I Went from Having Fun to Really Hating this Game.
" This is honestly one of my biggest complaints about poe2 that will likely in no way get fixed. Couch co-op SUCKS in poe2. Its fine during campaign, but somewhere along act4 it just becomes a mess of visual clarity and logistics. The reason why party play is even popular is because groups will have one dude with those rarity gloves and then stack players for +difficulty and +loot. There's no actual comradery or co-op gameplay. Its just rarity juicers blasting content to make ad much money as possible. They dont even care about the game, just the market. /rant |
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Same. It's why I for the most part, stopped buying stuff in it and then as it KEPT getting worse, stopped playing. The only thing I'm willing to do now is see patch notes and see if they do anything good, but they've veered so hard off the path they said they were going to take and they veered off it so quickly that I don't think I trust them anymore. They had such a good formula when it "launched", and every single patch they keep boosting the metas, allowing 1 button clear screen builds to run totally rampant, making overly convoluted crafting stuff.......it's just too much.
Not to mention that there's so many bugs and they just keep full steam ahead'ing and adding more crap without fixing what already exists. The mark of a product that they're truly just trying to milk what money they can and don't actually care about the game, and I can confidently (and foolishly) say that I probably spent more in a short period of time on this game than 99.9995% of people. They need to chill WAY the hell out with damage. It's just out of control to a degree I can't even begin to explain. The end game is so far gone I can't even see it anymore. It's almost as bad as D4 now, and in a whopping 3 seasons, where it took d4 what....10 seasons to ruin an otherwise good game that badly? They need to remove 70% of the existing crafting items. They need to make it so that MOST items can actually drop from killing monsters that's usable / sought after and that you don't have to spend countless hours calculating your crafting. It's become such a bad experience. |
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Game force you to zoom zoom in t15
A lot of build/mecanics become pointless I tried a shield fire explosion abyssal lich, it is working with 200+ div gear but i miss 90% of QoL passives if i was warrior Must rely on a timeless jewel at 100+ div to have the same result as a warrior 1 div build Missing points to be hybrid, Stats req and mana cost reduce almost to 0 build flexibility Same for weapon requirement, dex+spear get pillar of flame, it would have been a good spell for my build. But it is at the end of the spear tree. No one will ever use it because it is not fitting with the spear playstyle. Co-op is full of spark blood-mage or LA builds, obliterating any enemies and you cannot keepup with their running speed Sometimes you see some mercinary, they are obliterating the screen with their grenades until they get one-shoted by any ground affixes then they leave. i have serious doubt about the futur of this game, being forced to restart every 4 months due to "season" then if you play a S tier build it will always be LA/sparks build where you clean screen before seeing any monster or you will struggle with low tier build and die a lot until you uninstall Same for visibility, a lot of A builds (almost 90 percent) are "unplayable" because you see nothing on the screen. Never seen that in a videogame, where playing reduce the life spawn of your sight I did some build where it hurted after a play session แก้ไขล่าสุดโดย shivalapretresse#7794 เมื่อ 19 ต.ค. 2025 09:10:51
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Thinking about it some more, for me there are 2 systems which basically just got imported from PoE 1 into 2 and they are what is going to ruin any vision GGG may have had of making a different game.
