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/MysticVegetta on 2024-12-29 12:01:47+00:00.


Hey Exiles!

As a long-time minion player in PoE 1 (half of my 6.6k hours were spent on minion builds), I was super excited to dive into PoE 2, even without a dedicated minion ascendancy.

I’ve tested all the available minions in proper setups, spending a few hours on each to evaluate what works and what doesn’t. Unfortunately, only very few minions feel good due to AI or mechanical issues.

After ~200 hours of play, I decided to compile my findings and feedback. However, since I had some extra time this vacation, I thought it’d be fun to present these suggestions in GGG patch notes style instead.

Would love to hear your thoughts and feedback on these ideas.

Cheers!

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The original was posted on /r/pathofexile by /u/Obnixius on 2024-12-29 11:28:52+00:00.


Today, one of my friends, who has played Path of Exile for several years (probably 8,000-9,000 hours), logged into the game to find that his stash tab had been emptied of divines and essences. All his gear was gone as well.

After searching the trade site, we found one of his items and checked the listings of the person selling it. We could see that this person had several of my friend's items for sale. What should we do? GGG doesn't seem to be responding to tickets about this issue at the moment, which I understand, but is there anything else we can do here?

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The original was posted on /r/pathofexile by /u/BiglyHeart on 2024-12-29 10:38:21+00:00.

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The original was posted on /r/pathofexile by /u/Deliverme314 on 2024-12-29 10:32:49+00:00.


I had completed my map, and at the very end was my breach. It was juicy AF. Tons of rares. Tons of loot. I had fun... until. At the very end, the breach closed, and I began to pick up loot. Walked to pick up an exalt, and "pop" dead. Couldnt see it. Maybe because it was under the loot, I dont know. But I couldnt see a damn thing. All I know is that I cleared everything, I walked, and I died.

GGG, this is awful. I can not tell you how many times I have died to these awful one shots. It is not a fun experience. That said, I could "deal" with it if I had after-death portals. You really need to choose: "Awful one-shot mechanics that are often time damn near impossible to detect or avoid", or "No re-entry to maps after death". While I believe that both are Awful design, removing one or the other would make the game feel much better.

This is way too frustrating and punishing

edit: for context I am level 90, deadeye, 2540 life, res capped, 87% evasion (not that eva helps in these scenarios) and this was a T11 map. I am running lower maps to try and avoid one shots lol

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The original was posted on /r/pathofexile by /u/moal09 on 2024-12-29 09:22:02+00:00.


There's a reason why literally everyone who MFed had a frozen orb or nova sorc because it was the most efficient build that was the easiest to get going with mobility and clear.

Similar to how stuff like stormweaver and deadeye are much better suited to MFing than something like a warrior. Even in PoE 1, if you were doing an MF build, it was always going to be tornado shot DE purely because of the speed, range and AoE it had.

MF by its very nature favors a single build archetype.

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The original was posted on /r/pathofexile by /u/Yuskia on 2024-12-29 07:12:37+00:00.

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The original was posted on /r/pathofexile by /u/Odd-Peace-5124 on 2024-12-29 03:31:27+00:00.

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The original was posted on /r/pathofexile by /u/deltefknieschlaeger on 2024-12-29 01:01:24+00:00.

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The original was posted on /r/pathofexile by /u/cheekygorilla on 2024-12-29 00:00:26+00:00.

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The original was posted on /r/pathofexile by /u/ohlawdhecodin on 2024-12-28 20:56:45+00:00.


Trees everywhere and they block your spells/skills all the time. Ultra-dense foliage that hides every possible threat, monsters included. Almost monochromatic (brownish) color that makes everything blend and mix together, making it VERY hard to spot enemies and threats. Movement is horrible, due to the constant ups/downs (hills), trees, little rocks, etc.

Please consider removing at last 50% of the trees. Or, possibly, the map itself.

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The original was posted on /r/pathofexile by /u/Jernsaxe on 2024-12-28 11:14:27+00:00.


I hope we can all agree that GGG want POE2 to be different from POE1 in part by being a lot harder, and I think most of us think that is (or can become) a good thing.

So what I am about to argue isn't that I want the game to be easier, but that the way difficulty is currently implemented runs counter to the design philosophy GGG seems to have, and that I believe it will lead to a long string of nerfs whenever a powerful build start to dominate the meta.

Currently there seem to be two main factors putting pressure on the meta builds:

  • Item Rarity on gear seems mandatory
  • Deaths are very punishing

I will not go into rarity here since that have been debated better elsewhere. I will instead look at deaths being punishing and how players deal with this, vs. how GGG seem to want us to deal with it.

There are a lot of mechanics in POE2 that will kill you if you don't deal with them correctly. Some of these mechanics have little meaningful counter play but there are two ways to deal with (almost) everything:

  • Be able to tank everything
  • Kill everything before it get to you

Both solutions are intentionally not engaging with the game in the way GGG seems to want us to do. GGG want us to dodge one shot mechanics, they want us to pick the right charm for the right situation and do elaborate setups to pull off powerful combos to kill the enemies. They want us to respect any mob and have epic boss fights.. But I don't believe they have given us the right tools to do that.

