iv died to 0 bosses in maps, iv died 50-100 times to random rng modifier yellow mobs, iv died 100s of times to the white/blue ghosts in the lost towers that have 5 times the health of everything else, go invis, and freeze. Its like playing t17s where you had to be more afraid of random mob types in the map than the boss.
to me it was more about physical damage dealing stunlocking monsters , the chapter 3 2h sword guys that stun you when they hit you , everytime i get at least hit once from them i'm dead , also my first breach map 1 , clicked breach and instantly got swarmed x stunlocked , it all took like 1-2 seconds ( i had no modifiers on the map)
When I get a tier 4 map dropping in my 325% increased waystone drops tier 15 map It actually confuses the shit out of me as to why I’d ever need it. Waystones are such a pain in the ass to sustain
1 death in maps needs changing, It's just way to punishing. Don't say get good or whatever because it's not about getting good, it's about being forced to play strong builds instead of a build you actually want to play that may be a lot weaker, but it's way more fun
I really don’t think it’s that punishing. You don’t lose to path just the modifiers on the map and you have infinite maps… like I don’t get why people are so upset over that aspect. The only argument I can see is that it’s actually so pointless because it’s NOT punishing that there is no reason to have it in the game at all
@@mr.bojangles9215 I mean you are just objectively wrong. The 1 death per map is one of the most punishing mechanics i have seen in Arpgs ever. You loose the map, you loose 15% xp (which can be hours of wasted times the higher level you get), you loose all the modifiers on the map so its empty now without mechanichs which decreases the potential loot significantly and the worst part is you now have to do this empty map that probably wont drop anything noteworthy cause most of the loot in this game comes from bosses and league mechanics and cause the map is empty the probabilty of getting a new map of your tier or higher is now significantly lower, so most people that dont already have a ton of high tier maps lying around to throw away, will put a lower tier map in to not waste a high tier one on a bad map. The low tier map has an even lower probabiltiy of dropping something good so you also waste a ton of time especially with how slow maps are. All of this combined with how incredibly easy it is to die on any build that doesnt stack like 20k es or one shots everything within a two screen radius cause any defensive mechanic other than es is very underpowerd makes mapping incredibly frustrating on most characters. There is a reason why the game is like 70% stormweavers, infernalists and deadeyes and its not that the 9 other acendencies in the game are not fun to play.
the one death per map was the dealbreaker for me. It completely deprives the player of opportunities to learn. If they dont change that during Early Access, well I'll come back to experience Acts IV - VI but I'm not doing the end game in POE2 again. The game is massively disrespectful of a players time and effort, and that one death system is the pinnacle of that.
Don't get me started on 6 players group but there is a catch...if u die to anything including disconnected. You are out of luck and wait for your friends to finish the map. Why the fuck do we even party when you can just solo and the mobs die faster. It's anti-fun!!!
I hear ya, but the reason to party vs playing solo is that the rare drop rate and experience increases a lot per player so you're going to progress faster character level wise, with gear, and with currency @@hiIam-un1po Not saying the system is great just not sure if you knew there are actually huge benefits to playing with a group.
You’re speaking my language. The end game is not too hard but it is unnecessarily punishing and frustrating. It’s all stuff that can be fixed through. I’m currently in tier 10 maps on my Ranger and enjoying it despite the above. I don’t want to talk about my Warrior :(
80% of the map layouts are absolute trash. Feels like a time waste of backtracking and walking into walls. I'm putting the game down until there is a major overhaul of them.
I think general Atlas layout must be more consistent. For example. Here is a big plain. Yeah, we have like 10 good pure open arenas maps here. Because it is, well, a plain. But then they end, and we have to move further through a swamp. Or a mountain. Or lets say some dead valley. And to get through it we must run 3 "bad" maps with tunnel layouts that lead us to another good Atlas location, for example a beach with a lot of easy to play seaside maps.
I can't ever attempt ritual in a tight corridor map. You get stuck and a tornado sits on your head until you die.. just about everytime for me. So your random side content wasted on a certain map layout. Awesome.
It didn’t feel like this to me. I circle the map, then clear the middle, with rares appearing quickly across the map. It’s not a big deal. You quickly learn how each map layout works.
@matthewsillett7679 the funny thing is they already addressed so many of the issues were having in poe years ago. And somehow they regressed with poe2 and introduced some of the same problems while dropping good parts of poe systems
My biggest gripe IS with regular packs of mobs. They introduced the dodge roll, and slower gameplay, but the regular monsters still move fast, jump at you from off screen (gods i hate the Dreadnaught). And regular white trash mobs do way too much damage for my taste, i never had to kite white trash in PoE, ever. And then you kite back, but you aggro another group of monsters, and they overwhelm you. People say its souls like - no. in souls games you dont have 20 or 30 mobs jumping at you and trowing stuff all at once. Thats why the most popular builds right now are with screen wide AoE clear, so they dont have to deal with this nonsense. If mob packs give you a harder time than the map boss, theres something wrong. This is all stuff that they can tweak, but will they? Im hopeful.
no, they wont. They tried to make poe2 and all they ended up with is poe0.75 and they have no idea why. Seriously, the devs literally dont have a clue how they managed poe in the first place, and lightning wont strike twice.
It actually feels like the mobs were designed with faster player movement in mind, then they slowed down the player mid-development and forgot about the mob rush.
There's always that chunk of the POE player base that automatically downvotes something just for giving constructive feedback about the game. This is a great, insightful review of the current state of the game.
Im in T10 maps and iv ran out of waystones i literally have not seen one in 2 days so here i am getting lower teirs and trying to reforge em its just fucking terrible
Personally, I found during the campaign I was watching what attacks were being sent at me in order to dodge and attack back with the right skill. In endgame you can't do that because you get swarmed so you have to just slam into the packs and hope you kill them before they surround and stun you to death. There's no gameplay there like there was in the campaign
Btw, Jorgen mad props to you for sticking with the Warrior class. I got so discouraged by the "slow" and steady way of clearing and going through the zones with the Warrior that I gave up by the end of Act 1. Rolled into Witchhunter, got to the early maps, had no idea what I was doing gave up, in like t4-t5 and decided to re-roll again. I played Deadeye next which was quite unreal how fast you can go through the campaign when compared to both Warrior or Mercenary. Again, got to the maps and grew bored super quickly. Finally, decided to go meta Monk, Invoker with CI and ES in late game, kinda broken but reached the t15-16s this time and decided to focus on trying to do at least some real endgame bosses. It's rough, super gated, MF builds have unreal advantage that's why the trade is screwed right now. Finally, after 25 hours in endgame I found my first Citadel, Stone, Still 2 more to do to get to the Burning Monolith. All the league mechanics, like breach are also hard to get to the bosses, 300 splinters to get one breachstone. Come on... Took me like 50 hours and I'm still missing a few to get a full one and I tried to spec into breaches every chance I got. and I'm lvl 92 without seeing any real bosses in the endgame... I got full 30 points in the main atlas and 6 points in the bosses sub atlas, nothing else. It's dragging for too long... Hope they speed it up somehow. They should at least point us in the general direction of where citadels are, esp. after spending enough time in maps to have done 30/30 atlas The more I play I feel like the endgame is a placeholder that will widely and thoroughly refined and restructured during this beta, I hope at least. I enjoyed the campaigns a lot more than endgame which just feels super rushed... Anyways, still love the game. 100% believe it'll improve and sorry for the long ramble. Merry Xmas Exiles;)
I've got multiple towers where I can place tablets to enhance my surroundings, but there's no way I'm stepping into one just to get bullied by freeze ghosts without any idea of what’s inside beforehand. The inability to see or prepare for what’s coming makes entering those structures way too risky, especially when losing XP is on the line. It's a no for me!
And this is the point it all boils down to the one death system, if you are sitting here playing something like a warrior and you are struggling, and you are dying and maps are already scarce, and you are losing portals and having to delay progress for no other reason other than the fact that you chose a class that doesn’t have a cheese build, well that’s bad gameplay. So of course a player is going to say OK well why not pick one of the most overpowered builds out there to breeze through the content just for the simple fact that they aren’t gonna die as much, and have to reset or lose all of their progress. In its current iteration, the endgame, as it is almost forces a player into picking the easier route just to avoid these harsh penalties.
@ I share the same sentiment. I started on Warbringer, I’m still having a lot of fun, but I’m slogging through the tears. The way that I feel the game was intended to play like, act one is what I feel like the game is supposed to feel like but a little bit faster. in endgame when I watch streamers, they aren’t even playing the same game and I don’t understand how that’s fun for some people, but to each their own. I just think it’s funny when streamers will complain at how path of exile one is just a clear Screenfest go Zumiez done in a map within 30 seconds onto the next. There’s no mechanics, there’s no riveting gameplay there’s nothing. I actually prefer to play the character. I am where I need to position myself, I need to block, I need to roll, I need to actually play the game. I know that this is not intended, and these things will be taken out of the game before launch.
