Completely agree, they are mixing gameplay designs that are incompatible. You cannot have super challenging combat encounters and also a huge grind to try to attempt them again if you fail. I can't think of a single game that does this - FFXIV raids, Sekiro, Monster Hunter, Elden Ring, in any game with very hard fights that require practice and mastery, the punishment for failing them is you have to try again, at worst with a short runback where you skip a few trash enemies on the way back to the boss
There's a lot of good idea concepts that just don't work together. They're being experimental and throwing around a lot of ideas, and while that's okay, they need to cut the bad stuff quickly and aggressively throughout the EA.
Pinnacle bosses with 1 life is insane. Should get the standard 6 attempts but have the boss health reset to full. Simple. Also having all mechanic atlas passives gated behind the end game mechanic which is priced according to the highest tier is going to force most players into carries as the risk of not killing a boss is too great. Essences need to be immensely more common, alongside omens. I thought this was the new end game crafting system but you can’t engage with it whatsoever. So all we have is spamming an item until its affixes are full. Feels extremely bad.
I would argue that even 6 attempts is the wrong limit. I wasn't limited to 6 attempts while I died repeatedly to C*nt Geode or Jasmine Raj. Why is the endgame a copypaste of PoE 1 when I am playing PoE 2? Come up with new endgame for a new game. Copy of PoE 1 with 1 death limit and calling it a new endgame is lazy. Yeah, the inclusion of endgame in EA was last minute decision and they were short on time, but now that they have months to work on this, I want to see a new endgame.
@dawnax2676 True. Maybe it doesn't reset but instead every time you die, it removes a portal. It would be like this: you have 6 portals, you go in and use 1 (5portals now). You die, it uses another portal (4 portals now) you respawn and use another portal (3 portals now), etc.
No idea why we can't have unlimited attempts at a boss once you spend the key. Imagine having to farm 8 hours every time you want to have one pull for a boss in Elden Ring. Who would want to play that?
My personal issue with crafting right now is the lack of any kind of deterministic system, like one we had in PoE1, to at least somewhat skew the direction of an item into a favorable result. No joke, I've just hit tier 4 maps quest and I am still using a weapon I got at the start of normal Act 3, because there are no better alternatives. And even that weapon was the result of gambling at Alva's. Runes, I thought, were supposed to be that: a way to purposefully modify an item to increase its strengths, or negate its weaknesses. However, they turned out to be majorly undercooked? My initial thought upon unlocking the Reforging bench was: "Oh cool, maybe now I can stack 3 of the same type of runes to get a bigger one!", but that immediately evaporated when I realized Reforging was basically our trashcan for failed crafts or when we need to offload 500 Lifesprings. Considering GGG were clearly going for a D2 vibe, I am also extremely surprised there is no rune word system to produce different effects when socketing certain rune combinations.
@@Nomenanza as much as I’d like to see runewords return I think it’d be way too on the nose as a direct rip off to Diablo. I don’t feel the game needs them and it would only increase the rarity of useful runes while giving us a whole stash tab full of useless ones. I think the current state of runes is good. If you have a good base you can slot in an iron rune for more damage/armour and if you need more you res you slot a rune in to cap you out. I feel the only change needed is the ability to remove them. Let us remove a rune and destroy it. I don’t need to keep it but at least let us free up a slot to put something else in as we find more gear with more res so we don’t feel the need to then go swap out that slotted item with one with an empty socket
Great level headed take. I especially like the take on boots. An opportunity to really make some fun implicit here. Example, slower heavy boots makes you stomp the ground. Introduce kick skills, so they can work as weapons similar to shields.
This is the best feedback video I've seen so far. I have been putting a text doc together of my feedback to submit, and this covers it all pretty much exactly. I really hope GGG sees this one and takes it to heart. Great vid!!
Great video, mate. I'm glad to see so many content creators echoing the idea of movement speed being a boot implicit. Ive been saying this since Last Epoch did it. Seems like such a no-brainer I'm surprised GGG havent done it, yet. Also lets them control how much MS players have at each stage of the campaign and balance around it.
SPOT ON! And the Movement speed also ties into the one map death issue because as you said, it makes you bypass mechanics to ensure you complete the map, then you have to trudge back thru to find your lost mechanic. Very frustrating. I would even settle for having lots of teleporting checkpoints in endgame maps. The waystone drop rate early is also a touch low. Keep up the great work bud.
lets push this crusade to GGGs ears everyone. No rarity please. Stronger character -> harder content -> better loot. Not weaker character. This game is about chasing power. Not trading it off for loot
I agree with everything you said except the towers. My way of making them feel better would be to reduce their count by like 80% and make the area they show much bigger and allow you to socket up to 4 tablets.
Breaches are like the ultimate gamble as a melee. - Kill stuff - Huge swarm zergs you - Character stops taking input / soft game freeze - ?????? - Everything dies or I die
I think you are pretty much spot on with pretty much all of this. There are several big changes that absolutely needs to happen and you covered most of it. Another change I would like to see is biome mattering more, like that atlas passive skill but inherent. Make the biomes bigger so you can actually farm them a bit if you want and maybe even make regions on the map that gives you a bonus (temporary?) when you clear them. Something like that. The endgame at the moment is completely directionless. Also, tell me what direction to go to find those damn citadels. I've gotten all my atlas skill points, I'm still grinding maps, I've seen no hint of any of the Iron/Copper/Stone citadel, never mind finding all three. That's not interesting. Completely agree with your comments about gearing, especially boots (and magic find, that can die in a fire). Having a bunch of much more interesting implicit and not just a mandatory roll that 100% determines if the boots are worth something or not would be really fun. I'd like to add charm slots on belts to that. Just let it go up as the item level goes up. Another thing I'd like to see is runes on staves, wands and sceptres. They don't even have to mirror what you get on martial weapons but something to make it more interesting. Same with quality. Currently it scales a skill I don't care about. That's just poor design. Let it do something. If you want to get really spicy something similar to quality on jewellery for weapons could be very cool, but ultimately I just want caster weapons to be more fun to tinker with.
It was _such_ a talking point that "any time you pick up a piece of gear that's an upgrade, you can just swap it in, no thinking required!" Yeah, NOT how it turned out. Not even a little bit.
So based. How you only have 17.7K subscribers is mind-blowing to me. You succinctly listed every gripe i have with the game in 15 minutes. Nicely done sir.
Pretty much agree with everything here. I think something that we are ignoring that might also make a huge difference is when druid comes out. The extra building opportunities in particular for warrior and which could not be understated even ignoring how cool it will be to be the most badass furry in all of wereclast. Right now the missing strength int class kind of makes a lot of the build crafting feel a little bit sadder. Just imagine playing as a war bringer that abuses the bear meta skill gym to combine all the war cries.
You forgot the third leg of the map speed tripod. Map Layout. Way too many hallways and dead ends. We need more blink type skills that can leap over walls/cliffs/etc.
i agree with all your points. only thing that bothers me even more is that they still haven't fixed the freezing multithreading issue that has been going around and not a single big content creator has added that to their lists. there is over 1000 pages on the main forums in path of exile not even including reddit and steam itself.
