PoE 2 reintroduces problems PoE 1 has solved Maps and Skill scaling

Map sizes.
No amount of gaslighting the community will change the fact that players are slow, and the maps are huge.
PoE 1 solved this by having maps generate the same way every time, and include markers to guide the player. You rarely had to fully clear a map in PoE 1.

Act 2 maps (poe1), follow the road.
Act 1 maps (poe1), go uphil, go downhil. Easy ways of parsing where you should be going.

All while the zone on the campaign map also made sense in the map generation itself. Example are the bandit zones, if the broken bridge is on the NE and its entrance on SW, then the map will generate in such a way. No such thing in PoE 2. Poe 2 threw the great tech they had, to the point they were so proud of it that they had talks on it out the window and replaced it will FULL RANDOM.

Skill scaling
All over the place. OK, you want us to play ruthless. We don't want to play ruthless. But how did PoE 1 normalize the damage trough the campaign.
Skills had a % scaling portion and a flat scaling portion. This way even if you get unlucky with weapon drops, you have some baseline power. No such thing for the majority of PoE 2 skills.

Why is the lack of such scaling bad? Because in PoE 2 the currency and item drops that are meant to scale players are just not there. You can get lucky, sure, but on average the experience is miserable. Barely any gold trough the campaign, no crafting currency whatsoever.
While in PoE 1 even at the worst luck, you still have vendor recipes to fall back onto.
Last bumped8 апр. 2025 г., 02:49:05

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