Never thought of that way but it makes sense. I guess in group play if one dies all players should die in the same instant. It'd be funny if they balanced it like that... lol
@rich1231 yeah, I mean that should be the way it works. Or if the person who used the map dies it ends it at the very least. I'd rather just have the 6 attempts but that would be more balanced the way you suggested
@@HDGaminTutorials it's the only way to make it fair to group play when you can have a group maximum of 6 players. That's the way it works in PoE and it works just fine
Ggg is gonna be busy after the holidays with all this feedback. The fatigue of players is kicking in. And I do believe that ggg will solve a lot of things. But I think this will be long process, and I think the game will become amazing after several league after release. So be patient fellow exiles ir will take couple of years though they have a lot more exp this time :)
@upanddown1132 maybe Johnattan will talk about this in the future, but I think they were rushing and just copied a lot of poe1 code into poe2 and that caused same problems.
@@gregmashore4361 we'll see. Everything will depend on the profit. Remember 3.15 when Chris did number of podcast as damage control, because he said that revenue dropped by 30%. If the player count will be high, then sure they will put less effort into things.
@@juozasmalaskevicius3634 agreed. I just don’t like their track record. TBH, most of these problems they carried over from poE1 even after years of players telling them
Mapping was pretty dull for me from T1-T13 or so, but once I hit T15s, it starts increasing the boss difficulty through the bossing tree and everything started to feel a lot better and more interesting.
Map layouts also like in the towers and forest type maps, I shouldn't be guessing if there's a pack of mobs about to instantly freeze me in the tiny path between towers that aren't even off my screens view but just hidden behind the higher part of the tower that doesn't disappear till I enter the doorway. White mob packs and trees/tower tops combined have been 90%+ of all my deaths in maps, also for some reason I keep getting the fat tree swinger enemies in my maps who have the mod that teleports them to you and they've died then teleported on top of me right after fully charging their bloat explosion on death instantly killing me, undodgeable and happens faster than corpsewade boots can purge the corpse to prevent the explosion. I couldn't imagine playing hardcore with this stuff on top of everything else.
100% agree on the one death being a huge problem it works in LE because there is nothing resource involved in the map. You don’t spend a waystone when you die yes you lose a node but those are an infinite resource. It just doesn’t work at all on POE and needs to be scrapped
It really just seems like they copy-pasted PoE1 maps into PoE2 and that doesn't just... doesn't work. Combat in the games is fundamentally different. In PoE1 you're generally zooming and using movement skills and spamming your best ability, so the game HAS to be able to one-shot because you're so fast and powerful. In PoE2 you can ALSO get powerful, but you're never *fast* , and yet the mobs still move at Mach 7, target you from offscreen, do *insane* damage, and there's on-death effects everywhere - none of which there are *any* tools to deal with - aside from "kill it before it even enters the screen". So it's screen-clearing DPS at all times or die - literally all-or-nothing gameplay. That's *not* going to remain compelling *for most people* for any length of time. At least, that's what I'm seeing.
That's basically my feelings in video form. The endgame design needs adjustments, the feedback on it seems consistent across the community. I'm sure GGG will patch us in some improvements after the holiday. Merry Yulecandlekwanzakkuh to all!!!
Right now my biggest complaint is losing the mods on maps take my stone and xp but not the node mods. My other is strongboxes take wayyyyyyyyy to long, id rather u drop 15 packs of mobs on me and i die then fight the box for 2min waiting on them to spawn.. and the backtracking is pretty annoying but w.e. i have 30ms its not too bad
Really great points. The decision to include an endgame at the launch of EA was a last minute decision and it shows. My biggest concern is that GGG is going to try fix a fundamentally flawed system instead of rebuild it from the ground up. There are a few things that will be unfun any way you try to slice it and they simply need to go.
@@toukoenriaze9870 They did rebuild poe1 a few times from the ground up. Don't see how this is some sort of exception seeing how garbage the game is currently.
I still haven't done mapping yet. Been rerolling classes to get a feel on what I want to play. I can't believe the death penalty. You lose the map, you lose XP, you lose a connection? That's ridiculous.
I'm out of gold, and out of waystones, which have an embarassingly low drop rate, i did many blue ones (which have 100+% chance to find extra waystones) but they still barely ever drop, what are my options? Quit the game right?
Make it so that you can buy untradeble items from doriyani with gold after you defeated your first mechanic boss (and make it first time after 50 splitters) Ritual = Omen to re-entry a map once Del = next del is infinite time Breach = guaranteed boss Bossatlas= next bossmap drops guaranteed map on kill Towers= only a boss, way harder and repeatable trys without exp loss. And when defeated make tablets not so random so it feels rewarding to do the boss
The XP Penalty is terrible as well. I’m not wasting my time with a game that takes away XP with death as thats a ton of time. its literally wasting the only resource i cant make more of. Its a ridiculous mechanic for any game. Games are toys if i want frustration or having to redo work, I‘ll go do busess development for my firm.
Yes, games should never be challenging and should always be catered towards lowest effort players out there. Reaching end game amd getting items should not take more than 1 hours and the end game boss should be ready for me right away. I don't have time anything other than that, if I wanted that I would have worked for my firm.
@@sss-si5tlThere’s a middle ground. If the progress difficulty feels superficially hard it’s frustrating. 1 Death in maps where it’s full of one shot mechanisms, sometimes with no counterplay and the penalty to experience points that normally are the one thing that should normally be a metric of passive improvement. That’s not challenging in an engaging way. The Souls games are considered challenging and allow checkpoints next to boss and allow collecting of souls after death (comparaple to xp). But I think GGG will for sure react to the community wishes, they’ve proven it so far and EA is the perfect medium for faster and impactful balancing.
@@stuartmccandlish4784 I don’t think it contributes to the difficulty though, just makes progression artificially more time consuming. I can live with it though, it hasn’t impacted me yet. But in addition with the other problem areas it increases frustration without really contributing to the gaming experience. I’ve always found it strange that if you give feedback there’s always some people acting hostile and insinuating to switch games. This is the time to give feedback though, we’re in EA. It’s understandable you don’t agree with me, but rather than just saying go play something else I’d much prefer to hear why you think losing xp when dying is fun? I enjoy hard games and I very much enjoy this one too, I’m not quitting any time soon. But I still think there are things that need some refining: 1 death maps, trials balancing, white mob tune down, boss difficulty up in some cases, map layout tuning and maybe this is just me but disenchant filters and item sorting. + a minor thing; I also think identifying all blues and yellows is a bit silly as it’s basically mandatory and slows things down without adding anything to the experience. But I’m always open to other views and to be proved ’wrong’.
@ the Xp decision is to stop people getting to lvl 100 without even having to think about what they are doing as dying doesn’t matter. I think maps need to just be completely linear I don’t see why having backtracking or multiple different lanes to go down make the game better it becomes tedious. In my opinion a really good game is one everyone can get into and play and enjoy but also to master requires mastery of the mechanics and knowledge if they can get this balance right I’m sure many people will love this game.
no the entire game is such a slow grind and the gem socket system sucks to. They need to make it so you can click on the empty sockets next to your skill and just click on whatever socket skill you unlocked instead of having to find all the damn sockets you collected and look through all of them on what each of them do it’s ridiculous
I just use tier 1 maps for towers since you can just buy them. Then juice the other maps. I don't like 1 death on on maps it should just reset the boss hp on death but nothing else. Blink and movement speed boots are needed on all builds. The game feels so much better with those two items in terms of traversing. I
After I killed 3 t15 bosses to get drop chance for waystones to be 25% for bosses it was quite easy to sustain. As soon as you needed some maps you ran a boss map and you got like 3-5 t15 maps from the boss
I would like Doriany to just sell endless supply of waystones at the level of completion quests. Like finished up tier 8 quest Doriyani should sell unlimited supply of tier 8. You still need to spend currency to juice them. Maybe put a cap till Tier 12~13 or so.
Lost towers are fine conceptually with the map reveal and tablet slot; the problem is it's just a really really shitty map lol. Change it to a more layout that doesn't have a million narrow passages, and allow mechanics/tablets to apply to them. Then they'd be something you want to do not have to do
Losing the map on a single death is just crazy overboard. I love challenge, I love POE2, fine with the difficulty increase in most areas, but not that. Keep the XP loss, but we should get the standard 6 portals / attempts back.
Great feedback! I agree on pretty much all your points. Another thing that has frustrated me a lot so far is that SO many rare monsters have a lethal on death effect. I lost a divine and more exalted than I can count because of it. Also, after about 100 hours in t15 maps, I still haven’t been able to find a copper citadel and it’s starting to frustrate me as well. I’ve done hundreds and hundreds of maps.
Agreed so much on the "isn't this POE1 again?" angle. It totally is. POE 2 just feels like an excuse to enforce Ruthless on everyone whilst gaslighting players that it's a Souls-like (yeah it's not... 1 try per boss is nothing Souls-like).
