look like they are now skill issue checks. It doesnt feel good while experimenting, only when you are confident with the fights and your build. It kinda forces you to main an archetype or a build while also learning the fights, so idk what to say here.
An actual adult enjoying a game and informing us about it, no shitty content and speculation for hype's shake. Good job mate, only watchable poe youtuber every single time during pre-league
You are currently the only poe2 content creator I can still watch. For a couple of reasons. One being you put a disclaimer what you will talk about, because I don't want heavy spoilers when it comes to full builds. Secondly you don't indulge in too much speculation. Third you have content, most content now is more fluff than actual information.
and at this point I just can't take the hype and more. People are excited about the most benign shit. "OMG the amount of pixels on this inventory screen is JUST INSANE! I have never seen so many grey colors in one game! GGG never has ever released a better version of poe2 before this version! This game will break the existence of sentient AI and reality will fold into itself - it's just that good"
@@thecookiejoe got tired of talkative tri I see
@@tripleraze321 ROFLMAO!
I dunno, I enjoy Darthmicrotransactions content around it. More humor than copium or hype.
In LE monsters gain 1% penetration per level up to 75%, and damage balanced around that, so player with 75% resist will be taking 100% of the damage, while player with 0% resists will be taking 175% of the damage. This makes additional penetration less punishing, and maximum resist stacking - more balanced.
That sounds awful, honestly. Also, I played LE for quite a while and I never was told that information, maybe that's why I was dying so much.
@@Nukestarmaster This is beneficial to the player, except for when going past the usual maximum resists, which i don't think LE has any way of doing. You were dying because of poor understanding of game mechanics.
@@m0rphTube "You were dying because of poor understanding of game mechanics." wow, that's almost like that's exactly what I said.
@@Nukestarmaster There is a difference between knowledge and understanding. If you don't understand that such resistance system is beneficial to you, after getting an explanation and an example - you probably don't understand many other mechanics.
@@Nukestarmaster I should've done better job explaining and made comparison with PoE resists. In LE if you go from having 75% resists to 0% you take only 75% more damage. Same situation in PoE would make you take 300% more damage - 4 times as punishing compared to LE resists.
Now I have the image of you slamming tape onto a leak and proclaiming "NO LEAKS !".
I think LE resistance design they referring to is actually the formula where char with 0% resistance receives ~twice as much damage compared to char with 75% resistance (instead of 4 times the damage in poe), which still makes resistances extremely useful, but they are not mandatory to avoid one-shot from even weakest of the mobs.
I love that fact that you only have 1 of each support (not when I first heard though). It makes the other skills have more impact and combos feel better and more useful
With this limitation I wonder how realistic having multiple 6 links really is.
Damage conversion works in different way. In poe 1 you can have pure physical damage 2h axe, scale it with increase physical damage passive nodes, more physical damage support gems, and than convert all that damage into fire and scale it from increase fire/elemental damage passives. In poe 2 it will only scale from fire/elemental damage passives, and conversion will work only for base physical damage...
Sounds similar to Grim Dawn damage scaling, good to know.
The change I most dislike. I mean what were they thinking, this means going into full damage conversion will require an entire talent tree respec at some point. Thats never necessary in PoE1. Also its just more intuitive and easier to understand if your phys dmg increases still apply after conversion. This change actually makes build designing more convoluted.
@@Ambander-p3x It means you never need to convert your base damage. In PoE1, if you want to play an elemental attack build, you basically have to build phys and convert it or play tri-element with Trinity, with some exceptions involving uniques. Well, you can't build Trinity on every skill now, so if they'd left conversion the same, every build would be a phys conversion build or unique dependent. Now, if you want to scale a fire damage attack skill, you just need to scale that attack, and you might pick up some convenient conversion, but it's not necessary, it's just an option.
