Path of Exile

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Discussion about Path of Exile, a free ARPG made by Grinding Gear Games.

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The original was posted on /r/pathofexile by /u/TheGreatWalk on 2025-01-04 03:19:53+00:00.

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The original was posted on /r/pathofexile by /u/EmilianoTalamo on 2025-01-04 06:39:12+00:00.

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The original was posted on /r/pathofexile by /u/iamurureckoning on 2025-01-03 23:24:49+00:00.


Found the copper citadel near a tower, I was excited and tried to reach the citadel Damn I didn't expect that it would take me 75 maps to get that. Here are my screenshots

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The original was posted on /r/pathofexile by /u/KnetikTV on 2025-01-03 20:45:44+00:00.


I stopped playing probably after the first 2 weeks after getting to maps and dealing with the 1 life concept, which I very much dislike as it kills any fun to be had with friends.

But with every post I see daily doom scrolling reddit, it is starting to become very clear that they are trying to make a "good" game rather than a "fun" game.

I feel like every design decision make 100% sense in a vacuum of what is "good" design. However, so much of the challenge/resistance, that is great in that vacuum, layered upon each other start sapping more and more fun out of the game.

This is a game man of us like to grind for hours, but for many (not all) normal people playing the game, after a few maps, you are simply fatigued.

The layers of mental strain from things like 1 death losing the map, having to stop a make sure you get loot before you die, being scared of 1 shot or on death kills, moving overly slow through map, having to backtrack huge maps to find 1 rare, having to return to town for flask refills, always watching whispers for trade because we are so low on currency, etc, etc, etc.

It simply gets EXHAUSTING.

After 3-4 maps I simply wanna go zombie out and watch TV instead because I am so tense playing the game.

Now, don't get me wrong, there are A LOT of the changes that I think are great changes, but I think it is just simply TOO MANY that go against the main drive of why players play AARPGs. The vast majority of us want to zoom around maps blasting down mobs and getting sick loot. I dont think it needs to be as faceroll as POE1 was, but there has to be SOME give somewhere.

I am not saying the game is HARD, I am saying the game is MENTALLY EXHAUSTING. Having to be dialed in at 100% the whole time drains you.

-- Signed, an average aarpg player whose opinion probably doesn't matter.

EDIT: Please keep in mind this is posted and labeled as FEEDBACK. I simply expressed my feelings on it without any attacks of any sort. This is EA, essentially a testing phase. It is important to express the issues that we as community find or don't find with the current iteration.

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The original was posted on /r/pathofexile by /u/Knasbollo on 2025-01-04 06:18:31+00:00.

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The original was posted on /r/pathofexile by /u/TapTrix on 2025-01-04 00:37:09+00:00.

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The original was posted on /r/pathofexile by /u/scruffymcnunchuck on 2025-01-03 23:58:13+00:00.

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The original was posted on /r/pathofexile by /u/MouseCS on 2025-01-03 23:07:35+00:00.

Original Title: GGG should add this feature where you can zoom out to view your atlas, so you can actually see more than a few maps at once and don't spent minutes dragging the screen around looking for that one map you left to farm at a later date, but you cant fucking find it again.

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The original was posted on /r/pathofexile by /u/dede_le_saumon on 2025-01-03 22:46:25+00:00.

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The original was posted on /r/pathofexile by /u/Lordados on 2025-01-03 16:18:19+00:00.


So I just upgraded my GPU thinking that was the source of my bad performance, but my game still drops to 30-40 fps when killing monsters, in hideout I have 150 fps. This screenshot is with all settings on low and DLSS on, 1080p, DX12, updated drivers. Has anyone with a similar setup suffer from this? Any way to improve it or is my CPU just trash?

GPU: RTX 4060

CPU: i5 12400

16gb RAM

SSD

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The original was posted on /r/pathofexile by /u/Damnae on 2025-01-03 21:27:17+00:00.

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The original was posted on /r/pathofexile by /u/NugNugJuice on 2025-01-03 18:51:15+00:00.


There have been a lot of posts on this subject. What I’ve noticed is that people have many different opinions about what the problem with melee is.

Some think that the problem is that ranged is too strong, some think that melee should be given more damage to compensate and others have many different opinions.

Ranged, overall, feels good to play and, in my opinion, better than in PoE1. Some builds are overpowered right now, but ranged as a whole is not overpowered. Making it feel bad to play so melee players don’t feel as clunky is not the way.