This is what i feel, it's intentionally slowing us down for some weird reason. Maybe time sink, but they don't make money from us just playing the game so I don't understand it... this is along with many other issue. But it's got a strong foundation for sure
Allow us to use all the portals before bricking Allow more movement skills/charms Remove rarity from gear and skills(something that will never happen) These are the main complaints I had before the beta was even released and still want them.
Big agree, the way 1 death has affected me is I'm now gunshy to looting rares, don't do any of the mechanics like ritual until the map is already complete. Needs to change.
So I game for 3-4 hours every day after work, and I would rather not look up a build to be able to do end game content . My build just can’t map fast because I wanted to do ice witch , no ice ability’s are fast and do 1 shot damage, frost bomb takes times so mobs can move out of it, among other things. I do damage, just not instant like so many other classes. Frost bomb is at 5-6k , frost wall at 4k and the one to cast on frozen enemies is at 17k
What I actually dislike most about the game is the trial system. I had 2K honor left for the last bos, only to have my honor one shotted and lose the trial. I didn't even die because of my resistances or HP, just the annoying honor mechanic.
Couldn’t agree more with everything you said mate. White pack density, backtracking on maps and 1 death on maps are my three most disliked parts of the game at the moment
Agree 100% with every comment you made pertaining to endgame maps. It was my understanding this version of PoE2 was supposed to be easier and more new-player friendly than PoE1 - not harder in the endgame. Dying with full Delirium after the map is cleared to a ritual mechanic that puts you in a bowl to deal with swarming mobs that cant be dodge rolled thru isn't fun - quite the opposite. Great video Jorgen, keep up the good content.
We are given a huge passive chart to choose from to be creative and make different builds. NOPE… Only meta. NEED this. NEED that. I like the thought on bosses and mobs. Less mobs with slightly lower difficulty, and bosses that live up to being a boss. Maps is basically ad clear. No bosses.
The current state of POE 2 just really makes me wanting 3.26 in POE 1 already lol. I feel no desire to push maps and while I think I would enjoy playing through the campaign on a new character, the though of doing trials again kills my desire to start another character.
The ascendancy system is a huge issue. Player power doesnt help you in these and there's tons of rng involved. This is going to lock alot of players out of the biggest player power upgrades in the game... a main component of the game. Theres a reason sanctum and ultimatium were side content in poe. How did GGG fuck this up so badly.
I agree here but anothing thing i had thier is no crafting in the game just gambling on gear rolls no actual crafting like in POE 1 you can literalky make the gear you want in the game yeah it still has random rolls of the stats you want but once you get deeper in the end game you can literalky make so really good gear to sell or what ever. Hopfully they have crafting coming it early access so maybe they are just building the system if they dont add crafting i will most likly just play poe 1 even after poe 2 comes out because crafting is a fin mechanic and itbis very useful id also like to add when you die you lose a map completely poe 1 if you died you lose a portal to the map if you die over and iver and lose all your portals then you losevthe map buy not die once you lose the whole map.
I definitely can understand being bored playing the warrior. I leveled each class to end of act 1 to just check them all out. Warrior just felt horrendous. Monk and Ranger were beautiful. Still the only 2 i continue to play.
I can put up with losing xp, loosing the map, losing the extra's that were on the map location. I cannot put up with loosing all of them at once. I'm loving the game but it's clearly got some core issues that need to be addresed.
Agree, white mobs are too overtuned. We should also have death recap, like last 10 seconds before dying we should see what we were hit with, what type of damage. Towers are straight away boring, nothing in there, and they are mandatory to do since you want to juice adjacent tiles, but you actually don't care about the tower, you just run through to find the beacon. I think they should just be clickable, and you can insert a precursor tablet while you're on the adjacent tile without running the tower. Scarabs need to return or some way of guaranteeing a mechanic. For example, I wanted to run strongboxes, but no way to guarantee them. Waystones drop should be higher. Map tab and fragments tabs should return. I would also get rid of item quantity and rarity on gear (or should be in a form of corrupt vaal implicits for example, where it's super random and hard to get and you can also break gear). I think mf should come from the content. In a party play it would be also awesome to resurrect your friend if you survived, I dislike that if somebody dies one of you just just runs the map and the other just waits in the lobby so to speak. These are my thoughts on this.
Things I would like to see: Lost towers be only a boss fight and after you defeat the boss, you pick from a choice of 4 buffs that enhances all maps in range of that tower. you can then also add a fragment as an additional modifier Removal of one death per map; just too much random shit going on and it makes me scared to touch mechanics until after the map is completed which then means more back tracking Overhaul of the atlas progression for mechanics and more ways to influence mechanics on the map similar to POE1. It was IMO the perfect system for mapping and feels like they threw out the baby with the bathwater with the new mapping system when they could have ported the same atlas functionality and it would have been fantastic
Really appreciate the continued content. You make a lot of good points, especially the towers needing to go. I thought they would be like some cool boss battle to gain control of a section of the map or something but they just waste time. Also can we please get a custom map tab? I miss mine from POE1. Thanks.
Cheers man. I'm gonna keep grinding on with content for both games in hopes Poe 2 will improve which it will. I spent too much time fostering my channel to throw in the towel
I am doing 15+ and endgame lost it's fun after the campaign, i either blow up everything or they blow me up, bosses die to fast and you don't learn any of the mehanics. I charge into som mobs and the just one shot me, do we have reflect in the game or what? Thought that was removed in POE2
100% agree. I'm done with poe2. Back to poe 1 for me. They have wasted enough or my time farming waystones at lower levels. Some may like it but poe2 will get less support and less content because players like me won't be buying support packs.
My favorite part of the game was when at the Dreadnought a pack of minions swarmed me and were constantly resurrected by an elite literally three screens away, until i found where it was and ended our combined misery. Clearly a well thought out and tested game. And people seriously expected some sort of good content from a clearly senile developer.
As a fellow warrior player, I agree with everything you said. Progression is painful for melee. I'm probably giving up and switching to Sorc until they get this fixed. I can't even do the Sanctum trials because I lose all my honor from being slow as dirt. And the Chaos trials won't drop lol
I can't speak as much to the endgame since I'm just in the lower tiers, but I feel like I'm searching for a road-map like the quest eater and exarch are in POE1. Moving through maps into those two quest bosses are pretty straightforward form of progression I am missing so far in POE2. I've seen it suggested by other creators that giving other map content points for completing the content would help: close 10 breachstones to get your first 2 points etc. Speaking to homebrew builds, I was so deadset on making chaos dot work because I love that archetype and it's somehow just awful in both POE1 and POE2 (ggg pls) and yeah, ok you can make it work but it just feels miles behind the meta builds. Overall I've enjoyed the campaign the most, have levelled about 5 characters to around lvl 50, enjoying the feeling of progression I get in that experience. One last point, oh my god does the ascendancy system suck. I've tried a few times on my 80 DD bloodmage to get my 3rd set but it's just been such a frustrating experience. While I am slowly building up the honour resistance relics I just don't want to go through sanctum or ultimatum. It's not fun.
They absolutely should in my opinion remove the penalty that wipes the boss/events/buffs from a map if you die. I sort of get why you would lose the activation stone but not the map itself. The endgame is way too punishing in general though, I hope they rethink a lot about it.
If this is what they want poe2 to be in 1.0 I wish they’d just tell us because it needs more than a realistic amount of work to get to where I’d touch it again
I really hope they walk back on the maps being static points on the atlas. What I love so much about PoE1 is it is the ultimate game for player autonomy. We can choose which map we want to run ALL THE TIME. The unlimited expanding atlas is fine but the current "maps" need to be renamed into waypoints and the map names need to go on the waystones we put into the points. For the sake of immersion even if they want to gate which maps you can run in the respective biomes that's fine but please just let me choose which map layout I want to run.
Campaign Experience: The PoE2 campaign is great, with exciting boss fights and plenty of skill-building. However, the transition to the late game can feel frustrating. Endgame Progression: In the late game, you’re often forced to take atlas tree nodes that either give you more waystones or leave you buying them for 1 exalt each. For players who don’t enjoy trading, this can be annoying, as it limits your ability to shape the game from the start. Boss Fights and Map Structure: Boss fights are the most exciting part of the game, yet they’ve been removed from many maps. Instead, you’re left to hunt rares to complete them. Endgame content doesn’t truly begin until you’re strong enough for T16 maps, which leads to a long grind for gear and levels without much flexibility in how you reach that point. Pacing Issues: The transition from the slow, methodical pace of the campaign to the fast-paced endgame feels off. The skills you worked hard to develop in the campaign don’t matter as much, and gear becomes the main focus. This shift takes away from the sense of progression and personal growth. 5:46 Stay sane exile.