100% agree about the runes, they basically swapped one issue (gem slots on gear) for another by making runes permanent. Please GGG, let us swap them or overwrite current runes!
the attribute costs are tilting me out of my mind, and link currency as well, they are too rare, and when you use it, you are locked for that skill, and if i don't have enough attributes, guess what, i cannot use my 5-6 linked skill, and if i make that skill lower level, it starts from 3 link, it is so frustrating to upgrade gear, or try out new skills when you already are farming T15s and want to freshen up you gameplay
Very good points, agree with them all. I'm not as 100% about removing item rarity on items though, but it would be nice to only think about making my char better as you say.
One thing I would change is the Ascensions. Specifically, let us choose any of them we want, rather than tying them to the starting stuff. I think, as they are, they act to limit build creativity, rather than encourage it. Like I want to play with the Merc's Gemling one, but with stuff on the opposite side of the passive tree.
Very good analysis, it's align with how I feel about the game. What bothers me the most with the one-shot death is that the risk reward is not there. Why not having a reward system based on how perfect you killed the boss? Like the achievments in PoE 1 (killed a boss by dodging all the laser attacks or whatever). Get extra loot or XP if the player scores a perfect boss kill. That would create an incentive to perfect the movement but would not be too punitive for casual players.
Even at level 91 I kill all the rares before doing any map content because I don't want to lose my progression to a random 1 hit. Took me 3 attempts to kill the first breach boss because I wanted to experience the boss myself, -3 divines. I do enjoy a lot about the game, but the areas where it struggles seem to have multiple systems working against it. Hoping for small changes over the next few months.
If there was one thing I want to add is just increase the probability of affixes to certain damage types based on the weapon you are using. Why am I still wearing a Two Handed Mace from Act 4? Because these weapon types HAVE TO HAVE Physical%, Flat Physical Damage and Physical%+Accuracy as Prefixes in order to be usable. If they do not have these, they will not be an upgrade. That Act 4 mace I got from a VENDOR had all these stats AND rolled into Attack Speed and some kind of life gain, bam. The Phys% runes need to have a WAY higher effect than they have now in order to be a competetive alternative. But this would only allow me to add EVEN MORE damage to the one mace that has the perfect prefixes ... so yeah if you want runes to be a relevant alternative to the crafting bench we need: a) Rune Merging to create more powerful runes. b) Rune effects be exclusive to their corresponding affix (no way to add Fire Res to an item that already has Fire Res, no way to add Physical Damage to an item that already has Physical Damage etc.) Just with 3 Tiers that would require merging 3 runes of the previous tier each (so 9 T1 runes for a T3 rune), we would be able to get 60% Physical Damage Runes and thus 120% Phsical Damage through runes on a weapon. That alone would make the search for a Physical damage weapon upgrade SO MUCH MORE reliable.
On-death and lingering ground effects can both go away. They're a "good" way to provide danger in PoE1 with how Speedy Gonzalez we've become in it. Mostly agree with the rest, here's to January's massive patch spree.
those two things made me put down my monk and the game until it gets fixed, if ever. quite literally, those are the *only* two things that kill me and it happens so often, especially in maps that i need to complete for progression, that i don't feel any motivation to, you know, actually play a melee. because why suffer? just storm wave from a distance, right? nope, lingering ground effect that you didn't see kills you cause the chaos arrow dude was all the way in the back shooting while you were getting swarmed upfront. it just feels artificial. if it doesn't change, i'll prob never play again - new player, souls enjoyer perspective
Another point to the map design issue - they love tight corridor tilesets, to the point that it just messes with a lot of the mechanics that they've brought in for endgame maps. Expedition and Strongboxes are cumbersome at best, and just unfun at worst with the corridors. Ritual becomes insane unless you've got really strong clear because heaven help you if you've got a ritual circle on a tight corridor; the swarm of enemies + walls and ritual totem itself bodyblocking you is almost certain death. Heck, it even affects the player-monster fights - for example, Glacial Bolt is terribly inconsistent in its ice crystal spawning with enemies that rush you down, and adding the corridor doubles down on that. Or there are times where the mobs are so big that they just straight up cannot walk across the corridor/bridge (e.g. Mud Golems/Antlions in the Tree Village tileset thing is the most egregious example). I don't expect much changes to happen before the holidays end as well, so I'll setup an LA MFer. If nothing else, it's a throwback to POE1?
Finally, someone completely aligned with me on MF-type juicing...I love D2, it was the most formative game of my youth, but I always hated the concept of MF. My own gear affixes should make me more powerful, not make the ability for the monster to drop something cool better. I've always felt the map mechanism of PoE would've been the perfect way to shift this concept, but they dropped the ball with quantity in PoE one imo making the best strategy to just speedrun low tier maps on the fastest character. I really hope they take a long look at this during early access and come up with a real solution.
Personal bingo-list for January patch: - Remove magic find entirely from the mod pool, it is either busted or useless and limits future content - Ingame loot filter, it is needed from map tier 1, they did not make it less mandatory like they wanted, LE did this, get on it, no excuses - More rewards in mapping in tier 1-12 possibly better targeted upgrades - Better map sustain without atlas passives and are more fun base atlas passive skill tree, mandatory waystone nodes are not fun - Obviously runes removal, but also better access to sockets/runes in the campaign. Would not be against all items just having max sockets and removing artificers orbs and adding the quality part of the salvage bench to disenchanting. Also adding some runes with attributes. - Alleviating affix pressure on gear with boots movement speed imlicit, belt charm slots (possibly just unlock 2nd and 3rd slot with levels or quests) and lowering some attribute requirements on skills/gear - Significantly buffing melee, which can be in the form of better defensive layers. There is no real reward for being melee right now.
0 reward for being a melee unless you have 60K dps invoker that 1 shots everything. otherwise you'll run into the issue i'm having even in low tier maps - bullshit 1 shot death mechanics [that feel artificial and unnecessary if "difficulty" was their focus]
It doesn't make any sense to me when you say that playing the meta Spark build is boring and yet that's what you're planning to do. I would rather play a build that I'm actually interested in, even if it's less effective than the meta build. The point of a game should be to have fun, not just to acquire currency like a job. Of course I would love to see some balance changes so that there isn't such an oppressively meta build, but you don't have to play it if you don't think it's fun.
We have a lot of complex answers for this comment, but just to clarify we don't think the build isn't fun. We can criticize something and still enjoy it.
Lvl 89 pathfinder here, today marks my first day that i have dropped a greater (not perfect) GREATER jeweller's orb, kind of happy that i play the skill granted by my ascendancy otherwise i would still be rocking a 3 link, 118% item rarity on my gear btw. Really tought that them removing Fusings and Jewelers to socket/link your stuff in poe 2 would be a QOL, Silly me 😂
Currently maps don't feel as good as they could be. The Atlas system is great, but having only one try per map is discouraging me from engaging with the additional systems. I first run around and kill all rares and then I go back and do Rituals, Breaches and such things. Backtracking feels awful, especially since those special spots for the mechanics are not permanently marked on the map after you discovered them.
Agree w you. Even an idea to level just a SECOND character gives me massive headache. And yeah, things like 1 death and portals gone, it's superfrustrating. Few times i died literally w last rare dude in a map, and so lost whole map, which is obviously huge and spent time w that. It's not fun, it's pure frustration. Made me think if i dont want to delete this game, instead just going to 2nd portal which u know...isnt there. But in the end, i think i'll delete this game before finding FIRST citadel... Which takes ages. Or im sure i'll delete it if i'll die w random ONE SHOT there. Also i hate that non existing freedom in what maps i want to play. For example my minion build is bad for dungeons, and i just hate em, but big/open layouts, or linear (like Shore was) i LOVED IT... but here it's not that at all... so im forced to play maps that i DONT really enjoy And yeah, w gear n currency , i kinda feel i play poe1 on RUTHLESS.... Being level 60 and having some BLUE magic items is kinda absurd.
