Absolutely disapointed -- This game is hard, and not in a fun way.
Idk for me it's not even the campaign so much, even though I did die a lot, but having to do four floors of sanctum for my final ascendency is such a chore and it's not fun...at all. It miight be the most stressful thing I've experienced in POE.
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PoE 1 was tedious (mainly in the campaign), almost no mechanics in the boss fights, no penalties for failures (like resetting the boss fight).. no "pressure". PoE 1 was a game about rushing everything throught the acts to reach the endgame and just that.
I think the Campaign right now is the best part of PoE2.. but the endgame is frustrating. Why do they create a revive mechanic if it's irrelevant in the endgame? Why do they make the bosses to reset if you fail in the fight (which is a good thing IMO) if you can't return to the map after dying, it doesn't make any sense. something like "each player can revive 1 ally per map" and at least 1 death being tolerated would be great, we could return to map and decide if we want to take the challenge and fight the boss that killed us or save our XP About XP Loss (I saw some posts complaining about it): I Played Diablo 4 and deaths in the softcore are irrelevant.. I don't care if i'm dying because there is almost no penalty (items loses durability, but it's something easy to solve). My feeling was something like "well, I died, but I don't care". PoE and PoE2, in the other hand, I do care about dying, I really want to improve my build to handle better the endgame etc etc. The value of victory and level up in PoE2 are so rewarding because of its challenges.. take it out and the fun of the game goes along. |
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Id really love to see some changes to ALL of the on death effects
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Its fun and hard. You're just not good at it and thats ok. Not every game is for everyone.
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I played abit, quit after act 1.
I'm just not getting substantial gear from drops or vendors and I don't have enough currency to make anything good. Playing melee is punishing since I don't have life nodes on the passive tree to take. I realized that different builds were hitting walls on different bosses and that the mechanics for every boss seems to be based around the roll. The garbage roll that often time doesn't roll far enough and the animation is so slow that I might as well not have rolled. I had a bunch of rares drop, then die to enemy on death effects and my rares are gone. Being hard is one thing, but punishing is another. |
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Hi everyone,
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The problem is POE2 is currently having a identity crisis. The game as it is right now is shifting in the 2 directions one towards what they made POE2 sound like and the other being poe1 and we get the shitty of both worlds. They need to full commit to one or the other.
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" I dont understand it. For me most bosses so far, felt super rewarding, exactly becasue it was a challenge to beat them. I dont understand why the victories didnt feel rewarding to you. The act 1 boss fight was truly epic for us, we died prolly 10 times, but in the end we changed our gear a bit and did it. Im playing with a friend, casually, we are so far near end of act 2. We are even playing warriors, which are supposedly the hardest. |
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" Cant comment on end game, but the rest I tottaly agree. To have the thrill of battle and the push to improve your build, you must have a challenge and failures must have a penalty. In d1 (and maybe d2 too?) you dropped all loot on death and you had to get it without your equipement, so you really really didnt want to die, it could even end up in a game wipe, as you just couldnt retreive your gear without your best loot.Maybe that was a bit to far, but the idea behind it remains valid. |
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" I agree with you 100%. Challenging content vs. Punitive content. Challenging content stops you in place until you learn; possibly (a) boss mechanics or (b) improve your build/stats to power through. Challenging is wonderful. It creates great memories if you play alone or even better with friends and family. Punitive content sets you back. It creates frustration and makes players doubt the devs intentions; i.e. incompetence or malice? Being stopped in place is frustrating... but it feels rewarding when you surmount the challenge and conquer the encounter. Being set back... so that you have to spend more time just regaining your footing/lost XP/lost Waystones feels punitive and almost petty on the devs' part. When D4 had no endgame content to offer, they did everything they could to kneecap players' progress: XP nerfs, Monster Buffs, Dungeon XP nerfs, Scaling nerfs, Class Nerfs. None of that made the game harder; D4 is and always will be much easier than POE2 or Last Epoch. It just made the game more frustrating. I truly agree with what you said and I wish that people said it more: elitists don't pay the bills. Real people with real jobs with limited time to play pay the bills. The general audence pays the bills. Imagine coming home from a hard shift and being "set back" instead of just "stopped in place". Imagine that feeling for a moment and ask yourself, "do you like your time being disrespected?" And if that is the kind of game POE2 wants to be, then by all means that's their right and prerogative. It's their vision and I must accept and respect that. But by a POE1 player's own admission, POE1 players can't handle POE2. Yet it's the POE1 elitists and stans who are clamoring for POE2 to become more like POE1 instead of trying something new. I say this as a lvl 90 Titan. There's pain. There's frustration. There's a rewarding sense of problem-solving. I love this game, in spite of its flaws and I want as many people as possible to enjoy this game and get into it. I want it to be something that appeals to a greater audience, as you said. Or it'll die right here, just as you said. |
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