I loved the campaign. I’ve never lost interest so fast. The end game and mapping is just so boring to me. Every map needs a boss. One life mechanic and forced sanctum…. Idk. Hope mapping gets a huge re pass
rarity definetly has to go away from currency drops, waystone drops probably 1.5x - 2x times higher... the tower system i really like how it is atm,... but maybe the waystone droprate is inflated by missing content, more content in maps =will be more waystone drops ? so that might settle by itself if ggg drops more stuff over the next month, but maybe they can buff the droprate until everyting is implemented
Bosses on the maps are easy, only until you upgrade the atlas branch for bosses. The drop from them increases, but the difficulty increases many times. It seems that you can increase the difficulty of ALL BOSS FIGHTS to +4, and this not only increases their stats (bosses), but also adds new techniques. It's tough.
Trying to sustain maps has been so damn frustrating I've come close to quitting the game multiple times because of it now. I have all the Atlas tree buffs I can get for higher level waystones and more waystone drops and still it only takes a couple of deaths and some bad RNG luck and I'm out of the tier I'm supposed to be working on, back to like 5 tiers below that, where it's a snooze fest with no loot, no xp and no sense of progression. I just want to play the damn game ffs!
From an average player's perspective, if you're not someone who looked up the most busted build and you just have an average/self made build, you don't blast right through to tier 16 maps, you're more slowly progressing up from the lower tiers, and finding maps becomes much less of an issue. That issue you're talking about is way off into the future for average players.
I think towers are actually good as a mechanic. They give juicing maps more of an identity. The problem with them is that you have to play a bad map to get better ones. Make towers always a small boss map or exclusively a boss map that drop at least one tablet and they'll feel great.
Large maps = good, if they have q purpose. Such as more things to do, exp, etc. Anything else end game. I cannot comment on, cause I have yet to get past campaign. Cause the things that made my build good. Shot up, out of my price range. I am too hard headed, and holding GGG to the "try new builds,experiment.". So I am
Most of the criticism I've heard thus far has been very fair, and I agree with basically everything said here as well. With that being said, the endgame has been growing on me (even tho it obviously needs to be cooked for much longer).
Ive seen a ton of hate for towers, but I kinda like them. I think thematically they make sense in the world as a scouting location and place to affect the world around them with tablets, but outside of theme, I mostly view them as like really easy maps to clear to get your Atlas passive questline filled out lol.
Agree with almost everything but bosses on maps. By the time you get to tier 15 maps with bosses with +1s difficulty, they can get pretty hard. Some of them have tons of energy shield and deals a lot of dmg
Yeah I've been doing t18 bosses at plus 4 and they are quite difficult. Problem is it takes until t15 to even get boss points to make them more difficult so a lot of progression they are just a joke until they aren't. Maybe they should give access to the boss points at like t5
Almost the same cons with POE1 in general ,feel like they make it to fill the space between poe1 leagues because we all know arpgs with seasons/leagues/circles are designed to play them for 20 days max and then wait for next seasons/leagues/circles . So they want the players from poe1 to continue to poe2 after around 20 days of poe1 leagues .The problem here is this can work only with the ultrafanboys of poe and not with the majority of players ,even if someone loves POE is very tiresome to repeat the same gameplay all over again and again
They definitely went too much PoE 1 route, problems included. They should've made it truly different from PoE 1 and be more bold with design changes. For example they've changed mapping, but in the end, it's still like mapping in PoE 1 just worse with less options. They've changed the crafting a bit, but made it less deterministic and more RNG instead of more deterministic and less RNG, by limiting/reworking currency and removing bench. Combat and visuals is good i guess, i like the skill system more too, but those are rather minor changes. It should've been less PoE 1 and more its own, so it would be something like PoE 1 for core PoE players, PoE 2 for those who want something fresh and completely new players. If i had to give an example then i'd use Sacred 1 and Sacred 2. Two good games but both different from each other. PoE 2 indeed feels like it was supposed to be PoE 2.0 like initially planned, that's probably why it's so similar cause they didn't really scrap the idea of "upgrading" PoE 1 instead of making a new game.
@@DoctorStrange01 Personally i stoped playing poe1 after 4-5 years of constantly playing it . Ofc i will continue to play POE2 the next years because i think is improved POE1 in terms of quality of life .Still i disagree with a lot of GGG mentality about arpgs thats why i will fill the leagues of POE2 with Diablo 4 and Last Epoch ,we live in the best era for arpgs ,why stick to only one ?
"we all know arpgs with seasons/leagues/circles are designed to play them for 20 days max and then wait for next seasons/leagues/circles" This is a huge point that most people don't acknowledge (or even know about). GGG actually makes most of their money off of dolphins and minnows who return every season to play through the campaign, impulse purchase a supporter pack and some MTX, then map for a week or two before dropping the game until the next season. My source? GGG devs themselves told me this when I chatted with them at a media tour for Ascendancy league back in 2015. The problem is that with the game's current state, this business model might not be able to sustain itself. The campaign is a massive slog; as much as I enjoyed what we have, it currently takes 15-20 hours for a campaign playthrough - of which we only have half of the content. If those fairweather players get to maps, they'll get frustrated and leave with how punishing deaths are and how low map droprates are. Not to mention that the current Atlas is antithetical to couch co-op play. Jonathan and co. keep emphasizing how PoE2 is meant to be a couch co-op game, yet the endgame punishes that style of gameplay. Casuals will leave, and casuals are where GGG makes most of their money - despite what the whales who think they're GGG's pillar of support like to believe.
@@IMMAOILMAN Do you believe we can go back to the no seasonal model like Titan Quest 2 i think will do ? Just play the game and wait for an expansion ? Or this model is forever dead ? Also the catch with "free" games is that the currency in free games is our time and our time is more precious than real money , people dont understand this
Good stuff! I'm just now getting to maps and have seen a lot of these feedback videos. I vote that rares transform from whites as you approach and kill them on the map. Make Atlas nodes that make more than 1 transform together and or have league mechanics would be cool, too. Otherwise the solution is more checkpoints/smaller maps and that's just 🤷.
I feel like the endgame just needs to change completely. They need to create a whole new idea, mapping seems terrible. I have yet to get that far so I will make my own decision once I get that far. Just by looking at peoples comments, it seems awful.
However I don't understand the effect of armour breaking. It has no advantageous of Energy shield, with getting lvl up. & It didn't seem useful on the mapping.
iv died to 0 bosses in maps, iv died 50-100 times to random rng modifier yellow mobs, iv died 100s of times to the white/blue ghosts in the lost towers that have 5 times the health of everything else, go invis, and freeze. Its like playing t17s where you had to be more afraid of random mob types in the map than the boss.
to me it was more about physical damage dealing stunlocking monsters , the chapter 3 2h sword guys that stun you when they hit you , everytime i get at least hit once from them i'm dead , also my first breach map 1 , clicked breach and instantly got swarmed x stunlocked , it all took like 1-2 seconds ( i had no modifiers on the map)
Same here. Random game mechanics with no tells. They lock your player and it’s a wrap
are you spending t15 waystones on the towers? madlad
right on timmy
Dodge the freeze
When I get a tier 4 map dropping in my 325% increased waystone drops tier 15 map It actually confuses the shit out of me as to why I’d ever need it. Waystones are such a pain in the ass to sustain
1 death in maps needs changing, It's just way to punishing. Don't say get good or whatever because it's not about getting good, it's about being forced to play strong builds instead of a build you actually want to play that may be a lot weaker, but it's way more fun
Yeah the tryhards are cringe but also the loudest . This game should be fun not frustrating lol
yep , i can understand t5-10+ being hard , but t1-5 should be perfectly doable with the gear /skills that got you to endgame
I really don’t think it’s that punishing. You don’t lose to path just the modifiers on the map and you have infinite maps… like I don’t get why people are so upset over that aspect. The only argument I can see is that it’s actually so pointless because it’s NOT punishing that there is no reason to have it in the game at all
@@mr.bojangles9215 I mean you are just objectively wrong. The 1 death per map is one of the most punishing mechanics i have seen in Arpgs ever. You loose the map, you loose 15% xp (which can be hours of wasted times the higher level you get), you loose all the modifiers on the map so its empty now without mechanichs which decreases the potential loot significantly and the worst part is you now have to do this empty map that probably wont drop anything noteworthy cause most of the loot in this game comes from bosses and league mechanics and cause the map is empty the probabilty of getting a new map of your tier or higher is now significantly lower, so most people that dont already have a ton of high tier maps lying around to throw away, will put a lower tier map in to not waste a high tier one on a bad map. The low tier map has an even lower probabiltiy of dropping something good so you also waste a ton of time especially with how slow maps are. All of this combined with how incredibly easy it is to die on any build that doesnt stack like 20k es or one shots everything within a two screen radius cause any defensive mechanic other than es is very underpowerd makes mapping incredibly frustrating on most characters. There is a reason why the game is like 70% stormweavers, infernalists and deadeyes and its not that the 9 other acendencies in the game are not fun to play.
Agreed. Even a stress game like souls games make you redo a fight anytime after you die.
the one death per map was the dealbreaker for me. It completely deprives the player of opportunities to learn. If they dont change that during Early Access, well I'll come back to experience Acts IV - VI but I'm not doing the end game in POE2 again. The game is massively disrespectful of a players time and effort, and that one death system is the pinnacle of that.
