Path of Exile

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How is PoE 2 lately? worth to revisit? (haven't played in a longgg time).

There's another update in a few weeks, will probably add another class and act, along with a league update.

It's still clunky as fuck and slow. There's a good game in there somewhere but I don't know if they'll get to it or continue down this retard path.
 
It's still clunky as fuck and slow
I kinda want it to be slower. To go for something else, I fear that in the end it's going to be just a sidegrade to PoE1.

PoE2, so far, feels like a game that isn't really committing to an identity. I get that the devs have to bend over to feedback here and there, but the game seems like it's aimlessly taking a few steps towards X, but then going back and stumbling towards Y. I don't even think it's a bad game, I just don't know what to make of it.

I'm not the most hardcore player, I don't "see the Matrix" when I play so perhaps my opinion isn't shared by the endgame enthusiasts.
 
I kinda want it to be slower. To go for something else, I fear that in the end it's going to be just a sidegrade to PoE1.

PoE2, so far, feels like a game that isn't really committing to an identity. I get that the devs have to bend over to feedback here and there, but the game seems like it's aimlessly taking a few steps towards X, but then going back and stumbling towards Y. I don't even think it's a bad game, I just don't know what to make of it.

I'm not the most hardcore player, I don't "see the Matrix" when I play so perhaps my opinion isn't shared by the endgame enthusiasts.
I think your opinion holds up. You have to remember that PoE2 started out as just an expansion to 1; the feature and scope creep that Jonathan has presided over let it balloon out into its own game where they've felt like they have to re-invent the wheel on a bunch of things that make the original so satisfying to play long-term. They've then walked back some of that stuff to varying degrees (crafting, mobility spring to mind) while struggling to actually move the game towards a full release state - so what is available is super muddled and in a lot of ways just looks and feels like Temu PoE1.
 
It's odd how many games get a sequel only for people to flock to the former. Payday, Killing Floor, PoE. I genuinely believe we aren't gonna see any new games with the staying power of.. well, the prequels of those games. Deadlock might but even then it's an autistic sidepiece to dota.

I've played a lot of PoE seasons but never really made it to the end game and I find it harder and harder to commit to doing so.
 
It's odd how many games get a sequel only for people to flock to the former. Payday, Killing Floor, PoE. I genuinely believe we aren't gonna see any new games with the staying power of.. well, the prequels of those games. Deadlock might but even then it's an autistic sidepiece to dota.

I've played a lot of PoE seasons but never really made it to the end game and I find it harder and harder to commit to doing so.
At least with the three examples you gave, they all suffer from a couple issues in common.

1: They released in a dogshit state. They were all clearly broken in a lot of ways, PoE2 just to a lesser degree from the other two.
2: They changed a lot of things at the core of what made their predecessors loved, because the developers decided to reinvent the wheel.

So the new favorite child comes out, then people who might be interested in it or tried it hear about how it ruins a lot of what people liked about what came before, and they try that out out of curiosity. Then a lot of them stick with the old one because it does a lot of what they liked about the new game, just better and more refined, before the developers decided to mess with their own formula for success.

To be honest, in the long run, I think PoE2 is going to suffer one major issue that people keep brushing under the rug. Casual players aren't going to wait to play through a 20+ hour slog of a fucking campaign every 4 months. The campaign is significantly slower than PoE1 unless you're playing something like a Deadeye that just pretends they're still playing PoE1. How many major patches do you think PoE2 can realistically keep its player count up, once the Acts and classes are actually fully released? I'm wagering "not as many as GGG hopes"

IMO, one of the things PoE2 does best is that it is a better new player friendly introduction to how Path of Exile works, just from observation. A lot of people I know bounced off PoE1 dozens of times, then after playing one or two campaign runs of PoE2, it all clicked.
 
I decided to level a new character, since the topic was relevant and my current two characters are a bit boring right now, using a modified version of Jungroan's Kinetic Fusillade leveling build from Keepers [Vid] [PoB]. His one is on Duelist, but if you play on any other class, you can easily get the Reduced Duration nodes in the middle of the tree with an Impossible Escape jewel to allocate passives in the radius of Magebane.

1776067323965.png

I am not a speedrunner, and I did all three campaign labs. On future runs I can easily cut this time and the deaths down a lot, because I still had to make some tweaks mid run. But my main reason here is to demonstrate that with a proper leveling build, you can level a new character to maps extremely fast. My full build cost is 40~ divines but that can realistically be pushed down to 10~15 (the economy is pretty inflated right now) because I went for a near minmaxed version. The most expensive mandatory item is a Watcher's Eye with -10 Mana Cost of Skills. The most expensive luxury item is a "20% Reduced Skill Effect Duration" Timeclasp corrupted with Level 21 Wrath, but that's 200+ divines so I didn't use one. I used a Warped Timepiece amulet instead and a Praxis with Wrath corruption instead, which was 10~ divs.