@@ruibarian5187 That doesn't make any sense. If you are taking elemental damage nodes and part of your damage is physical and part elemental, you are making a trash build. You are taking nodes that affect only a portion of your damage, instead of all of it.
it will scale different from poe1, but now any conversion is possible
Thank you for all your hard work, im sorry for the times ive been a dick in your comments.
FYI Base weapon swap time is 250ms as per Viperesque (he posted 6 hrs ago)
Snape kills Dumbledore
bruh
WTF man! Next you're going to tell me han solo dies 😭
the narrator is Tyler Durden
Dudeeeee wtf!? Let me guess, Rey is Palpatine’s daughter as well?
Darth vader is luke's father
Thank you for this! I've been planning out a build for the Sorc and keep finding myself going to the baseline of an aoe clear skill then a single target - the rest defense/utility. Gotta wrap my head around ALL skills being able to serve as both aoe/single target, let alone the passive tree/weapon swap options. Thanks!!
my first character is just to have fun. Im going to see how far i can push the character in both damage and survivability. going Fireball build with that support that shoots projectiles in a circle around you.
Same, doing a role playing like playthrough. Just going to play what’s cool to me and get as much lore and story as I can. Zero rush mentality.
Cant find the info:
About controller in poe2 (PC)
In poe 1 you must select if you wanna play on controller or mouse+Keyboard before log and stick with it.
In modern Arpgs you can change controller for M+K on the fly? By touching a button on mouse or the controller.
Will PoE 2 be in par with the modern gameplay (D4, Last Epoch, etc) and change from C to M+K on the fly or must select before play, as PoE1?
There was an interview where Jonathon said it is planned to be able to swap on the fly but it isnt ready at the start of early access
So you're saying my Power Siphon ColdSnap spellslinger w/ Hydrosphere, Frostbite, and Flame Wall supporting build has just been practice? ;)
On damage scaling, I was cross referencing PoE2DB's database of PoE2 main skills against the PoE1 skills of the same names and noticed that PoE2 skills in generally are significantly weaker (so even if it seems like there's a lot of the same more multipliers, you won't end up with anywhere near the same damage.) Sorceress spells for example in some cases were less than half the base damage at the same spell level. Cast times were almost always 1.00 secs whereas they were often much faster in PoE1. No spells had added damage effectiveness over 100%.
This is true, but depending on how tanky the enemies are it could be irrelevant.
@sirgog you mentioned a preliminary guide on pre-launch info. Is it possible to read it somewhere?
When I wake up at 5AM for work, I don't reach for coffee, I reach for my phone and open up youtube for some Sirgog.
subbed, thanks for all the speedy updates
I'm a bit worried about the 1-portal only, especially for new players (but i guess it'll be a massive change for everyone not playing POE1 HC). Hopefully the start of the endgame (what is now white and maybe yellow maps in PoE1) is pretty forgiving, since it'll be pretty demotivating to die a lot maybe even have to reset the atlas
Jonathan already said its not a big deal to lose a map because you get plenty of map drops.
It just makes Atlas exploration more interesting.
I don't think atlas resets will happen much. Mostly on meme builds.
People will just be more worried about survivability than damage. Less people rushing even if they die multiple times in map, a more steady progression.
IMO one of the biggest changes is removal of the scouring orb - what does crafting look like after this? Drop some T3-4 items and hope you can finish them, or pick up every white item and get a few crafting attempts at the end of every map? Hope they add to the crafting system in the first major patch.
Nice vid as always! What do you think about having varied amount of portals per map, starting with infinite tries next to the atlas starting position, and going down based on distance from the start, say if the map you run is 15-20 distance away from the start, you go to having 1 map try, as the vision is right now. Or maybe having a pathway of one-portal maps that have greater rewards randomly around the atlas. If this ends up being too punishing for players, there are a lot of cool ways to fix it.
What i keep thinking but dont see mentioned anywhere - do we get loot 2.0? What does it do? What does it mean combined with the crafting changes?
Rares drop as unID with tiers. Tier 1 is the default but they go up to 5. Higher tiers are MUCH more likely to 'roll well'.