Don't get me started on 6 players group but there is a catch...if u die to anything including disconnected. You are out of luck and wait for your friends to finish the map. Why the fuck do we even party when you can just solo and the mobs die faster. It's anti-fun!!!
I think it would be fine if you only lost the waystone. Losing mechanics and bosses is the dealbreaker to me.
I hear ya, but the reason to party vs playing solo is that the rare drop rate and experience increases a lot per player so you're going to progress faster character level wise, with gear, and with currency @@hiIam-un1po
Not saying the system is great just not sure if you knew there are actually huge benefits to playing with a group.
End game practically discourage group play as if one person die they have to wait out the rest of the map. No one wants to do that.
Couldnt agree more.
They need to understand the difference between challenging and punishing. Challenging is fun, punishing is not
@86Corvus thank you for your very insightful comment, we need more people like you that bring a lot to gaming and that make things change
@@86Corvus PoE1 is infinitely more fun than this abomination. Alas, i can't stand it any more after all these years since closed beta.
You’re speaking my language.
The end game is not too hard but it is unnecessarily punishing and frustrating.
It’s all stuff that can be fixed through.
I’m currently in tier 10 maps on my Ranger and enjoying it despite the above. I don’t want to talk about my Warrior :(
80% of the map layouts are absolute trash. Feels like a time waste of backtracking and walking into walls. I'm putting the game down until there is a major overhaul of them.
I think general Atlas layout must be more consistent. For example. Here is a big plain. Yeah, we have like 10 good pure open arenas maps here. Because it is, well, a plain. But then they end, and we have to move further through a swamp. Or a mountain. Or lets say some dead valley. And to get through it we must run 3 "bad" maps with tunnel layouts that lead us to another good Atlas location, for example a beach with a lot of easy to play seaside maps.
80% you are kind, I think it’s more like 90%… this for me is the main frustrating issue.
I can't ever attempt ritual in a tight corridor map. You get stuck and a tornado sits on your head until you die.. just about everytime for me. So your random side content wasted on a certain map layout. Awesome.
It didn’t feel like this to me. I circle the map, then clear the middle, with rares appearing quickly across the map. It’s not a big deal. You quickly learn how each map layout works.
Stop moaning, sounds like you're the issue
16:40 making me walk very slowly across an enormous empty map is not a fun experience.
Get good
There's no density
The waypoint drop rate is terrible you way do a level ten map and still get a level one map drop which is pointless.
@matthewsillett7679 the funny thing is they already addressed so many of the issues were having in poe years ago. And somehow they regressed with poe2 and introduced some of the same problems while dropping good parts of poe systems
I literally run a breach in a T15 delirium, corrupted and irradiated map a got 2 tier 1 waystone drop from a rare 😂😂
@@mattb6646it's The Vision ™ that's getting in the way of making PoE 2 great
My biggest gripe IS with regular packs of mobs. They introduced the dodge roll, and slower gameplay, but the regular monsters still move fast, jump at you from off screen (gods i hate the Dreadnaught). And regular white trash mobs do way too much damage for my taste, i never had to kite white trash in PoE, ever. And then you kite back, but you aggro another group of monsters, and they overwhelm you. People say its souls like - no. in souls games you dont have 20 or 30 mobs jumping at you and trowing stuff all at once. Thats why the most popular builds right now are with screen wide AoE clear, so they dont have to deal with this nonsense. If mob packs give you a harder time than the map boss, theres something wrong. This is all stuff that they can tweak, but will they? Im hopeful.
no, they wont. They tried to make poe2 and all they ended up with is poe0.75 and they have no idea why. Seriously, the devs literally dont have a clue how they managed poe in the first place, and lightning wont strike twice.
@@jaednhowlar2359 Truer word have never been spoken on the internets, my guy.
It actually feels like the mobs were designed with faster player movement in mind, then they slowed down the player mid-development and forgot about the mob rush.
@@chunderfpv Some guy accurately stated that: "we play PoE2 while mobs still play PoE1".
Souls games are literally all about speeding up the enemy and slowing down the player.
There's always that chunk of the POE player base that automatically downvotes something just for giving constructive feedback about the game. This is a great, insightful review of the current state of the game.
Im in T10 maps and iv ran out of waystones i literally have not seen one in 2 days so here i am getting lower teirs and trying to reforge em its just fucking terrible
You should fear a mob thats alive and coming at you, not a mob that you killed!
Personally, I found during the campaign I was watching what attacks were being sent at me in order to dodge and attack back with the right skill. In endgame you can't do that because you get swarmed so you have to just slam into the packs and hope you kill them before they surround and stun you to death. There's no gameplay there like there was in the campaign
Btw, Jorgen mad props to you for sticking with the Warrior class. I got so discouraged by the "slow" and steady way of clearing and going through the zones with the Warrior that I gave up by the end of Act 1. Rolled into Witchhunter, got to the early maps, had no idea what I was doing gave up, in like t4-t5 and decided to re-roll again. I played Deadeye next which was quite unreal how fast you can go through the campaign when compared to both Warrior or Mercenary. Again, got to the maps and grew bored super quickly.
Finally, decided to go meta Monk, Invoker with CI and ES in late game, kinda broken but reached the t15-16s this time and decided to focus on trying to do at least some real endgame bosses. It's rough, super gated, MF builds have unreal advantage that's why the trade is screwed right now.
Finally, after 25 hours in endgame I found my first Citadel, Stone, Still 2 more to do to get to the Burning Monolith. All the league mechanics, like breach are also hard to get to the bosses, 300 splinters to get one breachstone. Come on... Took me like 50 hours and I'm still missing a few to get a full one and I tried to spec into breaches every chance I got. and I'm lvl 92 without seeing any real bosses in the endgame... I got full 30 points in the main atlas and 6 points in the bosses sub atlas, nothing else. It's dragging for too long... Hope they speed it up somehow. They should at least point us in the general direction of where citadels are, esp. after spending enough time in maps to have done 30/30 atlas
The more I play I feel like the endgame is a placeholder that will widely and thoroughly refined and restructured during this beta, I hope at least. I enjoyed the campaigns a lot more than endgame which just feels super rushed...
Anyways, still love the game. 100% believe it'll improve and sorry for the long ramble. Merry Xmas Exiles;)
I've got multiple towers where I can place tablets to enhance my surroundings, but there's no way I'm stepping into one just to get bullied by freeze ghosts without any idea of what’s inside beforehand. The inability to see or prepare for what’s coming makes entering those structures way too risky, especially when losing XP is on the line. It's a no for me!
towers use lowest tier waystone
And this is the point it all boils down to the one death system, if you are sitting here playing something like a warrior and you are struggling, and you are dying and maps are already scarce, and you are losing portals and having to delay progress for no other reason other than the fact that you chose a class that doesn’t have a cheese build, well that’s bad gameplay. So of course a player is going to say OK well why not pick one of the most overpowered builds out there to breeze through the content just for the simple fact that they aren’t gonna die as much, and have to reset or lose all of their progress. In its current iteration, the endgame, as it is almost forces a player into picking the easier route just to avoid these harsh penalties.
And that's why I dislike it right now, I don't like playing the meta, it's unoriginal not fun
@ I share the same sentiment. I started on Warbringer, I’m still having a lot of fun, but I’m slogging through the tears. The way that I feel the game was intended to play like, act one is what I feel like the game is supposed to feel like but a little bit faster. in endgame when I watch streamers, they aren’t even playing the same game and I don’t understand how that’s fun for some people, but to each their own. I just think it’s funny when streamers will complain at how path of exile one is just a clear Screenfest go Zumiez done in a map within 30 seconds onto the next. There’s no mechanics, there’s no riveting gameplay there’s nothing. I actually prefer to play the character. I am where I need to position myself, I need to block, I need to roll, I need to actually play the game. I know that this is not intended, and these things will be taken out of the game before launch.
Not giving 6 deaths per maps is a huge disadvantage to solo players. If youre playing in a group you get 6 individual deaths.
Never thought of that way but it makes sense. I guess in group play if one dies all players should die in the same instant. It'd be funny if they balanced it like that... lol
@rich1231 yeah, I mean that should be the way it works. Or if the person who used the map dies it ends it at the very least. I'd rather just have the 6 attempts but that would be more balanced the way you suggested
6 is a bit much imo maybe you can die once or twice but no more than that. Most people arent going to die 6 times in any map ever
@@HDGaminTutorials it's the only way to make it fair to group play when you can have a group maximum of 6 players. That's the way it works in PoE and it works just fine
I didn't hate the idea until you put it that way. Great point
Ggg is gonna be busy after the holidays with all this feedback. The fatigue of players is kicking in. And I do believe that ggg will solve a lot of things. But I think this will be long process, and I think the game will become amazing after several league after release. So be patient fellow exiles ir will take couple of years though they have a lot more exp this time :)
They have more exp yet they made the exact same mistakes that they made in the first game.