TL;DW version of the build:
Level 1-11: Kinetic Bolt, Faster Attacks, Volley, Added Lightning
Level 12: Kinetic Fusillade, Multiple Projectiles, Volley, Added Lightning.
Level 18: Kinetic Fusillade, Multiple Projectiles, Volley, Added Lightning, Elemental Damage with Attacks, Cruelty
Level 31: Kinetic Fusillade, Multiple Projectiles, Volley, Less Duration, Inspiration, Lightning Pen
Level 38: Kinetic Fusillade, GMP, Greater Volley, Less Duration, Inspiration, Lightning Pen

Optional Supplementary DPS for bosses:
Level 12: Kinetic Fusillade, Ballista Totem, Volley
Level 18-37: +Elemental Damage with Attacks
Level 38: Swap EDwA for Less Duration

Lightning Warp can be a 1 link in Poet's Pen because it'll hit 100% reduced duration from levels and your skill tree/anoint.
Wrath corruption on ring is an amazing DPS upgrade.
 
Jungroan's Kinetic Fusillade leveling build
My only worry with these super fast leveling builds is if they hold up after campaign into mapping? Since the only bases worth using have a level 84 requirement, in 90% of cases I can't swap to my actual build until that level. What do you do after completing the campaign? Keep doing the same setup in maps/delve until you swap to your actual build? Do you swap early? I guess trade league players can maybe just buy Legion 5-ways or whatever is the best XP leeching strat nowadays 🤔

I personally did an Impending Doom leveling setup from Paak on my Marauder and Scion. Not as fast as KF + LW, but I know it can carry me to level 84 on any ascendancy ;)
 
My only worry with these super fast leveling builds is if they hold up after campaign into mapping? Since the only bases worth using have a level 84 requirement, in 90% of cases I can't swap to my actual build until that level. What do you do after completing the campaign? Keep doing the same setup in maps/delve until you swap to your actual build? Do you swap early? I guess trade league players can maybe just buy Legion 5-ways or whatever is the best XP leeching strat nowadays 🤔

I personally did an Impending Doom leveling setup from Paak on my Marauder and Scion. Not as fast as KF + LW, but I know it can carry me to level 84 on any ascendancy ;)
you can either do a low level upgrade for it to cap your resists, bump your dps up, and so on, just keep going as is, or buy carries. I just kept going as-is and did Legion + Beyond (don't recommend, very rippy) + Alva in scoured t5 Dunes with 3 Legion, 1 Sergeants, 1 Timelines scarab. Took less than 10 maps to hit 84 to transition into my actual build.
 
I kinda want it to be slower. To go for something else, I fear that in the end it's going to be just a sidegrade to PoE1.

PoE2, so far, feels like a game that isn't really committing to an identity. I get that the devs have to bend over to feedback here and there, but the game seems like it's aimlessly taking a few steps towards X, but then going back and stumbling towards Y. I don't even think it's a bad game, I just don't know what to make of it.

I'm not the most hardcore player, I don't "see the Matrix" when I play so perhaps my opinion isn't shared by the endgame enthusiasts.
Same, I like poe2, it's the only one in the market that has a heavier and more precise combat feel to it. But the problem is... Like you say, the game's identity doesn't seem to be fixed yet.

While GGG has created a very good slower arpg, the problem is the reward system of the game is still based on poe1, where everything is calculated under Y rewards x Z minutes. Zoom zoom play style is still the one that gives you the most rewards, meanwhile GGG in their "genius" mind designed everything to punish you for enjoying their own well designed combat encounters.

Why would anyone be dodging the bosses attacks and engaging with their mechanics when everything can one shot you? So players naturally veer towards building a character that can melt bosses and skip all it's phases.
On poe1 they gave you 6 portals, in poe2, if you juice map with 6 mods, you get one portal, if you die you lose the currency you've invested, the currency you've dropped, and your experience and you map nodes. Every single system inside the game punish you for playing the way GGG wants you to play.
This becomes especially more punitive considering that the maps took 3x longer to clear and experience took longer to gain too, but easier to lose.
Bosses you get 1 try when you fight them at the highest level, which is bullshit.

So every season players try the most broken fast clearing builds that plays like poe1, then GGG keeps on nerfing them because GGG doesn't want it to play like poe1. The sprint system wasn't specifically designed for players to go faster, it was designed for players to run away from some enemies because ALL enemies used to run faster than you, so melee players were essentially fucked since there isn't any positioning they can do and so they always wait to get ganked on all sides. Overall, the sprint was actually a good design improvement.

The 2nd problem, the main poe2 players are poe1 players. Because the way GGG design a game is so hostile and full of friction, most newbies cannot just come in and learn the systems easily. They don't know that they have to plan their characters with a tool called PoB beforehand, and their item filters are from Neversink. So despite the idea that poe2 will attract new players, the majority are still from poe1.
Poe1 player expect zoom zoom, so they complain about the game not zoomy, so GGG keeps on tuning it according to feedback and it gets closer to poe1. So when you really start fighting against everything GGG designed and start playing like poe1 with new op skills, something in the back of your head began questioning, "why are you playing poe2 when it's getting closer to zooming like poe1?"