Giving more damage to melee to fix the problem is also not a good solution. Melee can already deal great damage, the problem is that there’s so much more risk in getting that damage off than there is when playing ranged. Just compare %attack damage numbers of skills and base weapon damage on melee weapons vs bows and crossbows. It makes or pretty clear that damage is not the issue here. Also, it’s PoE, endgame builds could measure their damage in bosses per second. A little damage boost won’t be a game changer. There would also be the consequence of them balancing enemies around that damage increase, then making ranged feel weak.

I think melee’s bad state comes down to 5 core problems.

1 - Survivability

Ranged has an innate advantage of being able to kill from a distance and to see some projectiles coming sooner. Melee needs to get into the battle first, which means melee will get hit. A solution to balance this out would be a mechanic like fortify, where melee characters are made tankier to compensate. However, I don’t think PoE1’s fortify is enough to help the clunky feeling of going in killing a pack and then using a life flask every single pack. Therefore, fortify would also need to provide %life regeneration.

2 - Stun

Melee does get one advantage in PoE2, 50% more stun buildup. That sounds great… if stun worked like in PoE1. In PoE2, stun is strange. It doesn’t last very long at all and you cannot scale the duration. This is weird considering electrocute and freeze both last much longer and don’t require much investment to build up quickly. Sure, stun builds up alongside the other ailments, so it could be seen as a nice extra, but stun is inconsequential if you’re already freezing or electrocuting. I think the solution here is to simply buff stun. Let us invest into stun duration and make its effects more consistent on rare enemies (many rares’ skills seem to bypass stun).

3 - Mobility

Ranged characters could move while attacking. This feels good. Why can’t melee move while attacking with strikes at the very least? Sure there are some attacks like rolling slam, but even then the control you have during it is not as fluid as Ranger. Not only that, but melee needs that mobility to deal damage on top of defenses… maybe melee should be able to move while attacking with a lower penalty than ranged.

4 - The “Gap” (Mobility Part 2)

Enemies are usually far and most have ranged options. This is not an obstacle for ranged builds, but it is for melee. The fix: gap closers. We have gap closers already, like leap slam, so what’s the problem? Leap Slam is slow and damage can be taken during it. Make it faster and give damage reduction during it (its damage could be lowered to compensate for the DR).

5 - Animation Times (Mace Skills)

This one is pretty obvious, but what were they thinking when adding invariable animation time. It looks nice, but it’s 2 seconds of getting hit and 2 seconds longer to kill a pack of monsters. There are 2 solutions. Either make it scale with attack speed (or skill speed at least) or lower the time and give a way to add damage reduction during animations (molten shell support?).

Now, I didn’t mention Life vs ES or how weak armour is because I think those are separate issues even if they are heavily related to melee. I wanted to focus more on the melee fundamentals and how to make it feel better to play.

EDIT: I say melee because I think Duelist, Marauder and Druid will also have similar problems to Warrior. Many of these points only apply to Warrior/Maces for now, but it will affect more later because these are fundamental issues with some game mechanics. Monk has convenient solutions for all these problems, but it’s unlikely the others will.

Survivability - ES is currently insanely strong with built-in recovery, if it gets nerfed, monk may notice this more.

Stun - Monk relies on freeze and electrocute instead.

Mobility - Combo skills have good mobility built in.

Gap Closers - Monk (Staves) has multiple.

Animation Time - Warrior specific for now.

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The original was posted on /r/pathofexile by /u/thepooker on 2025-01-03 18:19:49+00:00.

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The original was posted on /r/pathofexile by /u/BloodyheadRamson on 2025-01-03 18:14:25+00:00.

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The original was posted on /r/pathofexile by /u/azantyri on 2025-01-03 16:47:38+00:00.

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-03 16:05:01+00:00.

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The original was posted on /r/pathofexile by /u/Wulfgar_RIP on 2025-01-03 13:09:36+00:00.

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The original was posted on /r/pathofexile by /u/Parzywal on 2025-01-03 14:34:53+00:00.

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-03 11:55:58+00:00.

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-03 10:43:04+00:00.

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The original was posted on /r/pathofexile by /u/Combustionz on 2025-01-03 08:54:41+00:00.

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The original was posted on /r/pathofexile by /u/iASk_9 on 2025-01-03 04:51:35+00:00.

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The original was posted on /r/pathofexile by /u/stratos_ on 2025-01-03 03:52:54+00:00.

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The original was posted on /r/pathofexile by /u/New-Arrival9428 on 2025-01-03 03:20:14+00:00.

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The original was posted on /r/pathofexile by /u/Oniji on 2025-01-02 11:29:40+00:00.

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