@sirgog and is that rares only,? And can you tell an unid'd rare's tier?
@@kkplx unid rares will have a tier marker next to them, which will give you an idea of how high the modifier tiers are likely to be when you ID it. keep in mind that this is not an intrinsic property of the item itself, only of the roll when it drops, so further modification or crafting will be the same regardless of drop tier.
@@springheeledjacques yeah i remembered there being something about the further crafting - i was mainly wondering if an item filter would highlight "higher tier rolled" unid rares. which seems to be possible.
Does the resistence calculation stay the same in poe2? If thats the case, then not being capped will still be really important even in the campaign
Are there still mines, trap, brands and spell totems in poe2?
Great video, Gog. But I do think it's misleading to tell people that playing Sorc or Ranger isn't a good idea in the new Mediumcore Atlas, simply because they have a theoretical disadvantage in base defenses.
The truth is, we're still waiting on the discovery phase of the game to begin, and we shouldn't be saying things along the lines of "Maybe avoid X class if you don't like bricking maps", when none of us, not even you, have even played the game. Let alone far enough to know what any single class is like defensively by level 65.
as per usual, we appreciate the no nosense pre launch coverage, much love :>
We also like to watch videos with all of our personalities
I am confused. Are you saying maps (called waystones) only open 1 portal instead of 6? I feel like i clearly saw 6 portals open in the reveal. The way i understood it was that if you run out of (all 6) portals, that node on the atlas is locked out.
Maybe the 6 portals are meant for multiplayer only.
@@davidgagnon2924 Check the reveal video from Nov 21 at 47:20
You can portal in and out to get 6 inventories full of loot out of a map, solo or party play. But when you die the map is over.
6 portals, one life.
Gotcha. Interesting. Wild. Alright.
15:07 this is my primary fear for the game… as someone who is on a pc for 8+ hrs a day already for my job, I’m worried poe 2 is going to be an RSI speedrun simulator
I’m not sure how I’m going to like the one portal aspect. I like turning my brain off and blasting… to be honest, my brain doesn’t work great when its fully on. In POE 1 it was not a good experience when I lost an encounter due to learning a fight and burning 6 portals. Hopefully bosses are accessible enough for this not to be a problem. It would be really bad if the best thing to do is avoid bosses until someone posts a guide.
Yes. Me too. I have several mid-90s chars that haven’t done Uber lab because I just hate that pseudo permadeath feeling when I happen to catch a lag spike or some random one shot I didn’t see coming and have to start a run over. And that doesn’t even stop me from just trying again!
Maybe it won’t be a big deal. Maybe I won’t care as much as designed. Maybe it will be easier to avoid one-shot mechanics generally in POE2. We’ll see.
The one portal change undoes 95% of my excitement about PoE 2. Given that hardcore is so much less popular than hardcore and hardcore is still available, I find it utterly baffling that they’d choose to force a more hardcore play style on everyone.
This will amplify the annoyance of any unexpectedly rippy mechanic up to 11.
Your thumbnail should have been you applying flex tape to a water pipe
Are you sure this is accurate as in the POE 2 reveal trailer at 52:04 we see a zone being opened at there are 6 portals into the zone. I think what GGG means is that if you fail the map IE losing all 6 portals that map is gone and you have to then find a way around if you want to get to somewhere behind it. So its not like you can keep slamming your face into one map over and over again until you clear it.
We can see this again at 56:37 where the Breach boss area gets opened and once again there are 6 portals.
The 6 portals are in case you leave the map and come back or have multiple friends. They have said that death means that the zone is failed for you and you can't re-enter.
You do have six entry portals for other players or bringing out loot, but once your character dies inside, you are banned from reentering.
Last Epoch's resistance system does make sense from a game balance perspective, but it's so opaque from a player perspective. 75% resists doesn't mean 75% resistance but rather... uhhh... look it's good to have them but what exactly 1% extra res does is context-dependent and very explicitly treadmill-y.