THe first is "Cast On" and "Trigger On". To me these are the worst systems of all time. Why? Because the only player agency and interaction with stuff like this is, "do I spend two points on this thing or equip this gem or don't I". The rest just automatically happens in the background with 0 input from the player. Like the Heralds, why couldn't Herald of Ice be something like, "build stacks of Herald of Ice when you Freeze an enemy, ACTIVATE the skill to do X". It could be anything, create chilled ground, do an attack with giga freeze buildup, explode a frozen enemy for extra damage, whatever. The point is that would put the agency for when and how an effect happens in combat in the hands of the player and not what we currently have which is, sometimes the effect is good, sometimes its kinda wasted, and sometimes its totally useless I.E. in a boss fight, but it all happens with no input whatsoever from the player. The trigger on stuff that you get in some of the Ascendencies is the same thing. Like the Witchhunter "10% chance to explode a corpse for some damage" its just so freaking uninspired, and this kind of mechanic is everywhere in PoE 1 and 2. You want meaningful combat get rid of every single one of these automated skills so I don't feel like the game is just playing the game for me. Its a video game, I want to push buttons and have skill expression not just sit there and watch stuff "Trigger on Tuesdays when the Sun is Out" or whatever. The other system is all this regen, recoup, leech, etc. GGG complains they can't kill the player so they create these awful monster death and degen ground effects and its like, no shit guy you gave us infinite sustain of course you cant kill us. Imagine if there was no recoup whatsoever. You had to get through a map with whatever health you have. Suddenly combat becomes way more meaningful and strategic with actual skill expression. But no, we have life flasks which are essentially infinite sources of 1,000s of health and the only way to die ever is the 1 shot. GGG has really shot themselves in the foot with this, in my opinion. Finally, I have to say, where are the skills that group enemies together ala the Black Hole from D3? Like you want cool combat, let me move the monsters around. Group them up for a bigtime AoE finisher. Or lift monsters in the air, or change the terrain in different ways to give me the player an advantage. Like we're 30 years into ARPG development and the best we can do is Knockback which doesnt even work on Rares or Uniques, seriously guys? GGG has effectively taken the Action out of Action RPG, and the saddest part is its still the "best" ARPG on the market which is really an indictment on the entire industry. Its just uninspired, boring systems layered on top of eachother massive Fail. IGN: Eso_Es
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" They could even learn how to properly balance just from playing Project Diablo 2 mod and reading its patchnotes. Some demons can only be cast out through prayer and fasting.
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I'm hoping the balance some of the top-end damage that allows people to literally nuke endgame buffed map bosses as well as pinnacle bosses, especially in party-play.
I know players are constantly trying to figure out how to "instantly explode the screen" and "delete bosses" but it's actually not great for the game to actually be able to do so because it makes it optimal to circumvent the content rather than engage with it and that's not fun. It's what people do when they optimize the "fun" out of their game - look no further than poe1. Bosses should be bosses that require engagement and understanding of their mechanics, not just to exist as loot pinatas at a click-casino. |
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" For me though I want to get to the point my char is crazy strong. If the power level you can expect from running a thousand juiced T15 maps to get 200 div gear is just that a boss which used to take 3 minutes to kill now takes 2:30 to kill no one would bother with the chase. |
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" The trigger/autotargeting type skills is one of the main things that made POE1 different from other ARPGs. I definitely wouldn't have played it as much as I did if it didn't have the trigger stuff like CoC or Heralds. |
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" Why not both. I'm certain it's a features, but it's also a flaw. It's a synergy shallow synergy. The fun about synergy is that it takes skills/passives that are already useful and makes them more useful. Synergy are fun because it makes you rethink how to use skills. You don't rethink how to use those passive, because you never use them in the first place. These passives are endemic of the shallowness of most of the skills & passives in this game. Narrow, designed for one use case, maybe two. แก้ไขล่าสุดโดย darrenrob82#3531 เมื่อ 22 ต.ค. 2025 18:26:23
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" We want both active skills and passive skills. That's where it's at. I certainly don't like the way it is in PoE1 where I can just hold one button and zoom across killing everything with no effort. I also wouldn't like having a long/double hotbar with 12 different active skills I have to switch between in this fast paced gameplay. What's best is having 4/5/6 active skills, and some passive skills I can attempt to trigger/utilize via my build and the use of the active ones. As a frame of reference, I play most games using a mouse with extra side buttons. For this game, I'd have my two main skills on left and right click, 3 secondary skills across mouse 1-3, my flasks are on 4 & 6, a tertiary skill on 5, and maybe an extra skill on 8. Some builds use unset rings for more gem slots. One or two of those skills might be on the weapon(s) instead of a gem. The hotbar is full. Then I have passives. I would not want those passives turned into more actives that make me need to use the 2nd hotbar. |
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