Similar to MS being implicit on boots, charm slots should be implicit on belts. It's way too mandatory and feels bad that it competes with other explicits mods.
All the content creators are making the same point about Item rarity, however in practice I am not seeing the effect that everyone is claiming in T15+ maps. How much item rarity do you need to start 'printing divines' as is claimed by the rarity complaints? If I personally run 200% item rarity in a T15+, I am not suddenly getting multiple divines per map. Do you have to use the shield that can give up to another +200% rarity in order to hit this breakpoint?
@PathofEvening Is it the one by neversink? I didn't know it let you move the hud around like that! I like the layout way more to be consolidated on the left+right instead of all on one or covering up so much in the middle 😅
I do think magic find should stay in the game just to help newer players collect good gear in the game. Perhaps a suggested fix for gear with magic find always has a downside, high risk, high reward. I use magic find and it's doing wonders helping me collect resources in the early game like Uniques and orbs. Plus, if magic find exists, it does make things cheaper in the market possibly because the ease of access will diminish the worth of certain items. If there are other glaring issues with Magic Find, I'd love to hear the rebuttal and be happy to remove any other problems that exist within the mechanic. Well, actually if they fix the crafting system first to replace the "need" for magic find, then i wouldn't have any qualms
actually playing minions is good for Magic find, since most of your equipment will not improve minion damage (except for scepter, almulet and headgear)
Personal thought about zone size: What if they increase our movement speed outside of combat by, say, 75%? That way we could be zooming when exploring and the moment a mob jumps at you the bonus vanishes. A stupid solution, maybe, but a simple one that i could see working
Can someone explain to me why the general consensus around magic find being an issue is that it forces people to play meta builds to be able to do it. I feel like that’s just a cop out answer to why a lot of people don’t like magic find. If we removed magic find from the game, majority of people are still going to play whatever the best build in the game is because then those builds become to most efficient currency farmers. If we are using currency farming as the main metric a build that’s meta and can do harder content faster will make more currency then a non meta build. I’m not sure what magic find actually has to do with that.
It's the difference between being 20% more efficient and 2000% more efficient. In PoE 1 leagues after the removal of quant & with good balance of skills, there was significant diversity. In PoE 1 leagues with quant-simulating mods (Affliction, Sentinel), build diversity plummets because the added scalar of quant (or quant-like mechanics, such as PoE 2's IIR) is such a massive increase to profitability for the builds that can clear fastest. Also, melee stinks. That's not helping.
I don’t know about mf cos a friend of mine who is a new player had a little bit of rarity, nothing game changing but he’s been able to get a little bit of currency which he was able to get some good but cheap gear so he can try out a different build (melee). It’s increased his joy for the game a lot so I think it’s not a bad thing in that respect. My issue would be how it can affect the market but other than that it’s all good. I don’t cry when I see others exploiting and getting good drops. I just enjoy playing the game.
I can't agree more, with the removal of movement skills any boots without movement affix are trash even if they have god tier affixes. Crafting is great for the campaign, but once you reach endgame trading become mandatory for upgrading your gears since crafting is underperforming. Magic find is a old dumb mechanic, like you said everybody playing a S tier build with a lot of magic find is having a good time and everybody else are miserable. The third and fourth trials needs to be faster and easier.
Make loot filters available for EVERYBODY!! I cannot tell u how bad and time consuming it is to not have a loot filter with a map that get multiple breaches close to each other. It’s almost unplayable. This needs to happen now
Preach my brother preach. First video ive checked out in a while because ive wanted to figure out the game myself as much as possible. But was curious here. Had to pause 3 minutes and just say fuck i miss you guys videos lol. Please say it from the top of a mountain mandatory movespeed boots so you stuck with one shitty pair the entire campaign so you dont get absolutely mobbed by packs
Finished the video now. I swear bro you dont miss. Even in the rapid fire part i was just like yeah thats so true. Tried the trial of sekhemas for 3rd ascendencies almost 10 levels over leveled. Got wrecked. Im a slam titan. It takes almost 3 seconds for me to slam and because im a noob my build is very conditional. I swing 3 times and maybe on the third all my damage bonuses kick in and i one shot everything. But because i swing slow am tankg and need to swing multiple times to rev up i get hit at least 4 times by every pack even though i have 65ish percent block. Not to mention i have 75 percent armor and i thought that was supposed to apply to honor resist. Brother it does not. I can do level 72-73 maps but cant do a level 66 trial of sekhmas. Why in the fuck am i hard locked out of content meant to improve my character because of build design. I think it's fun to tank 20 shots and swing for the fences on bosses and mobs. GGG thinks i shouldnt be able to ascend because of that. I say if its a ascendency mechanic and they are dead set on it scrap honor make the bosses traps and monsters a little hadder and just make survival the goal. Can you complete it and live. If that's the bar i could have 4 ascendies right now lmao
Agree to all, but the most important one is to get a proper trading system and not just a copy of the dog shit manual one from PoE 1. Some way of selling items off-line. Also some maps are so irritating like Oasis where you have a horse-shoe shape and getting to the end only to discover that one rare is still alive in the beginning and having to backtrack. Which might take a full minute. Also the one-life per map often forces me not to risk rituals before the map is clear, and no indicators to where the four rituals were even if I heve discovered them all. No need for a memory game here. This could be solved by placing marker on the map once discovered. And no, light radius is not an alternative.
Thanks for the magic find shout I'm new to POE love the game but I really really like the RPG mechanics and the fact I'm supposed to ignore stats I'm excited about for item rarity feels really degenerate
The pizza analogy was wild, but my brother, what olives are you having on your pizza? Brine olives? That is terrible. You need some olive oil and herbs marinated olives. Its the only way.
I posted on reddit about how everyone should wear as much MF as they could early on but the PoE1 braindead players kept insisting that it doesn't affect currency... in PoE1. Newflash dingbats, this is a new game and I saw early on how broken MF in PoE2 was and I've only gotten richer than most because of it.
The problem with MF is how weak the average build is in PoE 2. Not a problem in PoE 1. I can put on a headhunter and clear t17s with nothing but MF gear with bow build.
I don’t understand why they give us a “tower” but the map looks nothing like a tower. I love the boss idea, maybe just maybe the tower should function like a tower that you climb to get to the top..5 floors or more of boss or mob encounters. Like it’s simple and way better than the atrocious map layout we have now
My problem is the entire game seems like one big slot machine. It's all based on randomized gambling. Streamers don't even look like they're having fun most of the time. Reminds me of people at casinos just pulling slot machine levers over and over again. More addicted than actually enjoying it.
I hate not managing too get my ascendancies. I simply can´t get to my third ascendancy from sekhema; and ultimatum is horrible. Having to go through every floor to get to the one I need is incredibly dumb. If the coin says "3" in the number of trials, put me in the third floor already.
I think they should just replace the rarity affix on gear with %goldfind.. there are practical applications to gold farming, but it doesn't completely destroy the integrity of the endgame.. and there's very little incentive for everyone to truly cripple their build just to farm more gold.. and it would keep that "MF" nostalgia that GGG can't seem to give up on.