I think LE's system is great because it allows resistances to scale much more linearly with character level, instead of having each additional point of max res give exponentially more EHP; the issue is mostly one of how to communicate it to the player, which as you've noted is a very difficult one. Saying "75% base res = 0% effective res and 0% base res = -75% effective res" is *almost* accurate, but still isn't perfect when it comes to things like stats based on overcapped resists (e.g. Boneclamor Barbute).
I think it’s fine to require bosses be 100-0 in one attempt. I think it’s fine to make bosses hard. I think it fine to require you to find bosses at random on the atlas. I’m ok with one portal. Then thing is with all of those together they’ve designed an annoying system where it will be very hard to gain the knowledge to kill bosses on your own. That seems bad. Six portals plus the 100-0 rule seems plenty.
You're a legend gog
Will the player influx on day 1 make it too laggy to play on Australian server?
12:34 This sounds great
I like how you put 6-fingered archer as a background when you are talking about multiple main skills usage. Indeed, you need all the extra fingers for all the skills 😄
you have 3 less flasks so you can have 3 more skills
stonks
1:36 I wonder what happens if you die in a super juiced map but portals are leftover, I mean so far it sounds like only you cannot enter again, so what about other people? Could you just call in a friend, sell the portals to others or just use alt accounts?
I believe others can still use portals. You can also leave and come back. Portal out instead of dying
I dont have my drink brb
Softcore no longer exists. And spoilers, if true, shouldn't be avoided.
Lincoln dies at the end of the movie Lincoln.
I hate the 1-portal thing. Death already was such a frustrating part of this game, it's a real step down in terms of gameplay, feels like they're shoving ruthless+HC on us
This means they can remove oneshots. To keep POE1 entertaining they have to scale monsters higher
1:50 "Once you die inside an endgame instance, you are banned"
finally, a true hardcore experience
"You can have many more buttons to press" ugh gross. If a 1 or 2 button gameplay isnt viable im not going to like this
More like 6-10 bud . It sukz
i always wondered why 1-2 differs from 3-4 buttons? You already have you most used skills on mouse anyway. So main skill + probably defence option or secondary skill.
So additionally you would click 3 skills one each in 30 seconds or 1 skill once 10 seconds - how it's different? You already have your fingers on those buttons.
@divinityai I have no power fantasy of doing combo abilities to get a multiplied output. I just want to kill mobs and occasionally dodge stuff, pre nerf winter orb and cyclone were the best
@@JfkNeedsWindWall then you can play this way, what's the problem? People play cyclone in 3.25. Seems you are the whine type of the game that doesn't even came out. "power fantasy" whiner
@divinityai what kind of degenerate reply is that,??? I want a chill minimal button gameplay and I'm supposed to be happy that it's not going to be optimal? If you aren't going to have a dialogue then don't reply to people.
Rip cast on death build
I havent capped resists in PoE1 until T1 maps in like 8 years by now, if you know where to stand in Kitava fight you won't take damage
Yeah, this is the case for very experienced players, but the campaign isn't balanced around us
@@sirgog I am also 99% certain they have continuously made campaign content easier over the years in PoE.
Dominus in Act 3 used to be able 1 shot anyone with Touch of God, now you can facetank it even as caster classes.
@@Ambander-p3x trust me if your build is bad enough, you can still get 1 shot on that fight by the balls after he dashes
Act 6-7 in the mud flats always gets me if I’m not fire capped. Those guy hurt
@@MediocreGamer1 Yeah but older patch Dominus would 1 shot you with Touch of God no matter what. It HAD to be dodged. Now you can easily facetank it with resists and some other defenses.
Poe2 making gaming skills great again🎉
So basically, you start the atlas at a fixed location with 4 or 5 maps to choose from iirc. If you die in each of them, you're locked out and have to reroll a character? xD
Jonathon has said in one of the interviews that there is a way to reroll the atlas if it gets bricked so its no worries xD
Hello Sirgog, I have a question that was worrying me about PoE2: will we still be able to use tools such as Awakened PoE Trade? Even with Faustus market, it still is an essential tool when farming. Do we have any info about that yet?