@upanddown1132 maybe Johnattan will talk about this in the future, but I think they were rushing and just copied a lot of poe1 code into poe2 and that caused same problems.
I don’t think they’ll change anything
@@gregmashore4361 we'll see. Everything will depend on the profit. Remember 3.15 when Chris did number of podcast as damage control, because he said that revenue dropped by 30%. If the player count will be high, then sure they will put less effort into things.
@@juozasmalaskevicius3634 agreed. I just don’t like their track record. TBH, most of these problems they carried over from poE1 even after years of players telling them
Mapping was pretty dull for me from T1-T13 or so, but once I hit T15s, it starts increasing the boss difficulty through the bossing tree and everything started to feel a lot better and more interesting.
Hope GGG adds more movement skills , moving slow is ok if your playing souls like games but not in arpg games and the charm system feels useless also.
Bosses get much harder when you put points into boss tree. Issue is you dont get those points until you kill a t15 boss. Then 16 17 18.
Map layouts also like in the towers and forest type maps, I shouldn't be guessing if there's a pack of mobs about to instantly freeze me in the tiny path between towers that aren't even off my screens view but just hidden behind the higher part of the tower that doesn't disappear till I enter the doorway. White mob packs and trees/tower tops combined have been 90%+ of all my deaths in maps, also for some reason I keep getting the fat tree swinger enemies in my maps who have the mod that teleports them to you and they've died then teleported on top of me right after fully charging their bloat explosion on death instantly killing me, undodgeable and happens faster than corpsewade boots can purge the corpse to prevent the explosion. I couldn't imagine playing hardcore with this stuff on top of everything else.
100% agree on the one death being a huge problem it works in LE because there is nothing resource involved in the map. You don’t spend a waystone when you die yes you lose a node but those are an infinite resource. It just doesn’t work at all on POE and needs to be scrapped
It really just seems like they copy-pasted PoE1 maps into PoE2 and that doesn't just... doesn't work. Combat in the games is fundamentally different. In PoE1 you're generally zooming and using movement skills and spamming your best ability, so the game HAS to be able to one-shot because you're so fast and powerful. In PoE2 you can ALSO get powerful, but you're never *fast* , and yet the mobs still move at Mach 7, target you from offscreen, do *insane* damage, and there's on-death effects everywhere - none of which there are *any* tools to deal with - aside from "kill it before it even enters the screen". So it's screen-clearing DPS at all times or die - literally all-or-nothing gameplay. That's *not* going to remain compelling *for most people* for any length of time. At least, that's what I'm seeing.
That's basically my feelings in video form. The endgame design needs adjustments, the feedback on it seems consistent across the community. I'm sure GGG will patch us in some improvements after the holiday. Merry Yulecandlekwanzakkuh to all!!!
Right now my biggest complaint is losing the mods on maps take my stone and xp but not the node mods. My other is strongboxes take wayyyyyyyyy to long, id rather u drop 15 packs of mobs on me and i die then fight the box for 2min waiting on them to spawn.. and the backtracking is pretty annoying but w.e. i have 30ms its not too bad
Really great points. The decision to include an endgame at the launch of EA was a last minute decision and it shows. My biggest concern is that GGG is going to try fix a fundamentally flawed system instead of rebuild it from the ground up. There are a few things that will be unfun any way you try to slice it and they simply need to go.
because it doesnt need to be rebuilt from the ground up
@@toukoenriaze9870 They did rebuild poe1 a few times from the ground up. Don't see how this is some sort of exception seeing how garbage the game is currently.
@@arsstv because it's not?
@@toukoenriaze9870 But it is. Unless you are completely braindead fanboy unable to see a difference between a pile of shit and candy.
I still haven't done mapping yet. Been rerolling classes to get a feel on what I want to play. I can't believe the death penalty. You lose the map, you lose XP, you lose a connection? That's ridiculous.
You dont lose a connection.
I'm out of gold, and out of waystones, which have an embarassingly low drop rate, i did many blue ones (which have 100+% chance to find extra waystones) but they still barely ever drop, what are my options? Quit the game right?
You always upgrade them at least twice, preferably 1x to rare if they don't have a giga counter to your build
Make it so that you can buy untradeble items from doriyani with gold after you defeated your first mechanic boss (and make it first time after 50 splitters)
Ritual = Omen to re-entry a map once
Del = next del is infinite time
Breach = guaranteed boss
Bossatlas= next bossmap drops guaranteed map on kill
Towers= only a boss, way harder and repeatable trys without exp loss. And when defeated make tablets not so random so it feels rewarding to do the boss
The XP Penalty is terrible as well. I’m not wasting my time with a game that takes away XP with death as thats a ton of time. its literally wasting the only resource i cant make more of. Its a ridiculous mechanic for any game. Games are toys if i want frustration or having to redo work, I‘ll go do busess development for my firm.
Yes, games should never be challenging and should always be catered towards lowest effort players out there. Reaching end game amd getting items should not take more than 1 hours and the end game boss should be ready for me right away. I don't have time anything other than that, if I wanted that I would have worked for my firm.
@@sss-si5tlThere’s a middle ground. If the progress difficulty feels superficially hard it’s frustrating. 1 Death in maps where it’s full of one shot mechanisms, sometimes with no counterplay and the penalty to experience points that normally are the one thing that should normally be a metric of passive improvement.
That’s not challenging in an engaging way. The Souls games are considered challenging and allow checkpoints next to boss and allow collecting of souls after death (comparaple to xp). But I think GGG will for sure react to the community wishes, they’ve proven it so far and EA is the perfect medium for faster and impactful balancing.
Poe has always had an xp loss for dying it’s nothing new if you just like easy mode with no consequences for mistakes there is a game called Diablo 4
@@stuartmccandlish4784 I don’t think it contributes to the difficulty though, just makes progression artificially more time consuming. I can live with it though, it hasn’t impacted me yet. But in addition with the other problem areas it increases frustration without really contributing to the gaming experience.
I’ve always found it strange that if you give feedback there’s always some people acting hostile and insinuating to switch games. This is the time to give feedback though, we’re in EA. It’s understandable you don’t agree with me, but rather than just saying go play something else I’d much prefer to hear why you think losing xp when dying is fun?
I enjoy hard games and I very much enjoy this one too, I’m not quitting any time soon. But I still think there are things that need some refining: 1 death maps, trials balancing, white mob tune down, boss difficulty up in some cases, map layout tuning and maybe this is just me but disenchant filters and item sorting. + a minor thing; I also think identifying all blues and yellows is a bit silly as it’s basically mandatory and slows things down without adding anything to the experience. But I’m always open to other views and to be proved ’wrong’.
@ the Xp decision is to stop people getting to lvl 100 without even having to think about what they are doing as dying doesn’t matter.
I think maps need to just be completely linear I don’t see why having backtracking or multiple different lanes to go down make the game better it becomes tedious.
In my opinion a really good game is one everyone can get into and play and enjoy but also to master requires mastery of the mechanics and knowledge if they can get this balance right I’m sure many people will love this game.
Magic find should be removed from the game. They already tested countless times that they can't balance it.
no the entire game is such a slow grind and the gem socket system sucks to. They need to make it so you can click on the empty sockets next to your skill and just click on whatever socket skill you unlocked instead of having to find all the damn sockets you collected and look through all of them on what each of them do it’s ridiculous
I just use tier 1 maps for towers since you can just buy them. Then juice the other maps. I don't like 1 death on on maps it should just reset the boss hp on death but nothing else. Blink and movement speed boots are needed on all builds. The game feels so much better with those two items in terms of traversing. I
I hate the idea that I need to play a cheese build to really push into endgame.
After I killed 3 t15 bosses to get drop chance for waystones to be 25% for bosses it was quite easy to sustain. As soon as you needed some maps you ran a boss map and you got like 3-5 t15 maps from the boss
I would like Doriany to just sell endless supply of waystones at the level of completion quests. Like finished up tier 8 quest Doriyani should sell unlimited supply of tier 8. You still need to spend currency to juice them. Maybe put a cap till Tier 12~13 or so.
POE2 has an identity crisis. GGG have no idea what they want the game to be or at least it certainly feels that way.
This!!!
Lost towers are fine conceptually with the map reveal and tablet slot; the problem is it's just a really really shitty map lol. Change it to a more layout that doesn't have a million narrow passages, and allow mechanics/tablets to apply to them. Then they'd be something you want to do not have to do
Losing the map on a single death is just crazy overboard. I love challenge, I love POE2, fine with the difficulty increase in most areas, but not that. Keep the XP loss, but we should get the standard 6 portals / attempts back.
Basically its a fun game with lots of little bullshit things you will hate and its clear the game developers do not respect players time or effort.
Great feedback! I agree on pretty much all your points. Another thing that has frustrated me a lot so far is that SO many rare monsters have a lethal on death effect. I lost a divine and more exalted than I can count because of it. Also, after about 100 hours in t15 maps, I still haven’t been able to find a copper citadel and it’s starting to frustrate me as well. I’ve done hundreds and hundreds of maps.