That is a legitimately good idea. It allows gamblers to gamble, and they could tune it to be crazy, like 50x more gold on a gold find character, because gold is not tradable. Great idea.
the rune thing is honestly the biggest wtf for me. like its EA, a lot of the games problems can be understood. the rune thing is just pure incompetence on a scale i wouldnt even expect out of modern blizzard. i REALLY hope whoever gave the OK on that wasnt like... Johnathon or Chris, because thats a level of stupidity i genuinely didnt expect out of GGG, and if i come off harsh, its because its THAT bad, and anyone who thought about it for 5 seconds should have seen the issue.
One of the saddest thing was that I wanted to make a wind monk.. Not only is physical quarterstaff skills very weak right now. The "smooth movement for melee" isn't really smooth. Having skills that have a set minimum animation duration really kills it for me. And the animations lock you in and feels like you lose control over your character. It makes you lose all your momentum at the start and at the finish of the animation. It doesn't feel smooth and I am disappointed. Also when I hit maps, I was facetanking rares. But I was getting oneshot by white chaos damage monsters even with 50% chaos resistance. And every map felt like they had 50% of the monsters be chaos damage monsters spitting endless chaos projectiles your way.. It feels awful being melee, having to get to those guys without getting hit a single time cuz that would instantly kill me. I like the game they proposed, but it doesn't feel like that game right now. Down the line I hope we get more crafting, easier progression and more movespeed. And for the love of god make act 3 shorter
10000% agree with 1 death on map and trials also first one keep your tablet but for 6 and 8 point if you die you need to wait it from drop guys i have 3 divine orb drops and then i recieved the long waited trial of sekhema you do your calculations what is the chance this seriously need to be fixed too
The second & third trial item drop chances MIGHT be tied to Waystone drop chance. They drop a ton at high map levels, but are really rare prior to that point.
@@PathofEvening today for 6 exalts i buy 5-6 point the guy finish the trial under 2 mins its insane just buy it and don't waste your time with that bullshit i don't have mental health for that bullshit
I agree with all your takes and to add I just find poe2 endgame very boring I don't know why maybe it's boring because of itemization or maybe because of how bad chase uniques are or it's just missing that poe1 magic that kept us playing for months every league I don't know.
Probably the latter. PoE 2's mapping system is definitely very bare-bones right now. Kind of a miracle that they even got us to it at all, but definitely not anything close to what it will be as a finished product.
Most mobs need to be reworked whether its for the mob damage, range, speed, hitboxes, or any combination of those. I think this alone would help so many aspects of the game that just feel bad right now. there are too many mobs that just flat out out run you even if you have crazy movement like he does in the video. movespeed should be implicit and the mobs need reworked a ton. All mobs do way to much damage. Dont get me started on crafting, crafting needs a complete overhaul and big changes so its not just an rng orgy for every single thing at every single level. ! dealth maps and the trials are complete bullshit given the state of the game right now. (a complete rework of most mobs and tuning them down could completely solve this.) For the trials if you have honor a dealth should not end your run at all. The whole point of the trails is the new mechanic of honor so why can i not respawn if i die but am manager my trial running great and have tons of honor still? And after dealth effects are complete and utter fucking bullshit the way they are now. most are not well telegraphed and they literally 1 tap you. (again mobs reworks and tune downs along with way better telegraphing could solve this.) Runes and the rune sockets as they are are crazy boring and 1 dimensional. Yes I think rarity needs to be taking out of the game completely and drops just need to be tuned over time in the early access to fix this. Good news is all this stuff is fixable.
aside from the maps being 1-shot, i think how often enemies *can* 1-shot you from full health and shield is a bit cheap, especially if you're playing a melee class. 99% of the time i die it's because of a random on death animation or just by simply being 1-shot. i got to a boss yesterday while mapping, cleared the entire map prior with 0 issue, and got 1 shot on entering the boss room. it was a simple melee attack. it's garbage that that is even a possibility in a game that wants to be "difficult." if you're difficulty comes from 1. 1-shot maps and 2. 1-shot mechanics all you're doing as a dev is creating artificial difficulty. and this is coming from someone who has 3000+ hours across all the souls games. difficulty isn't an issue. it's not a challenge to avoid a 1 shot, but it's infinitely more infuriating when that easily dodgeable 1-shot attack does connect and kill you.
We didn't cover it, but there's some crazy rubber banding with dodge rolls against enemies that charge, which *really* undermines the value of dodge roll as a defensive mechanic!
I'm tired of running like 60% of these maps, and the lack of zooming out is annoying as fuck, I dont know if this is a resolution issue but my game is way too zoomed in at 1920x1080
Completely agree, they are mixing gameplay designs that are incompatible. You cannot have super challenging combat encounters and also a huge grind to try to attempt them again if you fail. I can't think of a single game that does this - FFXIV raids, Sekiro, Monster Hunter, Elden Ring, in any game with very hard fights that require practice and mastery, the punishment for failing them is you have to try again, at worst with a short runback where you skip a few trash enemies on the way back to the boss
There's a lot of good idea concepts that just don't work together. They're being experimental and throwing around a lot of ideas, and while that's okay, they need to cut the bad stuff quickly and aggressively throughout the EA.
Pinnacle bosses with 1 life is insane. Should get the standard 6 attempts but have the boss health reset to full. Simple. Also having all mechanic atlas passives gated behind the end game mechanic which is priced according to the highest tier is going to force most players into carries as the risk of not killing a boss is too great. Essences need to be immensely more common, alongside omens. I thought this was the new end game crafting system but you can’t engage with it whatsoever. So all we have is spamming an item until its affixes are full. Feels extremely bad.
I would argue that even 6 attempts is the wrong limit. I wasn't limited to 6 attempts while I died repeatedly to C*nt Geode or Jasmine Raj. Why is the endgame a copypaste of PoE 1 when I am playing PoE 2? Come up with new endgame for a new game. Copy of PoE 1 with 1 death limit and calling it a new endgame is lazy. Yeah, the inclusion of endgame in EA was last minute decision and they were short on time, but now that they have months to work on this, I want to see a new endgame.
incredibly based takes, i agree with every single word you say in this video (especially about breach and one-death philosophy, i hate that bs)
@@circaen How about an in-between, 6 portals but the map resets every time you die
@@banqsterz8160 That would just make it even more optimal just dont full clear map objective and fail on purpose to do it all again.
Great analysis indeed!
@dawnax2676 True. Maybe it doesn't reset but instead every time you die, it removes a portal. It would be like this: you have 6 portals, you go in and use 1 (5portals now). You die, it uses another portal (4 portals now) you respawn and use another portal (3 portals now), etc.
@@banqsterz8160 Thats literally just poe1
completly agree, magic find being so busted really demotivates playing a fun/different build instead of the 4 best meta builds.
No idea why we can't have unlimited attempts at a boss once you spend the key.
Imagine having to farm 8 hours every time you want to have one pull for a boss in Elden Ring. Who would want to play that?
Not sure unlimited is the answer but for sure more than once
i love how you always find a way to mention food in your vids
We are a studio of food enjoyers (and haters).
On death effect one shots right now are still insane. Agree with all your points
Used to die plenty to them before the nerf, after that i havent died to them in like 5 sessions.
Deaths have gone down, but that's probably more due to switching to ranged rather than the nerfs. Little of both.
My personal issue with crafting right now is the lack of any kind of deterministic system, like one we had in PoE1, to at least somewhat skew the direction of an item into a favorable result.