As always, thanks for the great content!
Most tools won't work early.
@sirgog I know, but I mean, will it be okay to use them when they are ready?
I don't see why GGG would be going against any QoL tools we had in PoE1 if someone makes them for PoE2.
Sadly, the one portal endgame style is not for me. It is the single reason I most likely will not play this game. I am the opposite of hardcore and this sounds too hardcore for me. Focusing on defenses before you can play endgame is less fun for me. Here is hoping that POE 1 continues.
POE1 will continue, but will continue to have more oneshots because of the 6 portal design
@@sirgog I hear you and appreciate the response. I can see that I will not enjoy the frustration of finding a map, facing the boss, dying, and having to do it again. Not my thing. I will take one shots instead.
@@johnoneill3585 You can avoid the maps with bosses. Not every map will have one, and they are clearly marked on the atlas when they do.
Ok, so I'm just at 4 minutes in where you talk about offense vs defense. I kinda disagree that one should overly focus on defense first. Mainly because if you can't kill enemies fast they will hit you more and that usually is worse in terms of taking damage than having another 25-40% damage reduction (however that may look like in particular). I do definitely agree that completely neglecting defenses like you sometimes could to some degree in PoE1 would be a mistake, but I'd strongly caution anyone to neglect offense just to overscale defense.
tl;dr: dead monsters don't deal damage, still focus on offense first before catching up on defense
This has to be felt out a bit but what you said probably will not apply to rares and bosses which are the most dangerous. Normally you need pretty high amounts of damage to kill those fast or even oneshot them, dmg which isnt easily obtained early. We will have to see how it is in POE2 but in POE1 if you neglect your defense scaling you asbolutely get randomly oneshot in maps sometimes even from offscreen. In POE2 you will have to kill all rares to finish a map and also for bosses you only get one try.
Zdps builds will eventually kill things but glascannons only need one slipup to brick a map. Typically how it works in POE is as follows: Your dmg comes from your skills, have maybe one or two skill/curse for dmg mitigation (it doesnt seem like auras are a thing anymore so no aura stacking), one or two utility, the rest is for dps, your tree should be somewhat balanced with taking dmg nodes as well as defense nodes and your gear (at least at the start) should be fully focused on defense. (exept weapons)
I don't care if poe2 incentive to play many main skill, I'll stick to 1 or 2 just like Poe 1
Can't wait to die repeatedly, lol.
Honestly, just trying to not overhype myself... And failing
YEP deadeye zhp YEP def dont tell em YEP YEP pls dont nerf
Gog what class are you starting?
If I die because of the lag from the GGG servers, isn't it partly GGG's fault? This one-portal chance is not a very good decision imo.
Bruce Willis' character is dead
Many bowbuilds in poe1 have two six links, one for single target barrage and one for clear. Your argument doesnt really hold up.
glasscannon builds with 1hp in shambles when they found out they need to actually learn boss mechanics and only got 1 portal
Glass cannons simply won't be valid builds. In POE1 people are hesitant to run low-life with Coruscating Elixir as the only chaos mitigation - it gets done but it's a fringe choice. POE2 will be similar. High damage super squishy will be a meme build just like reserving 85% of your life without Shavwraps or Elixir is in POE1.
RIP cast on death boos nukes :
@@sirgog I mean you just have to wait till you can get a legion jewel then it’s free
@@dekina1198 just have your friend pick up your loot
Even more punishments for glass canon builds. Let's go, I love being unable to play the game as I like.
Honestly that 1 portal thing is my only concern about poe 2 because poe 1 is already heavily advantageous for tank builds and nobody wants to lose 10 div juiced map just because something offscreen deleted him once and you will never even know what if they won't let you go back in the map to analyze it.
nah, noone plays "tank" builds in poe1 softcore. People just add enough survivability to their builds, but up to level 88 you can use deaths as "resource" and play glass cannon because xp you lose doesn't matter if you do more damage.