A weak dodge roll is fine for (most) boss fights that we can practice and learn, but it does almost nothing for off screen random monster projectiles or hasted rares with 5+ mods that get on top of you and refuse to leave. It is also not a solution to arena fights like ritual in maze like maps, and a 4 second cool down blink that requires you to weapon swap or lose a damage aura is not much better.

A charm to avoid freeze for a few seconds that the best current rolled mod takes 320 seconds (0.25 charge per second) to recharge is not a solution to freeze deaths. Having to roll a specific belt mod to have any defense against other debuffs like stuns or bleed compound the weakness of charms as a defensive layer.

Doing elaborate setups to increase your damage every 5-10 seconds while standing still in a small area is not something you can always do during a fight, so what will often happen is that you use the setup once and stack your damage until you can kill anything in those 5-10 seconds or you don't do the setup.

This might just be an issue for me, but I don't play ARPG's to be in a constant state of focus to be ready to deal with any random mechanic being throw my way, whether that is an "added cold" magic mob hitting me with a projectile off screen or invisible ground or on death effects that kill me if I don't react in half a second. It just doesn't work for me.

The reason I think games like Dark Souls can have extreme difficulty throughout the game is that you can spend hours training for each encounter and you know what is coming after dying to something once. When I run ten maps in an hour I am facing literally hundreds of unknown mechanics, many of which will kill me if I don't either outgear it or play perfectly. I can never run a 4k life build if a white mob can hit me for 5k damage without be knowing it is coming and being prepared for it.

I think GGG's vision works very well for boss fights, I like learning them and having to react to difficult mechanics, and while I still think some of our counter play in those situation are a little lacking I can live with that.

But if I have to choose between playing perfectly for hours on end vs. random mechanics or simply ignoring every single mechanic through build/gear I know what I will choose in an ARPG every single day of the year.

The reactions we have seen so far is nerfs to the standout builds, and some of those builds did need a nerf. But there is a limit to how many times GGG can do this without burning out the player base, especially with no ascendancy respec and a 20-30 hour campaign each time your build gets bricked.

If GGG want a long term meta of the game being super deadly and forcing players to engage with their mechanics they need to do something about randomness, lack of counter play and how punishing death is. Otherwise the meta will always be a rush towards the "flavour of the month" build that ignores all mechanics while we wait for the next nerf.

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The original was posted on /r/pathofexile by /u/BrandonJams on 2024-12-28 21:53:06+00:00.

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The original was posted on /r/pathofexile by /u/Drakhan on 2024-12-28 19:29:42+00:00.

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The original was posted on /r/pathofexile by /u/yamablo on 2024-12-28 19:20:15+00:00.

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The original was posted on /r/pathofexile by /u/Posi-Vibes692 on 2024-12-28 18:39:39+00:00.

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The original was posted on /r/pathofexile by /u/loopuleasa on 2024-12-28 17:19:16+00:00.

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The original was posted on /r/pathofexile by /u/Magz17 on 2024-12-28 16:14:04+00:00.

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The original was posted on /r/pathofexile by /u/Direyx on 2024-12-28 13:03:25+00:00.

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The original was posted on /r/pathofexile by /u/pcm_memer on 2024-12-28 13:10:32+00:00.

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The original was posted on /r/pathofexile by /u/MindDOTA2pl on 2024-12-28 12:58:27+00:00.

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The original was posted on /r/pathofexile by /u/TinderGirl92 on 2024-12-28 12:11:21+00:00.

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The original was posted on /r/pathofexile by /u/mazgill on 2024-12-28 12:02:43+00:00.


Picking up actually good gear, upgrading it with a lucky exalt or chaos slam, farming up for bosses to upgrade your atlas tree further, prompted to farm higher maps to unlock better uncut gem levels...

It all sounds nice on paper, but it is just miserable in reality. I sure do use exalts in my playthrough now, cuz their expected value is so low I don't mind wasting it on trash gear anyway, but during leveling it was just burning currency for no reason. 99% items found on the ground are bad. Maybe some are usable on day 2 or 3, but after that they are worthless. Fighting Bosses? Yea no, the invitations are so rare they are worth more than anything else I could farm with those extra points.

Perfect jewellers and lvl 20 Skill gems I actually think are well-balanced, if setting up towers for correct mods on your map wasn't so freaking bad holy shit i'd rather do sextant blocking while ping-ponging elder influence all over again than engage with towers.

I know SSF is optional and was never main mode of poe 1, but in Johnatan's interviews he talks so much about cool stuff you can do as a player. But it feels like it was last-minute slapped with 0.01% drop rate or weighting to create artificial scarcity.

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The original was posted on /r/pathofexile by /u/Ricenbacker on 2024-12-28 10:00:07+00:00.

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The original was posted on /r/pathofexile by /u/monkeyscythe on 2024-12-28 07:11:22+00:00.

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The original was posted on /r/pathofexile by /u/Snackys on 2024-12-28 07:03:28+00:00.

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