No joke, I've just hit tier 4 maps quest and I am still using a weapon I got at the start of normal Act 3, because there are no better alternatives. And even that weapon was the result of gambling at Alva's.
Runes, I thought, were supposed to be that: a way to purposefully modify an item to increase its strengths, or negate its weaknesses. However, they turned out to be majorly undercooked?
My initial thought upon unlocking the Reforging bench was: "Oh cool, maybe now I can stack 3 of the same type of runes to get a bigger one!", but that immediately evaporated when I realized Reforging was basically our trashcan for failed crafts or when we need to offload 500 Lifesprings.
Considering GGG were clearly going for a D2 vibe, I am also extremely surprised there is no rune word system to produce different effects when socketing certain rune combinations.
@@Nomenanza bro, use the trade website 💀
@@Nomenanza as much as I’d like to see runewords return I think it’d be way too on the nose as a direct rip off to Diablo. I don’t feel the game needs them and it would only increase the rarity of useful runes while giving us a whole stash tab full of useless ones.
I think the current state of runes is good. If you have a good base you can slot in an iron rune for more damage/armour and if you need more you res you slot a rune in to cap you out.
I feel the only change needed is the ability to remove them. Let us remove a rune and destroy it. I don’t need to keep it but at least let us free up a slot to put something else in as we find more gear with more res so we don’t feel the need to then go swap out that slotted item with one with an empty socket
Great level headed take. I especially like the take on boots. An opportunity to really make some fun implicit here. Example, slower heavy boots makes you stomp the ground. Introduce kick skills, so they can work as weapons similar to shields.
This is the best feedback video I've seen so far. I have been putting a text doc together of my feedback to submit, and this covers it all pretty much exactly. I really hope GGG sees this one and takes it to heart. Great vid!!
This video only having 12k views feels like throttling. Great work, concise points. New subscriber earned.
Thank you!
Great video, mate.
I'm glad to see so many content creators echoing the idea of movement speed being a boot implicit. Ive been saying this since Last Epoch did it. Seems like such a no-brainer I'm surprised GGG havent done it, yet.
Also lets them control how much MS players have at each stage of the campaign and balance around it.
5:30 I like mayonnaise, but 1 portal can go **** itself
No more 6 portal builds, we finally removed them from earth.
SPOT ON! And the Movement speed also ties into the one map death issue because as you said, it makes you bypass mechanics to ensure you complete the map, then you have to trudge back thru to find your lost mechanic. Very frustrating. I would even settle for having lots of teleporting checkpoints in endgame maps. The waystone drop rate early is also a touch low. Keep up the great work bud.
lets push this crusade to GGGs ears everyone. No rarity please. Stronger character -> harder content -> better loot. Not weaker character. This game is about chasing power. Not trading it off for loot
I agree with everything you said except the towers. My way of making them feel better would be to reduce their count by like 80% and make the area they show much bigger and allow you to socket up to 4 tablets.
That could be pretty interesting.
You make even tough levels look easy. Props to you
7. the 10% exp loss on death penalty needs removing/or be less punishing -- i feel very strongly about this.
Breaches are like the ultimate gamble as a melee.
- Kill stuff
- Huge swarm zergs you
- Character stops taking input / soft game freeze
- ??????
- Everything dies or I die
I think you are pretty much spot on with pretty much all of this. There are several big changes that absolutely needs to happen and you covered most of it. Another change I would like to see is biome mattering more, like that atlas passive skill but inherent. Make the biomes bigger so you can actually farm them a bit if you want and maybe even make regions on the map that gives you a bonus (temporary?) when you clear them. Something like that. The endgame at the moment is completely directionless. Also, tell me what direction to go to find those damn citadels. I've gotten all my atlas skill points, I'm still grinding maps, I've seen no hint of any of the Iron/Copper/Stone citadel, never mind finding all three. That's not interesting.
Completely agree with your comments about gearing, especially boots (and magic find, that can die in a fire). Having a bunch of much more interesting implicit and not just a mandatory roll that 100% determines if the boots are worth something or not would be really fun. I'd like to add charm slots on belts to that. Just let it go up as the item level goes up. Another thing I'd like to see is runes on staves, wands and sceptres. They don't even have to mirror what you get on martial weapons but something to make it more interesting. Same with quality. Currently it scales a skill I don't care about. That's just poor design. Let it do something. If you want to get really spicy something similar to quality on jewellery for weapons could be very cool, but ultimately I just want caster weapons to be more fun to tinker with.
Yeah, charm slot on belts being a random suffix is a real problem.
Absolutely right on everything except mayo. Extra mayo should be mandatory
Sunset hates mayo!
If rarity is removed(it should be) from gear, it needs to be added somewhere else, like way stones with higher tiers way stone granting more rarity.
Sounds good
It was _such_ a talking point that "any time you pick up a piece of gear that's an upgrade, you can just swap it in, no thinking required!" Yeah, NOT how it turned out. Not even a little bit.
I Hope GGG sees this video. I love the game dearly but these points kill a lot of the fun for me in the endgame. Well said, my friend!
So based. How you only have 17.7K subscribers is mind-blowing to me. You succinctly listed every gripe i have with the game in 15 minutes. Nicely done sir.
Every single point here is rock solid and reasonable. Ive been saying maps should be about 20% smaller since like day 2.
Pretty much agree with everything here.
I think something that we are ignoring that might also make a huge difference is when druid comes out. The extra building opportunities in particular for warrior and which could not be understated even ignoring how cool it will be to be the most badass furry in all of wereclast.
Right now the missing strength int class kind of makes a lot of the build crafting feel a little bit sadder. Just imagine playing as a war bringer that abuses the bear meta skill gym to combine all the war cries.
You forgot the third leg of the map speed tripod. Map Layout. Way too many hallways and dead ends. We need more blink type skills that can leap over walls/cliffs/etc.
i agree with all your points. only thing that bothers me even more is that they still haven't fixed the freezing multithreading issue that has been going around and not a single big content creator has added that to their lists. there is over 1000 pages on the main forums in path of exile not even including reddit and steam itself.
Yeah, technical issues are definitely a problem. Not really a design decision, though!
You are a 100% correct olives taste like an aquarium.
😁
100% agree about the runes, they basically swapped one issue (gem slots on gear) for another by making runes permanent. Please GGG, let us swap them or overwrite current runes!
Great thoughts here, I have been moaning about boots since release so glad to know others think similar
the attribute costs are tilting me out of my mind, and link currency as well, they are too rare, and when you use it, you are locked for that skill, and if i don't have enough attributes, guess what, i cannot use my 5-6 linked skill, and if i make that skill lower level, it starts from 3 link, it is so frustrating to upgrade gear, or try out new skills when you already are farming T15s and want to freshen up you gameplay
Socket currency is definitely too rare for how many skills players have available.
Very good points, agree with them all. I'm not as 100% about removing item rarity on items though, but it would be nice to only think about making my char better as you say.
why boots don’t have move speed implicit is beyond me
One thing I would change is the Ascensions. Specifically, let us choose any of them we want, rather than tying them to the starting stuff. I think, as they are, they act to limit build creativity, rather than encourage it. Like I want to play with the Merc's Gemling one, but with stuff on the opposite side of the passive tree.
Yeah, they won't be doing that. We should be able to re-spec out of Ascensions, though. No reason to be locked in.