Imagine farming 100 breach splinters . For the uber breach boss and getting 1 shotted. Thats all bud. Imagine killing the 2 generals and all the other conditions to unlock the final boss. And boom u getting 1 shoted.. go ahead farm the conditions again for hours just to get 1 shotes again. Such a retarded system
@@divinityai
yeah "up to level 88"
I'm pretty sure casual player experience will be sufficient but I'm talking more about endgame map juicing. Try to play 100% deli with possessed bosses or rogue exiles. You are either tanky or have to spend mirrors in gear to get enough of damage so everything dies before it attacks and even then you ocassionaly get oneshot from flicker strike spiders or something.
And getting lags will also hurt much more if 1 lag can end your entire map.
@@petrjara7559 hard to talk about juicing endgame right now, we dont even know what will be there, it's just speculation at this point.
I've been consistently surprised by how much base crit we have on skills almost across the board. I think the ailment change played a big part in that change.
Hype!
Hey where can I find the art from the one min mark?
I am a bit worried to click that many skills. We have reduced number of flasks but replaced with WASD so I can't see myself having that many skills and use them effectively while moving. It look like WASD + space bar for dogde and then use mouse with bunch of buttons. Alternatively invest into keypads with joystick maybe or use pad controller if that's supported well on PC.
you don't have to play WASD if you don't want to... you can always just do the normal mouse movement system.
@bknight3391 I know but I really want to take the advantage of move and fire skill to fight bosses. I believe it will be more superior than just mouse
If you are going mouse and keyboard just don’t use wasd. If you want the benefits of wasd just plug an Xbox controller into your pc. The game actually feels incredible with controller.
@@damorpl I think it will be better too.. I've played PoE with the default keybinds for so long that I'm gonna try to take this chance to reset that a bit, move some more stuff to the mouse, and see how good/bad it feels. Having only 2 flask buttons will definitely help out.
@@tripleraze321 oh yeah, for sure will try my ps5 pad. If its gonna work then its all good
quality
the one portal situation is weird. I hope GGG has a solution for failing a map due to server disconnect.
they already did. It pauses you game (like you hitting escape button) and you can continue after reconnect.
@divinityai oh that's awesome
@@divinityai unless you die before server recognizes that u disconnected lmao
What does it mean for me? I will find a full uniques build, with 1-2 button build, it is POE after all.
sometimes what you're talking about goes over my head, but you are always informative and interesting.
how does one portal work with parties? Currently the portals are 1 per person per entry. I would be very sad if mapping is no longer doable with friends as that was half my content in POE1. I can't imagine they made the mistake to not include multiple people access, but i also for see this becoming a "strat" as if you bring 4 people in you theoretically have 4 chances (even though the boss is obviously 4x stronger).
You get 6 Portals, you only cant go back if you die, you can still go out for trade/stashing loot.
There are 6 portals still. You can still use all 6 solo or in party if you don't die (to haul loot for example). Any player who does die cannot enter another portal to the same map.
Thanks for the info. Figured it would be something reasonable, and added niceness that you can portal in an out still if you need to.
You think people want to think critically about what THEY did wrong? oh no no no, everyone wants a challenge until they cant beat it themselves. the amount of crying for nerfs in this game will be LOUD. I pray that GGG doesn't cave to the entitled crybabies.
are we liking the conversion changes? seems like it just takes ways away to scale builds
Yep its a dogshit change. Lame like the new skill tree
We don't know the full implications of this or what kinds of uniques etc. are now possible as a result of this.
