Player power is so high that it is ruining the game. 1-button screen clear is BORING.

+1

GGG please consider:

A) balancing more often
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(broken skills and items just hurt build variety and fun)


B) Increasing the progression speed
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- especially in SSF


C) reliable and transparent crafting
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( known % chances for item modifiers & uniques without 3rd party sites)


D) meaningful combat
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eg. achieved by increasing the difficulty of average map content
- Imagine something close to rare monsters only.
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(Avoid the player feeling like wasting time on walking around most of the time while one shot killing all mobs on the screen occasionally.)
แก้ไขล่าสุดโดย ShadowOfDeath#3996 เมื่อ 6 มิ.ย. 2025 14:42:54
Obviously, all single-button builds that kill all mobs on the map and kill bosses with a single poke must be destroyed in order for the game to have more builds and more variety.

In addition, the mobs themselves must be boosted to level 90, and some bosses must also be boosted.
แก้ไขล่าสุดโดย Ярри#5910 เมื่อ 7 มิ.ย. 2025 10:01:22
"
xixkingxix#7778 เขียน:
Just don't play a build thats do this? Who do you think you are to decide how others have fun with their builds?


It's the way the game is built though. No-one wants to spend hours grinding low tier maps for a handful of exalts. People who want 'meaningful combat' still want progression.

I get that in the current system you can do fun stuff with janky builds, but you've got to have a particular mindset (and a lot of free time) to play like that. You're playing against the way the game is designed.
"
Obviously, all single-button builds that kill all mobs on the map and kill bosses with a single poke must be destroyed in order for the game to have more builds and more variety.


It looks like "The Vision (c)" is to make campaign tactical and slow, and leave endgame POE-1 like 1-button all screen clearings. This is how all skills are designed. Most of them are just that: 1-shot everything with huge AOEs. So no, this is not a balance issue at all. This is a core design.
"
Azimuthus#1135 เขียน:
"
Obviously, all single-button builds that kill all mobs on the map and kill bosses with a single poke must be destroyed in order for the game to have more builds and more variety.


It looks like "The Vision (c)" is to make campaign tactical and slow, and leave endgame POE-1 like 1-button all screen clearings. This is how all skills are designed. Most of them are just that: 1-shot everything with huge AOEs. So no, this is not a balance issue at all. This is a core design.


After Tri's interview I think it's fairly clear that "the vision" was er... a bit loose. It's more like putting all the stuff from Poe 1 in Poe 2, working hard on campaign and then kind of defaulting to the Poe 1 stuff in endgame. Because it's there. And the core balance team is like 5 people.

I don't really think there's any going back now either. They're now pretty reliant on/committed to Poe 1 endgame mechanics (in the sense of ritual, deli etc). And there doesn't seem to be any appetite for a proper review of crafting (or trade I guess). That I find a bit disappointing as there's already a significant amount of mechanic creep.

I mean I guess I'm enjoying SSF more these days, but largely because it's easier to get through the road blocks now drops are more generous. Seems likely the best experience I'll ever have of this game is the first Geonor encounter, which is a little sad.

Don't want to be over critical, got a lot out of it and will keep playing. But there was something there that I think got lost.
แก้ไขล่าสุดโดย cid951#3156 เมื่อ 7 มิ.ย. 2025 11:22:49
"
It's more like putting all the stuff from Poe 1 in Poe 2, working hard on campaign and then kind of defaulting to the Poe 1 stuff in endgame. Because it's there. And the core balance team is like 5 people.


Ye, this is exactly what I'm talking about.

"
I don't really think there's any going back now either. They're now pretty reliant on/committed to Poe 1 endgame mechanics (in the sense of ritual, deli etc). And there doesn't seem to be any appetite for a proper review of crafting (or trade I guess). That I find a bit disappointing as there's already a significant amount of mechanic creep.


Agree on this as well.
Some keep saying "omg this is just EA, 1.0 will be entirely different", but truth is, 1.0 is already here. And it's been here since december. Game won't be any different. Some secondary tweaks here/there, sure. But nothing radical.

"
Don't want to be over critical, got a lot out of it and will keep playing. But there was something there that I think got lost.


Yep. Core game mechanically/aesthetically is fantasic. Nothing so far can compete. Maybe D4 in sooooome elements, but generally it is worse (especially sound design). Too bad the game lost its unique identity and just copies POE1. This is nice, perhaps, for POE1 fans. They would expect just that. But for new players who don't like POE1 it is meh.
"
cid951#3156 เขียน:
I don't really think there's any going back now either. They're now pretty reliant on/committed to Poe 1 endgame mechanics (in the sense of ritual, deli etc). And there doesn't seem to be any appetite for a proper review of crafting (or trade I guess). That I find a bit disappointing as there's already a significant amount of mechanic creep.


Ritual seems perfectly adaptable to slower gameplay. Even Deli, all they have to do is remove the mirror and make every Deli-infused map fog instead. But Breach I don't think can possibly be made into a non-speed mechanic. That being said if only 1/4th of the mechanics are speed based I'd be fine.

As for crafting I don't find it any worse than PoE 1 at it's core. You just have to see your gate to crafting attempts as being defined by bases rather than raw currency since you slam instead of reroll. Obviously it doesn't have a billion layers yet, but that I can chalk up to beta and think it's a cleaner base that should allow more layers without becoming an absolute brain melt that happens to concentrate wealth into 5% of the player-base due to cost of entry. With 2 since it all comes down to slams, even the poorest person that slams lucky can hit it as big as a rich person, they just get less rolls to hit big.

"
I mean I guess I'm enjoying SSF more these days, but largely because it's easier to get through the road blocks now drops are more generous. Seems likely the best experience I'll ever have of this game is the first Geonor encounter, which is a little sad.

Don't want to be over critical, got a lot out of it and will keep playing. But there was something there that I think got lost.


I personally have been playing in trade league but haven't engaged with trade yet because progression has been so smooth. I just pick up and craft ground loot, use expedition vendors and gamble and can consistently find at least some kind of upgrade when I need. Only now hitting a wall at tier 15s and that's just because the boss mechanics are meaningful enough that I can fuck up and when I do they just melt me.
I kind of agree with you, clearing a map with 1 button isn't fun right now bcs it feels like you're forced to play the game this way and i hate that

There are too many monsters in endgame and they do too much damage, if you kill them fast enough you don't have to deal with their bs mechanics, you also progress a lot faster too

campaign and endgame are 2 different games, but not in a good way
แก้ไขล่าสุดโดย Vyend#2601 เมื่อ 7 มิ.ย. 2025 23:33:38
The whole point of arpg for me is killing tons of mobs
Where is the fun if u struggle killing a single mob?!
"
UnholyKirin#7925 เขียน:
The whole point of arpg for me is killing tons of mobs
Where is the fun if u struggle killing a single mob?!


Bro the problem isn't only the one click screen clearing. If they want to bring conditions before patch 0.2.0 where all classes had the opportunity to build such a viable build, then it is ok , but bringing viable builds ONLY for specific classes or weapon is not acceptable. It's running the party game.

I wanna my Herald skill combinations back, if not then equal possibilities please....

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