GGG can design game mechanics very very well, but their design "principle" is cancer, and it carries from poe1 to poe2.
 
And here I forgot to add into it. For slower combat, they designed game mechanics like blocking and parrying, cool.... But.... The entire game systems punishes you for it, for who the fuck would even try to block or parrying the enemies on maps?
If you're on maps and you're still trying to block a single enemy attack, you're playing it wrong.
It's fun and enjoyable from combat perspective, but you're playing it wrong, in the sense that you will die, you will take too long to clear a map, and you will get no loot.
So for every combo and interactions that they want you to play with, in the end the best builds still end up to be 1 button builds, and that is why it feels like poe1.
 
Why would anyone be dodging the bosses attacks and engaging with their mechanics when everything can one shot you? So players naturally veer towards building a character that can melt bosses and skip all it's phases.
To be fair this isn't just PoE2 problem. Pretty much every game in the genre suffers from this. Diablo, Borderlands, even games like Monster Hunter all have the same problem. For some reason devs seem to belive that the only way to make content "hard" is to give bosses attacks that automaticaly one shot players. Naturally this causes players to feel that defense is useless so they focus on offense and try to kill the boss before they can do any of those bullshit attacks. Since devs don't like this either they have started to add health gates and immunity phases that force you to do the mechanics for certain duration. This in turn makes everything feel pointless because defense doesn't do shit since attacks one shot you anyways, and after certain point offense is also pointless since you just hit the health gates.
 
The biggest problem I have with PoE2's combat philosophy is that Johnathan wants you to hop on one leg while juggling bowling pins on a Tuesday for 10% more damage and any attempt to get around that is met with the patented GGG triple tap. I don't mind 3 button builds as long as it feels like I'm getting ample reward for the effort. I also hate what they did with charges but that was something that had to happen given how strong they were in PoE1.
 
I've played a lot of PoE seasons but never really made it to the end game and I find it harder and harder to commit to doing so.

This made me curious, what do you consider the endgame? For example:
- Finishing the atlas (100/100 maps)
- Getting 4 voidstones
- Killing all the pinnacle bosses
- Running uber pinnacles
- Leveling a character to 100
- Getting to an elite tier of gearing (maybe 100s of div or mirror(s) worth of gear value that optimizes your build)
- Getting 36/40 or 40/40 season challenge achievements

There's probably more I missed. Point is, the game is so expansive even defining when you are at the endgame is tricky. Which makes me wonder what others consider the endgame.
 
The biggest problem I have with PoE2's combat philosophy is that Johnathan wants you to hop on one leg while juggling bowling pins on a Tuesday for 10% more damage and any attempt to get around that is met with the patented GGG triple tap. I don't mind 3 button builds as long as it feels like I'm getting ample reward for the effort. I also hate what they did with charges but that was something that had to happen given how strong they were in PoE1.
It's another case of overcorrecting for PoE1 players' proclivities while missing the forest for the trees: there's tons of things in PoE1 that perform adequately when automated and are exceptional when done manually (Hexes, Marks, Guard skills, some buff skills, Warcries), but because of how punishing and grindy PoE1 can get most people will never manually use a Mark or Guard skill if the automation is smoother and leaves more room to position/deal damage, at most they'll use Arcanist Brand to mass-trigger exposure+curses.

PoE2 changes this so that manually doing things is merely adequate and automation is almost nil. This might be cool if not for everything @Weeby Catto said: try to manually cast your curse, warcry, and grab a buff and you're asking to get stunned & mobbed or oneshot, and because you can always be oneshot and because juiced maps are joever after one death the only rational way to play if you value a healthy blood pressure is to roll an endangered species googol-dps zoomzoom screen exploder build.
 
The biggest problem I have with PoE2's combat philosophy is that Johnathan wants you to hop on one leg while juggling bowling pins on a Tuesday for 10% more damage and any attempt to get around that is met with the patented GGG triple tap. I don't mind 3 button builds as long as it feels like I'm getting ample reward for the effort. I also hate what they did with charges but that was something that had to happen given how strong they were in PoE1.
It will never happen unless they change their entire reward philosophy. They need to include some combo reward points like dmc, or really just better drops with way higher guarantee that tremendously help ssf situation.
This is why you don't feel the pressure to zoom and feel rewarded in normal action rpg like dark souls because the rewards aren't tied to cancerous droprate and time.
Here, losing 1 portal to boss fights means another few hours of grinding. And because they have put a default dodge, they feel it's paramount that you use it or get 1 shotted.

Still at the end of the day, imo the biggest core issue for me is that the devs don't play the game like players do, so they put all these time wasting features because they don't feel their time is wasted, hence why there is so much disparity in feedback. Remember we only finally get asynchronous trading because Mark was pissed he was getting ghosted in trades.
 
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