@@Fourside__ think it just enables thinking more about skill tree pathing when converting, also unique items might help with that or allow conversion from other sources, but who knows. All in all if it does suck horrifically for the majority of players, I'm sure ggg will change it, it is early access, but fingers crossed
@@esbengaming did you even see the tree? And travel node distances? Itz garbage
This change makes scaling work differently however dont underestimate the new conversion, its still pretty good
upgrade mic. a $20 microhpone will do better than this wtf
I'm not sure if it's something you consider a spoiler(warn!) but:
iirc crafting bench is gone. no easy filling of useful mods on your gear, i think it's especially relevant to the campaign
Runes are supposedly filling that design space
@@johnmerritt5351 i didn't think of that, you're right
I hope they ditch the res penalty at certain campaign breakpoints. Feels like an archaic system in 2024
If they removed those they would have to make it impossible early game to cap res which would be way worse, since without penalties res mods are way too strong
@@Zylosioyou are thinking to 1 dimensional. The res penalties can go away and they make rolls for resistance very rare for low item levels or sparse in the passive tree. Now that crafting is more accessible, they don't need to have breakpoints that force you to upgrade gear because you'll be doing it anyways
@@JfkNeedsWindWall also, crafting bench is gone, so capping res just by crafting it everywhere on the gear is not possible anymore.
@@Zylosio You're thinking about it from poe1 perspective. If a GGG employee said that res is something you cap in the end game then its possible a T4 res roll in poe2 is lower than a T4 res roll in poe1
Time to brick 70% of my maps while going zoom zoom with flicker!
As someone who hates dying even in SC and usually refuses to build squishy characters, I'm feeling great; basically nothing has changed for me in that regard. Besides, there's plenty of rewarding content in PoE1 that already incentivizes building like that (Ultimatum, Ritual, Delve). I'm really pumped for finally having more interesting mechanical gameplay than 1-2 button builds, that was always the biggest problem with PoE1 to me (besides the trade system).
I hope we don't have the -30 res in act3 and 6 i don't remeber to read/listen about this info, it worked for d2 and poe1 when you had 3 difficult levels.
🍺
Le Toucan can!
Hi :)
now pls give us a full of leaks video. No leaks nothing to learn
Walter White dies.
The poe2 hype train will have a masssive crash for poe1 fans and casuals as well.
The one death change is kinda funny, if you don't have a super good PC then you can't play PoE2 because then you will be losing a lot of money, they change it from best to have a good pc to you MUST have a good pc.
You get one single lag and you might get hit byt a large hit aaand youre dead
Also some ggg server lag. And you lose the boss room you farmed for hours
@@ouroboros4664 Yeah that also, you get a random server DC, you die and you potentially lose a bunch of money
Yeah, I can see the one portal thing getting changed, and I hope it does.
Especially with over tuned bosses, and gray on gray on gray effects and arenas.
That is one of the things they are most attached to. The talked about a ton of balance decisions that got made because of this one death concept. So I wouldn’t hold your breath on this getting changed
If they change it they'll need to make MASSIVE nerfs at the same time and add back all the one-shots they are removing to support this change. Otherwise the formerly challenging content will be, as Sirus would say, "boring and small".
Last Epoch has this system, and it works really well there.
As for grey on grey - that's an issue whether there's 1 portal and bosses don't oneshot, or 6 portals and bosses do. (If it's 6 portals, bosses without oneshots are not worth the name boss)
I'm looking forward to see how a more punishing Mapping experience will feel but I hope GGG has something on the back burner in case the community doesn't vibe with it.
Options:
"White / Yellow Maps" lose 1 addition portal on death leaving you with 3 attempts per map in total
"Red Maps" lose 2 additional portals on death with only 2 chances per map to clear.
@ the one saving grace is there’s no voidstones so you won’t feel like you are falling behind if you brick your 10th maven like encounter. When you kill a boss you are ready for that content to get harder and so on. I think it will a cool experience but I’m glad I’m playing early access because I would probably enjoy this learning process during a league haha
The boss fights look like they are now skill issue checks. It doesnt feel good while experimenting, only when you are confident with the fights and your build. It kinda forces you to main an archetype or a build while also learning the fights, so idk what to say here.
The best defense is offense :)