Very good analysis, it's align with how I feel about the game. What bothers me the most with the one-shot death is that the risk reward is not there. Why not having a reward system based on how perfect you killed the boss? Like the achievments in PoE 1 (killed a boss by dodging all the laser attacks or whatever). Get extra loot or XP if the player scores a perfect boss kill. That would create an incentive to perfect the movement but would not be too punitive for casual players.
Even at level 91 I kill all the rares before doing any map content because I don't want to lose my progression to a random 1 hit.
Took me 3 attempts to kill the first breach boss because I wanted to experience the boss myself, -3 divines.
I do enjoy a lot about the game, but the areas where it struggles seem to have multiple systems working against it. Hoping for small changes over the next few months.
100% agree, thank you, all this! cannot agree more
If there was one thing I want to add is just increase the probability of affixes to certain damage types based on the weapon you are using. Why am I still wearing a Two Handed Mace from Act 4? Because these weapon types HAVE TO HAVE Physical%, Flat Physical Damage and Physical%+Accuracy as Prefixes in order to be usable. If they do not have these, they will not be an upgrade. That Act 4 mace I got from a VENDOR had all these stats AND rolled into Attack Speed and some kind of life gain, bam.
The Phys% runes need to have a WAY higher effect than they have now in order to be a competetive alternative. But this would only allow me to add EVEN MORE damage to the one mace that has the perfect prefixes ... so yeah if you want runes to be a relevant alternative to the crafting bench we need:
a) Rune Merging to create more powerful runes.
b) Rune effects be exclusive to their corresponding affix (no way to add Fire Res to an item that already has Fire Res, no way to add Physical Damage to an item that already has Physical Damage etc.)
Just with 3 Tiers that would require merging 3 runes of the previous tier each (so 9 T1 runes for a T3 rune), we would be able to get 60% Physical Damage Runes and thus 120% Phsical Damage through runes on a weapon. That alone would make the search for a Physical damage weapon upgrade SO MUCH MORE reliable.
getting one shotted by a ground effect you can't see cause your abilities cover them up sucks.
Being 1 shotted by random mobs shouldn't be a thing
On-death and lingering ground effects can both go away. They're a "good" way to provide danger in PoE1 with how Speedy Gonzalez we've become in it. Mostly agree with the rest, here's to January's massive patch spree.
those two things made me put down my monk and the game until it gets fixed, if ever. quite literally, those are the *only* two things that kill me and it happens so often, especially in maps that i need to complete for progression, that i don't feel any motivation to, you know, actually play a melee. because why suffer? just storm wave from a distance, right? nope, lingering ground effect that you didn't see kills you cause the chaos arrow dude was all the way in the back shooting while you were getting swarmed upfront. it just feels artificial. if it doesn't change, i'll prob never play again - new player, souls enjoyer perspective
Brother you are one of my favorite PoE content creators….. but your takes on olives and mayo….. brutal
It is a strong opinion! But we eat olives in the studio, we just don't love green ones on pizza and Sunset hates plain mayo.
I find your priorities questionable, but I like that you have your priorities straight!
Another point to the map design issue - they love tight corridor tilesets, to the point that it just messes with a lot of the mechanics that they've brought in for endgame maps. Expedition and Strongboxes are cumbersome at best, and just unfun at worst with the corridors. Ritual becomes insane unless you've got really strong clear because heaven help you if you've got a ritual circle on a tight corridor; the swarm of enemies + walls and ritual totem itself bodyblocking you is almost certain death.
Heck, it even affects the player-monster fights - for example, Glacial Bolt is terribly inconsistent in its ice crystal spawning with enemies that rush you down, and adding the corridor doubles down on that. Or there are times where the mobs are so big that they just straight up cannot walk across the corridor/bridge (e.g. Mud Golems/Antlions in the Tree Village tileset thing is the most egregious example).
I don't expect much changes to happen before the holidays end as well, so I'll setup an LA MFer. If nothing else, it's a throwback to POE1?
i've just started to skip rituals whenever i see them in places like Crypt. absolute foolishness disguised as "difficulty"...
True, maps are definitely too narrow.
Finally, someone completely aligned with me on MF-type juicing...I love D2, it was the most formative game of my youth, but I always hated the concept of MF. My own gear affixes should make me more powerful, not make the ability for the monster to drop something cool better. I've always felt the map mechanism of PoE would've been the perfect way to shift this concept, but they dropped the ball with quantity in PoE one imo making the best strategy to just speedrun low tier maps on the fastest character. I really hope they take a long look at this during early access and come up with a real solution.
no lies were told in this video
Good points, well explained.
Agree 100%! +sub
Stay safe exile!
Personal bingo-list for January patch:
- Remove magic find entirely from the mod pool, it is either busted or useless and limits future content
- Ingame loot filter, it is needed from map tier 1, they did not make it less mandatory like they wanted, LE did this, get on it, no excuses
- More rewards in mapping in tier 1-12 possibly better targeted upgrades
- Better map sustain without atlas passives and are more fun base atlas passive skill tree, mandatory waystone nodes are not fun
- Obviously runes removal, but also better access to sockets/runes in the campaign. Would not be against all items just having max sockets and removing artificers orbs and adding the quality part of the salvage bench to disenchanting. Also adding some runes with attributes.
- Alleviating affix pressure on gear with boots movement speed imlicit, belt charm slots (possibly just unlock 2nd and 3rd slot with levels or quests) and lowering some attribute requirements on skills/gear
- Significantly buffing melee, which can be in the form of better defensive layers. There is no real reward for being melee right now.
0 reward for being a melee unless you have 60K dps invoker that 1 shots everything. otherwise you'll run into the issue i'm having even in low tier maps - bullshit 1 shot death mechanics [that feel artificial and unnecessary if "difficulty" was their focus]
It doesn't make any sense to me when you say that playing the meta Spark build is boring and yet that's what you're planning to do. I would rather play a build that I'm actually interested in, even if it's less effective than the meta build. The point of a game should be to have fun, not just to acquire currency like a job.
Of course I would love to see some balance changes so that there isn't such an oppressively meta build, but you don't have to play it if you don't think it's fun.
We have a lot of complex answers for this comment, but just to clarify we don't think the build isn't fun. We can criticize something and still enjoy it.
Aquarium flavour - lol great description.
Lvl 89 pathfinder here, today marks my first day that i have dropped a greater (not perfect) GREATER jeweller's orb, kind of happy that i play the skill granted by my ascendancy otherwise i would still be rocking a 3 link, 118% item rarity on my gear btw. Really tought that them removing Fusings and Jewelers to socket/link your stuff in poe 2 would be a QOL, Silly me 😂
💯% agree with everything. The game would be in a really good state with these changes
Currently maps don't feel as good as they could be. The Atlas system is great, but having only one try per map is discouraging me from engaging with the additional systems. I first run around and kill all rares and then I go back and do Rituals, Breaches and such things. Backtracking feels awful, especially since those special spots for the mechanics are not permanently marked on the map after you discovered them.
Agree w you. Even an idea to level just a SECOND character gives me massive headache. And yeah, things like 1 death and portals gone, it's superfrustrating. Few times i died literally w last rare dude in a map, and so lost whole map, which is obviously huge and spent time w that. It's not fun, it's pure frustration. Made me think if i dont want to delete this game, instead just going to 2nd portal which u know...isnt there. But in the end, i think i'll delete this game before finding FIRST citadel... Which takes ages. Or im sure i'll delete it if i'll die w random ONE SHOT there.