A lot of the hype atm is still from people who are just playing through the campaign.
Yep. It's the same people in comments who are at t15 by running a meta build that is easy mode or think the game has zero problems
Agreed so much on the "isn't this POE1 again?" angle. It totally is. POE 2 just feels like an excuse to enforce Ruthless on everyone whilst gaslighting players that it's a Souls-like (yeah it's not... 1 try per boss is nothing Souls-like).
This is what i feel, it's intentionally slowing us down for some weird reason. Maybe time sink, but they don't make money from us just playing the game so I don't understand it... this is along with many other issue. But it's got a strong foundation for sure
Allow us to use all the portals before bricking
Allow more movement skills/charms
Remove rarity from gear and skills(something that will never happen)
These are the main complaints I had before the beta was even released and still want them.
Big agree, the way 1 death has affected me is I'm now gunshy to looting rares, don't do any of the mechanics like ritual until the map is already complete. Needs to change.
So I game for 3-4 hours every day after work, and I would rather not look up a build to be able to do end game content . My build just can’t map fast because I wanted to do ice witch , no ice ability’s are fast and do 1 shot damage, frost bomb takes times so mobs can move out of it, among other things. I do damage, just not instant like so many other classes. Frost bomb is at 5-6k , frost wall at 4k and the one to cast on frozen enemies is at 17k
What I actually dislike most about the game is the trial system. I had 2K honor left for the last bos, only to have my honor one shotted and lose the trial. I didn't even die because of my resistances or HP, just the annoying honor mechanic.
Couldn’t agree more with everything you said mate. White pack density, backtracking on maps and 1 death on maps are my three most disliked parts of the game at the moment
Charm not even adding the resist is real cool right now.
Agree 100% with every comment you made pertaining to endgame maps. It was my understanding this version of PoE2 was supposed to be easier and more new-player friendly than PoE1 - not harder in the endgame. Dying with full Delirium after the map is cleared to a ritual mechanic that puts you in a bowl to deal with swarming mobs that cant be dodge rolled thru isn't fun - quite the opposite. Great video Jorgen, keep up the good content.
Cheers man
We are given a huge passive chart to choose from to be creative and make different builds. NOPE… Only meta. NEED this. NEED that.
I like the thought on bosses and mobs. Less mobs with slightly lower difficulty, and bosses that live up to being a boss. Maps is basically ad clear. No bosses.
The current state of POE 2 just really makes me wanting 3.26 in POE 1 already lol. I feel no desire to push maps and while I think I would enjoy playing through the campaign on a new character, the though of doing trials again kills my desire to start another character.
It's rough .. I've done 8 characters lol
The ascendancy system is a huge issue. Player power doesnt help you in these and there's tons of rng involved. This is going to lock alot of players out of the biggest player power upgrades in the game... a main component of the game. Theres a reason sanctum and ultimatium were side content in poe. How did GGG fuck this up so badly.
Haha i love how out of all the mechanics they've included the most RNG-heavy ones to be in PoE 2 at least at the start :D It's so funny to me lol
After you spec into boss difficulty nodes and random mods they get significantly harder and have good drops
That's the issue... That should be available early on not only at the end of the endgame
I agree here but anothing thing i had thier is no crafting in the game just gambling on gear rolls no actual crafting like in POE 1 you can literalky make the gear you want in the game yeah it still has random rolls of the stats you want but once you get deeper in the end game you can literalky make so really good gear to sell or what ever. Hopfully they have crafting coming it early access so maybe they are just building the system if they dont add crafting i will most likly just play poe 1 even after poe 2 comes out because crafting is a fin mechanic and itbis very useful id also like to add when you die you lose a map completely poe 1 if you died you lose a portal to the map if you die over and iver and lose all your portals then you losevthe map buy not die once you lose the whole map.
I definitely can understand being bored playing the warrior. I leveled each class to end of act 1 to just check them all out. Warrior just felt horrendous. Monk and Ranger were beautiful. Still the only 2 i continue to play.
@Jorgen Merry Christmas to YOU and every other exile in here!! Have a great holiday everyone! 🎅🎄🍻 Greetings from Sweden 🍻
Same to you to man
The rares and bosses locations need to be insta visible the moment I enter the maps. No ifs and buts, don't waste my time...
I can put up with losing xp, loosing the map, losing the extra's that were on the map location. I cannot put up with loosing all of them at once. I'm loving the game but it's clearly got some core issues that need to be addresed.
Agree, white mobs are too overtuned. We should also have death recap, like last 10 seconds before dying we should see what we were hit with, what type of damage. Towers are straight away boring, nothing in there, and they are mandatory to do since you want to juice adjacent tiles, but you actually don't care about the tower, you just run through to find the beacon. I think they should just be clickable, and you can insert a precursor tablet while you're on the adjacent tile without running the tower. Scarabs need to return or some way of guaranteeing a mechanic. For example, I wanted to run strongboxes, but no way to guarantee them. Waystones drop should be higher. Map tab and fragments tabs should return. I would also get rid of item quantity and rarity on gear (or should be in a form of corrupt vaal implicits for example, where it's super random and hard to get and you can also break gear). I think mf should come from the content. In a party play it would be also awesome to resurrect your friend if you survived, I dislike that if somebody dies one of you just just runs the map and the other just waits in the lobby so to speak. These are my thoughts on this.
Nice work on the video!
Nice to see a fellow Titan Quest enjoyer.
Things I would like to see: Lost towers be only a boss fight and after you defeat the boss, you pick from a choice of 4 buffs that enhances all maps in range of that tower. you can then also add a fragment as an additional modifier
Removal of one death per map; just too much random shit going on and it makes me scared to touch mechanics until after the map is completed which then means more back tracking
Overhaul of the atlas progression for mechanics and more ways to influence mechanics on the map similar to POE1. It was IMO the perfect system for mapping and feels like they threw out the baby with the bathwater with the new mapping system when they could have ported the same atlas functionality and it would have been fantastic
Really appreciate the continued content. You make a lot of good points, especially the towers needing to go. I thought they would be like some cool boss battle to gain control of a section of the map or something but they just waste time. Also can we please get a custom map tab? I miss mine from POE1. Thanks.
Cheers man. I'm gonna keep grinding on with content for both games in hopes Poe 2 will improve which it will. I spent too much time fostering my channel to throw in the towel
How do you enjoy the Rituals spawned on corridors and corners? 😂🤦♂️
I will never do a ritual again in this game, hard skip
@@ziggs123 Rerolled on Monk. I didn't have any problems anymore.
I am doing 15+ and endgame lost it's fun after the campaign, i either blow up everything or they blow me up, bosses die to fast and you don't learn any of the mehanics. I charge into som mobs and the just one shot me, do we have reflect in the game or what? Thought that was removed in POE2
I'm getting the same. I either rek face or get one tapped from a mile away
100% agree. I'm done with poe2. Back to poe 1 for me. They have wasted enough or my time farming waystones at lower levels. Some may like it but poe2 will get less support and less content because players like me won't be buying support packs.
100 percent. The ones who say they love it won't fund it or stay ultimately
My favorite part of the game was when at the Dreadnought a pack of minions swarmed me and were constantly resurrected by an elite literally three screens away, until i found where it was and ended our combined misery. Clearly a well thought out and tested game. And people seriously expected some sort of good content from a clearly senile developer.
As a fellow warrior player, I agree with everything you said. Progression is painful for melee. I'm probably giving up and switching to Sorc until they get this fixed. I can't even do the Sanctum trials because I lose all my honor from being slow as dirt. And the Chaos trials won't drop lol
I can't speak as much to the endgame since I'm just in the lower tiers, but I feel like I'm searching for a road-map like the quest eater and exarch are in POE1. Moving through maps into those two quest bosses are pretty straightforward form of progression I am missing so far in POE2. I've seen it suggested by other creators that giving other map content points for completing the content would help: close 10 breachstones to get your first 2 points etc.
Speaking to homebrew builds, I was so deadset on making chaos dot work because I love that archetype and it's somehow just awful in both POE1 and POE2 (ggg pls) and yeah, ok you can make it work but it just feels miles behind the meta builds.
Overall I've enjoyed the campaign the most, have levelled about 5 characters to around lvl 50, enjoying the feeling of progression I get in that experience.
One last point, oh my god does the ascendancy system suck. I've tried a few times on my 80 DD bloodmage to get my 3rd set but it's just been such a frustrating experience. While I am slowly building up the honour resistance relics I just don't want to go through sanctum or ultimatum. It's not fun.
They absolutely should in my opinion remove the penalty that wipes the boss/events/buffs from a map if you die. I sort of get why you would lose the activation stone but not the map itself. The endgame is way too punishing in general though, I hope they rethink a lot about it.
6 lives fixes that issue
If this is what they want poe2 to be in 1.0 I wish they’d just tell us because it needs more than a realistic amount of work to get to where I’d touch it again
Instead of generic monsters appearing on breach I totally prefer if the one appearing there is a random boss fight.
