Feedback on PoE 2: Fundamental confict in game designs
" What surprise me the most about end game, its why suddenly fight against bosses is the least interesting content of the game, when it was the most interesting during campaign. GGG decide to introduce pinnacle bosses, but every other bosses are just a bad rare monster. So all the pace during campaign about killing mobs IN ORDER TO get to the boss and have a tough fight, just disappear on maps !!! Hardest and most interesting content is breach/delirium/rituals because that the new (unclear) goal of endgame and all are using the same mechanic : killing mobs as fast as possible. Thats the opposite of the pace of campaign !!! In my opinion, expeditions, strongboxes and rogues are a good content for POE2 in the continuity of the pace of campaign but other mechanics of endgame need to be reworked or switch from endgame !!! แก้ไขล่าสุดโดย Legoury#0138 เมื่อ 8 พ.ค. 2025 15:22:30
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recently I was doing a map, it had a delirium mirror and some mods, affecting pack size, number of packs, and also multi projectiles. I walked into a mirror, and, after few steps, I was completely surrounded. In a map with open layout. There were so many monsters I could barely move. Few moments later the screen was full of projectiles, ground effects and special effects from rare monsters. Guess what I did:
1) Raised the shield and waited 0.3 seconds until my stun bar was 90% so that my damage skill dealt a bit more dmg 2) Stood still for 1.5 seconds so that my dmg skill dealt a bit more damage 3) tried to daze enemies so that I stun them easier in the future 4) casted a curse in 2m radius so that 3 of the enemies got debuffed 1.5 seconds later 5) casted a mark skill so that one hit against one enemy gains a bonus 6) tried to use a powerful skill with unscallable 2s+ attack time 7) ran and rolled like crazy trying to survive spamming my one button skill Yes, you guessed it right. Devs want us to play tactical reactive combat yet give us experience like in some Horde Survival games. It's preposterous edit: I am not complaining about difficulty. I cleared the map easily. But I certainly did not do it the way devs want us to play. Actually I have been using even less skills and buttons on average with my builds than in PoE1. IGN: Eric_Lindros CET: Timezone แก้ไขล่าสุดโดย Ludvator#6587 เมื่อ 17 พ.ค. 2025 18:21:57
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" I would rather compare with Hades. This a example of tactical game that test timing and reactions. In Hades they never ambush you. You enter in a room, see what enemies are and decide how you deal with them. In Path of Exile In Path of Exile you are always overwhelmed by hordes attacking in all directions and they constantly ambush you (They literally jump on your face). The game is around design your character and balance between survivability, crowd control, and high damage against bosses. Both are great games with very different play styles. Instead to design the game around press A, then B, then C, repeat... We have the "Cast when x" and minions auto summon, but I would like more automation. | |
well all of this feed back makes totally makes sence and i agree with it totally.
but everyone failed to mentioned few things: unique bosses in story drop worse loot the uniques which feels very confusing and underwhelming cz farming on lvl bosses is just big and pointless time sink. skill tree is way to overbloated with pointless stat nodes that are not fun to path with at all, and getting togehether chaos build costs questionable ammount of skill points cz some wierdo went and randomly slapped around nodes for it without any care. HP boss bloat, well and mob its the main reason that people resign to the "well i am gonna go 1 shot screen clear" because its just gets out of hand and trashes whole "tactical" combat approach in its entirety boring out players because it take ages to kill anything without barelly any reward to follow after that. like jamanra is best example for hp bloat. แก้ไขล่าสุดโดย TOP_BOMJIK#4977 เมื่อ 18 พ.ค. 2025 07:09:48
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" +1, thanks for the laugh. |
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Many great points and views.
I have to agree with the users who mention that the game promotes 1 shot mechanics rather than deliberate methodical gameplay. The expectation for risk versus reward is not present. There is no significant reward for fighting above your level or ability nor is there any point to build any defense beyond any starter 'builds'. The end game is simply kill before being killed. Anything lesser is just not 'fun'. แก้ไขล่าสุดโดย omarshariff316#7754 เมื่อ 18 พ.ค. 2025 23:11:41
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I think the root cause of the issue is the following:
instead of evolution = building on the strong aspects of original game and improving them further, especially when it comes to limitations of the old engine, they tried to do the revolution => but they still recycled 50%+ of the original game mechanics and game systems => but the new game philosophy does not match the original mechanics and systems result is a complete mess IGN: Eric_Lindros
CET: Timezone |
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