Also i hate that non existing freedom in what maps i want to play. For example my minion build is bad for dungeons, and i just hate em, but big/open layouts, or linear (like Shore was) i LOVED IT... but here it's not that at all... so im forced to play maps that i DONT really enjoy
And yeah, w gear n currency , i kinda feel i play poe1 on RUTHLESS.... Being level 60 and having some BLUE magic items is kinda absurd.
Similar to MS being implicit on boots, charm slots should be implicit on belts. It's way too mandatory and feels bad that it competes with other explicits mods.
All the content creators are making the same point about Item rarity, however in practice I am not seeing the effect that everyone is claiming in T15+ maps. How much item rarity do you need to start 'printing divines' as is claimed by the rarity complaints? If I personally run 200% item rarity in a T15+, I am not suddenly getting multiple divines per map. Do you have to use the shield that can give up to another +200% rarity in order to hit this breakpoint?
Important to also combine rarity on gear with rarity on maps & tablet bonuses.
How did you make your HUD look like that? Is it in the settings or a mod?
Loot filter!
@PathofEvening Is it the one by neversink? I didn't know it let you move the hud around like that! I like the layout way more to be consolidated on the left+right instead of all on one or covering up so much in the middle 😅
@@PathofEvening Actually I just realized it's because I use a controller haha! I do like that loot filter though
I do think magic find should stay in the game just to help newer players collect good gear in the game. Perhaps a suggested fix for gear with magic find always has a downside, high risk, high reward. I use magic find and it's doing wonders helping me collect resources in the early game like Uniques and orbs. Plus, if magic find exists, it does make things cheaper in the market possibly because the ease of access will diminish the worth of certain items. If there are other glaring issues with Magic Find, I'd love to hear the rebuttal and be happy to remove any other problems that exist within the mechanic. Well, actually if they fix the crafting system first to replace the "need" for magic find, then i wouldn't have any qualms
hi its Larold! :)
Agree with every single point made.
actually playing minions is good for Magic find, since most of your equipment will not improve minion damage (except for scepter, almulet and headgear)
Good point!
Personal thought about zone size: What if they increase our movement speed outside of combat by, say, 75%? That way we could be zooming when exploring and the moment a mob jumps at you the bonus vanishes. A stupid solution, maybe, but a simple one that i could see working
That's a possible solution.
Completely agree with the one death thing. As much as I love the challenge it is way to punishing for everyone.
I think all boots should just have an implicit movement speed range
I should have waited, you said everything I was thinking 😂 also the rarity on items thing is exactly the same and worse than movement speed on boots
Yep
Can someone explain to me why the general consensus around magic find being an issue is that it forces people to play meta builds to be able to do it. I feel like that’s just a cop out answer to why a lot of people don’t like magic find. If we removed magic find from the game, majority of people are still going to play whatever the best build in the game is because then those builds become to most efficient currency farmers. If we are using currency farming as the main metric a build that’s meta and can do harder content faster will make more currency then a non meta build. I’m not sure what magic find actually has to do with that.
It's the difference between being 20% more efficient and 2000% more efficient. In PoE 1 leagues after the removal of quant & with good balance of skills, there was significant diversity. In PoE 1 leagues with quant-simulating mods (Affliction, Sentinel), build diversity plummets because the added scalar of quant (or quant-like mechanics, such as PoE 2's IIR) is such a massive increase to profitability for the builds that can clear fastest.
Also, melee stinks. That's not helping.
The game is great if you ignore all of the horrible stuff
This gave us a good laugh 😂
@PathofEvening it's inspired me to make an actually-good game :)
I don’t know about mf cos a friend of mine who is a new player had a little bit of rarity, nothing game changing but he’s been able to get a little bit of currency which he was able to get some good but cheap gear so he can try out a different build (melee). It’s increased his joy for the game a lot so I think it’s not a bad thing in that respect. My issue would be how it can affect the market but other than that it’s all good. I don’t cry when I see others exploiting and getting good drops. I just enjoy playing the game.
So your friend is lucky, that's good
I can't agree more, with the removal of movement skills any boots without movement affix are trash even if they have god tier affixes. Crafting is great for the campaign, but once you reach endgame trading become mandatory for upgrading your gears since crafting is underperforming. Magic find is a old dumb mechanic, like you said everybody playing a S tier build with a lot of magic find is having a good time and everybody else are miserable. The third and fourth trials needs to be faster and easier.
Make loot filters available for EVERYBODY!! I cannot tell u how bad and time consuming it is to not have a loot filter with a map that get multiple breaches close to each other. It’s almost unplayable. This needs to happen now
Yeah, console players feeling like second-class citizens right now.
Preach my brother preach. First video ive checked out in a while because ive wanted to figure out the game myself as much as possible. But was curious here. Had to pause 3 minutes and just say fuck i miss you guys videos lol. Please say it from the top of a mountain mandatory movespeed boots so you stuck with one shitty pair the entire campaign so you dont get absolutely mobbed by packs
Finished the video now. I swear bro you dont miss. Even in the rapid fire part i was just like yeah thats so true. Tried the trial of sekhemas for 3rd ascendencies almost 10 levels over leveled. Got wrecked. Im a slam titan. It takes almost 3 seconds for me to slam and because im a noob my build is very conditional. I swing 3 times and maybe on the third all my damage bonuses kick in and i one shot everything. But because i swing slow am tankg and need to swing multiple times to rev up i get hit at least 4 times by every pack even though i have 65ish percent block. Not to mention i have 75 percent armor and i thought that was supposed to apply to honor resist. Brother it does not. I can do level 72-73 maps but cant do a level 66 trial of sekhmas. Why in the fuck am i hard locked out of content meant to improve my character because of build design. I think it's fun to tank 20 shots and swing for the fences on bosses and mobs. GGG thinks i shouldnt be able to ascend because of that. I say if its a ascendency mechanic and they are dead set on it scrap honor make the bosses traps and monsters a little hadder and just make survival the goal. Can you complete it and live. If that's the bar i could have 4 ascendies right now lmao
The metaphor game is strong in this one!
Why every time I click on a poe 2 video a diablo 4 ad pops up?😒
One thing you can say about Blizzard: they have money to spend on ads.
Agree to all, but the most important one is to get a proper trading system and not just a copy of the dog shit manual one from PoE 1. Some way of selling items off-line. Also some maps are so irritating like Oasis where you have a horse-shoe shape and getting to the end only to discover that one rare is still alive in the beginning and having to backtrack. Which might take a full minute. Also the one-life per map often forces me not to risk rituals before the map is clear, and no indicators to where the four rituals were even if I heve discovered them all. No need for a memory game here. This could be solved by placing marker on the map once discovered. And no, light radius is not an alternative.
>Light Radius mentioned!
Thanks for the magic find shout I'm new to POE love the game but I really really like the RPG mechanics and the fact I'm supposed to ignore stats I'm excited about for item rarity feels really degenerate
Yeah, the current state of item rarity on gear is really problematic.
The pizza analogy was wild, but my brother, what olives are you having on your pizza? Brine olives? That is terrible. You need some olive oil and herbs marinated olives. Its the only way.
That is true. Most pizza olives are just salt bombs!
I posted on reddit about how everyone should wear as much MF as they could early on but the PoE1 braindead players kept insisting that it doesn't affect currency... in PoE1.