I really hope they walk back on the maps being static points on the atlas. What I love so much about PoE1 is it is the ultimate game for player autonomy. We can choose which map we want to run ALL THE TIME. The unlimited expanding atlas is fine but the current "maps" need to be renamed into waypoints and the map names need to go on the waystones we put into the points. For the sake of immersion even if they want to gate which maps you can run in the respective biomes that's fine but please just let me choose which map layout I want to run.
6:56 lost towers are bad as is. Just put a boss in them. Beating a boss to access the map buff system would be cool.
Campaign Experience:
The PoE2 campaign is great, with exciting boss fights and plenty of skill-building. However, the transition to the late game can feel frustrating.
Endgame Progression:
In the late game, you’re often forced to take atlas tree nodes that either give you more waystones or leave you buying them for 1 exalt each. For players who don’t enjoy trading, this can be annoying, as it limits your ability to shape the game from the start.
Boss Fights and Map Structure:
Boss fights are the most exciting part of the game, yet they’ve been removed from many maps. Instead, you’re left to hunt rares to complete them. Endgame content doesn’t truly begin until you’re strong enough for T16 maps, which leads to a long grind for gear and levels without much flexibility in how you reach that point.
Pacing Issues:
The transition from the slow, methodical pace of the campaign to the fast-paced endgame feels off. The skills you worked hard to develop in the campaign don’t matter as much, and gear becomes the main focus. This shift takes away from the sense of progression and personal growth.
5:46 Stay sane exile.
I loved the campaign. I’ve never lost interest so fast. The end game and mapping is just so boring to me. Every map needs a boss. One life mechanic and forced sanctum…. Idk. Hope mapping gets a huge re pass
rarity definetly has to go away from currency drops, waystone drops probably 1.5x - 2x times higher... the tower system i really like how it is atm,... but maybe the waystone droprate is inflated by missing content, more content in maps =will be more waystone drops ? so that might settle by itself if ggg drops more stuff over the next month, but maybe they can buff the droprate until everyting is implemented
100% agree with you on all points I would add one more how usless Armour is and why 90% players play Enegry Shiel / Evasion
Kripp confirmed you would need like 20-40k armor to match cloak of flame right now
Bosses on the maps are easy, only until you upgrade the atlas branch for bosses. The drop from them increases, but the difficulty increases many times. It seems that you can increase the difficulty of ALL BOSS FIGHTS to +4, and this not only increases their stats (bosses), but also adds new techniques. It's tough.
Jonathan mentioned in an interview that the 6 portals was just easier to port over from poe1
That speaks volume on their laziness and lack of care
great vid! I have 200h in poe2 as a monk doing t15 maps and i quit the game for now because of the exact reasons you mentioned.
Trying to sustain maps has been so damn frustrating I've come close to quitting the game multiple times because of it now. I have all the Atlas tree buffs I can get for higher level waystones and more waystone drops and still it only takes a couple of deaths and some bad RNG luck and I'm out of the tier I'm supposed to be working on, back to like 5 tiers below that, where it's a snooze fest with no loot, no xp and no sense of progression. I just want to play the damn game ffs!
Yeah doing high 15/16 tier maps and tier 1/2/3/4…. Way stones dropping gotta love that…..
The one portal thing is pretty bad. Instead boss despawning if you die would be good.
Golden words here. Too bad GGG made poe2 like poe1, a game built around RMT market.
From an average player's perspective, if you're not someone who looked up the most busted build and you just have an average/self made build, you don't blast right through to tier 16 maps, you're more slowly progressing up from the lower tiers, and finding maps becomes much less of an issue. That issue you're talking about is way off into the future for average players.
I think towers are actually good as a mechanic. They give juicing maps more of an identity. The problem with them is that you have to play a bad map to get better ones. Make towers always a small boss map or exclusively a boss map that drop at least one tablet and they'll feel great.
Large maps = good, if they have q purpose. Such as more things to do, exp, etc.
Anything else end game. I cannot comment on, cause I have yet to get past campaign. Cause the things that made my build good. Shot up, out of my price range.
I am too hard headed, and holding GGG to the "try new builds,experiment.". So I am
I think you're pretty spot on Jorgen, some good talking points; hopefully GGG will address some of these issues after the Christmas break.
I hope so. It's got potential of they do.
Most of the criticism I've heard thus far has been very fair, and I agree with basically everything said here as well. With that being said, the endgame has been growing on me (even tho it obviously needs to be cooked for much longer).
Ive seen a ton of hate for towers, but I kinda like them. I think thematically they make sense in the world as a scouting location and place to affect the world around them with tablets, but outside of theme, I mostly view them as like really easy maps to clear to get your Atlas passive questline filled out lol.
I only care about that single white mob that has 10 times the hp of any mob and disappears frequently
Agree with almost everything but bosses on maps. By the time you get to tier 15 maps with bosses with +1s difficulty, they can get pretty hard. Some of them have tons of energy shield and deals a lot of dmg
Yeah I've been doing t18 bosses at plus 4 and they are quite difficult. Problem is it takes until t15 to even get boss points to make them more difficult so a lot of progression they are just a joke until they aren't. Maybe they should give access to the boss points at like t5
Almost the same cons with POE1 in general ,feel like they make it to fill the space between poe1 leagues because we all know arpgs with seasons/leagues/circles are designed to play them for 20 days max and then wait for next seasons/leagues/circles . So they want the players from poe1 to continue to poe2 after around 20 days of poe1 leagues .The problem here is this can work only with the ultrafanboys of poe and not with the majority of players ,even if someone loves POE is very tiresome to repeat the same gameplay all over again and again
They definitely went too much PoE 1 route, problems included. They should've made it truly different from PoE 1 and be more bold with design changes. For example they've changed mapping, but in the end, it's still like mapping in PoE 1 just worse with less options. They've changed the crafting a bit, but made it less deterministic and more RNG instead of more deterministic and less RNG, by limiting/reworking currency and removing bench. Combat and visuals is good i guess, i like the skill system more too, but those are rather minor changes. It should've been less PoE 1 and more its own, so it would be something like PoE 1 for core PoE players, PoE 2 for those who want something fresh and completely new players. If i had to give an example then i'd use Sacred 1 and Sacred 2. Two good games but both different from each other. PoE 2 indeed feels like it was supposed to be PoE 2.0 like initially planned, that's probably why it's so similar cause they didn't really scrap the idea of "upgrading" PoE 1 instead of making a new game.
@@DoctorStrange01 Personally i stoped playing poe1 after 4-5 years of constantly playing it . Ofc i will continue to play POE2 the next years because i think is improved POE1 in terms of quality of life .Still i disagree with a lot of GGG mentality about arpgs thats why i will fill the leagues of POE2 with Diablo 4 and Last Epoch ,we live in the best era for arpgs ,why stick to only one ?
"we all know arpgs with seasons/leagues/circles are designed to play them for 20 days max and then wait for next seasons/leagues/circles"
This is a huge point that most people don't acknowledge (or even know about). GGG actually makes most of their money off of dolphins and minnows who return every season to play through the campaign, impulse purchase a supporter pack and some MTX, then map for a week or two before dropping the game until the next season. My source? GGG devs themselves told me this when I chatted with them at a media tour for Ascendancy league back in 2015.
The problem is that with the game's current state, this business model might not be able to sustain itself. The campaign is a massive slog; as much as I enjoyed what we have, it currently takes 15-20 hours for a campaign playthrough - of which we only have half of the content. If those fairweather players get to maps, they'll get frustrated and leave with how punishing deaths are and how low map droprates are. Not to mention that the current Atlas is antithetical to couch co-op play. Jonathan and co. keep emphasizing how PoE2 is meant to be a couch co-op game, yet the endgame punishes that style of gameplay. Casuals will leave, and casuals are where GGG makes most of their money - despite what the whales who think they're GGG's pillar of support like to believe.
@@IMMAOILMAN Do you believe we can go back to the no seasonal model like Titan Quest 2 i think will do ? Just play the game and wait for an expansion ? Or this model is forever dead ?
Also the catch with "free" games is that the currency in free games is our time and our time is more precious than real money , people dont understand this
I have died in a map next to a divine drop. Imagine if that was a mirror. Most unfun moment in the whole game.
Good stuff! I'm just now getting to maps and have seen a lot of these feedback videos.
I vote that rares transform from whites as you approach and kill them on the map. Make Atlas nodes that make more than 1 transform together and or have league mechanics would be cool, too.
Otherwise the solution is more checkpoints/smaller maps and that's just 🤷.
I feel like the endgame just needs to change completely. They need to create a whole new idea, mapping seems terrible. I have yet to get that far so I will make my own decision once I get that far. Just by looking at peoples comments, it seems awful.
However I don't understand the effect of armour breaking. It has no advantageous of Energy shield, with getting lvl up.
& It didn't seem useful on the mapping.