Top 10 WTF features of POE 2 that I cannot believe we dont have in a game in 2025
" maybe andoid arpg autoquest noclick autoloot blalabla ...^-^ |
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you forgot a loot filter. its not a wtf its unacceptable.
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" because you didn`t notice it, the game doesn`t want you to pickup splinters. or everything that doesn`t drop in stacks. it`s intentional, by making you take extra clicks they increased the cost for those items. you may have noticed that many streamers don`t pickup all stuff cause that makes them play more efficiently than you. -- in order to provide you the option to play more efficiently, there needs to be options to waste time which also need to be some sort of rewarding. --- "taking the game to 2025" sounds like a threat to me. there may be pearls among the .. that block the market, i just haven`t found the challenging and interesting stuff yet age and treachery will triumph over youth and skill!
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" OK, so for your information (and for anyone wishing to bring up the same bs "mobile idle game" argument): 1. Bigger inventory in ARPG's is at least as old as 2004 (first Sacred game). Titan Quest (2006) added additional inventory bags earned through quests, this system was later copied by Grim Dawn. AFAIK PoE 1&2 are the only notable ARPG's directly copying Diablo 1&2 inventory and item size. 2. Same, was around at least since Titan Quest, not sure about Sacred games. 3. Sacred 2 (2008) had AOE loot on button press. As of current games, partial auto pickup of crafting mats was a thing at least since Diablo III (2012, but I think this feature was added later), latest game that did that was Last Epoch (you only need to pick up one, other in pickup radius get auto looted). 4. PoE1 crafting, however flawed, was vastly superior to PoE2 system, it's an obvious downgrade. 5. PoE1 had 6 portals at endgame and only punishment for dying was 10% exp loss. 6. PoE1 had exactly this system, you got mats from vendors depending on item properties. Separate salvage bench is... forgettable, but 100% unnecessary. 7. Again, AFAIK PoE 1&2 are the only notable ARPG games since Diablo2 that utilize identify scrolls. At most, you need to manually identify uniques (again Diablo III), but at least you need no scrolls to do that. 8. OK, I don't remember exactly, but again, DPS dummies were a thing for years. Not that they would help much here, as PoE doesn't provide damage numbers... I understand people disagree with OP on specific points (personally I don't mind inventory tetris, I see no mention of hub wells or trade system on their list, I'm not sure if bringing ALL of them into PoE2 would be a good thing in the long run), but bringing up the "mobile idle game" bs is really silly. Lots of things OP wishes for were in the genre for like 20 years, and several were in PoE1. You may believe it's a good thing, but there's no denying that in terms of QoL, PoE2 is archaic beyond belief. |
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considering that modern games are mostly shit with a couple winners here and there that dont just copy pasta their formulas like youre suggesting, this is a good thing to me. Triple A studios blow these days. More game developers should make games the way they want, instead of trying to turn their games into a mcdonalds franchise that pleases the lowest common denominator.
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