Newflash dingbats, this is a new game and I saw early on how broken MF in PoE2 was and I've only gotten richer than most because of it.
The problem with MF is how weak the average build is in PoE 2.
Not a problem in PoE 1. I can put on a headhunter and clear t17s with nothing but MF gear with bow build.
Agreed on every single take
I don’t understand why they give us a “tower” but the map looks nothing like a tower. I love the boss idea, maybe just maybe the tower should function like a tower that you climb to get to the top..5 floors or more of boss or mob encounters. Like it’s simple and way better than the atrocious map layout we have now
And please, please fix ritual. I’m so tired of getting into rituals where I have literally no room to do anything.
True, a version of towers that are more like PoE 1's Tower map could also be great.
My problem is the entire game seems like one big slot machine. It's all based on randomized gambling. Streamers don't even look like they're having fun most of the time. Reminds me of people at casinos just pulling slot machine levers over and over again. More addicted than actually enjoying it.
I'd remove burning ground mod on maps entirely.. It's just a potion drainer
It's so bad as ES builds that don't have Eternal Youth, just turns off your ES recharge for the whole map. Real garbage.
I hate not managing too get my ascendancies. I simply can´t get to my third ascendancy from sekhema; and ultimatum is horrible. Having to go through every floor to get to the one I need is incredibly dumb. If the coin says "3" in the number of trials, put me in the third floor already.
It's a pretty frustrating approach to Ascendancy trials, and also very time-consuming. Definitely needs more work.
I think they should just replace the rarity affix on gear with %goldfind.. there are practical applications to gold farming, but it doesn't completely destroy the integrity of the endgame.. and there's very little incentive for everyone to truly cripple their build just to farm more gold.. and it would keep that "MF" nostalgia that GGG can't seem to give up on.
That is a legitimately good idea. It allows gamblers to gamble, and they could tune it to be crazy, like 50x more gold on a gold find character, because gold is not tradable. Great idea.
the rune thing is honestly the biggest wtf for me. like its EA, a lot of the games problems can be understood. the rune thing is just pure incompetence on a scale i wouldnt even expect out of modern blizzard. i REALLY hope whoever gave the OK on that wasnt like... Johnathon or Chris, because thats a level of stupidity i genuinely didnt expect out of GGG, and if i come off harsh, its because its THAT bad, and anyone who thought about it for 5 seconds should have seen the issue.
They should Nerf Magic find and buff Drops in General slightly
One of the saddest thing was that I wanted to make a wind monk..
Not only is physical quarterstaff skills very weak right now. The "smooth movement for melee" isn't really smooth. Having skills that have a set minimum animation duration really kills it for me. And the animations lock you in and feels like you lose control over your character. It makes you lose all your momentum at the start and at the finish of the animation. It doesn't feel smooth and I am disappointed.
Also when I hit maps, I was facetanking rares. But I was getting oneshot by white chaos damage monsters even with 50% chaos resistance. And every map felt like they had 50% of the monsters be chaos damage monsters spitting endless chaos projectiles your way.. It feels awful being melee, having to get to those guys without getting hit a single time cuz that would instantly kill me.
I like the game they proposed, but it doesn't feel like that game right now. Down the line I hope we get more crafting, easier progression and more movespeed. And for the love of god make act 3 shorter
The melee lock-on is really frustrating.
@PathofEvening I agree. And the animations are painfully not-smooth
“Most people don’t like mayo…” Excuse you???
Most people don't, and just like mayo enjoyers, they're very vocal about it!
Spot on
I like your similes.
10000% agree with 1 death on map and trials also first one keep your tablet but for 6 and 8 point if you die you need to wait it from drop guys i have 3 divine orb drops and then i recieved the long waited trial of sekhema you do your calculations what is the chance this seriously need to be fixed too
The second & third trial item drop chances MIGHT be tied to Waystone drop chance. They drop a ton at high map levels, but are really rare prior to that point.
@@PathofEvening today for 6 exalts i buy 5-6 point the guy finish the trial under 2 mins its insane just buy it and don't waste your time with that bullshit i don't have mental health for that bullshit
In no scenario do I dislike olives on pizza
To be fair, we only dislike green olives on pizza.
How hungry were you when you made this video? So many food metaphors lmao
We are a studio of strong food opinions.
Magic find is very strong in D2. IDK why everyone's malding about it. Perhaps it needs to be downtuned, but not removed.
D2, you say?
@@PathofEvening yeah no one ever complains about mf in d2
Too busy complaining many other things, like bag space.
Pretty much sums everything up both succinctly and poignantly.
If you don't like mayo you are a savage.
Sunset is the mayo hater in this studio, but only on sandwiches. She likes it as an ingredient in sauces and pasta salads.
With all those death effect and tiny details I can't enjoy having my pets around.
oh :(
I agree with all your takes and to add I just find poe2 endgame very boring I don't know why maybe it's boring because of itemization or maybe because of how bad chase uniques are or it's just missing that poe1 magic that kept us playing for months every league I don't know.
Probably the latter. PoE 2's mapping system is definitely very bare-bones right now. Kind of a miracle that they even got us to it at all, but definitely not anything close to what it will be as a finished product.
Most mobs need to be reworked whether its for the mob damage, range, speed, hitboxes, or any combination of those. I think this alone would help so many aspects of the game that just feel bad right now. there are too many mobs that just flat out out run you even if you have crazy movement like he does in the video. movespeed should be implicit and the mobs need reworked a ton. All mobs do way to much damage. Dont get me started on crafting, crafting needs a complete overhaul and big changes so its not just an rng orgy for every single thing at every single level. ! dealth maps and the trials are complete bullshit given the state of the game right now. (a complete rework of most mobs and tuning them down could completely solve this.) For the trials if you have honor a dealth should not end your run at all. The whole point of the trails is the new mechanic of honor so why can i not respawn if i die but am manager my trial running great and have tons of honor still? And after dealth effects are complete and utter fucking bullshit the way they are now. most are not well telegraphed and they literally 1 tap you. (again mobs reworks and tune downs along with way better telegraphing could solve this.) Runes and the rune sockets as they are are crazy boring and 1 dimensional. Yes I think rarity needs to be taking out of the game completely and drops just need to be tuned over time in the early access to fix this. Good news is all this stuff is fixable.
aside from the maps being 1-shot, i think how often enemies *can* 1-shot you from full health and shield is a bit cheap, especially if you're playing a melee class. 99% of the time i die it's because of a random on death animation or just by simply being 1-shot. i got to a boss yesterday while mapping, cleared the entire map prior with 0 issue, and got 1 shot on entering the boss room. it was a simple melee attack. it's garbage that that is even a possibility in a game that wants to be "difficult." if you're difficulty comes from 1. 1-shot maps and 2. 1-shot mechanics all you're doing as a dev is creating artificial difficulty. and this is coming from someone who has 3000+ hours across all the souls games. difficulty isn't an issue. it's not a challenge to avoid a 1 shot, but it's infinitely more infuriating when that easily dodgeable 1-shot attack does connect and kill you.
We didn't cover it, but there's some crazy rubber banding with dodge rolls against enemies that charge, which *really* undermines the value of dodge roll as a defensive mechanic!
I'm tired of running like 60% of these maps, and the lack of zooming out is annoying as fuck, I dont know if this is a resolution issue but my game is way too zoomed in at 1920x1080
Yeah, Vaal Factory & Augury are bad.