Jonathan Was Wrong, Challenge is NOT Required to Have Fun
" I share similar view. However perhaps mark have authority which allowed him to mitigate bad decisions from others, while the rest of team are helpless without similar power. The situation does reek of corporate setting to me. Последняя редакция: DutchMilk#4689. Время: 19 апр. 2025 г., 04:26:11
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How many people enjoyed ruthless? ...
How many people enjoyed "Lake of kalandra"?.. Jonathan: i dont care i want poe2 to be exactly Like that. OK im fine with it but stop delaying 3.26 then! I want my favourite Game poe1 back. Sadge |
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" Hm, it's only a guess, but I don't think it's some corpo stuff. I remember Chris talking about "Headhunter" when they started nerfing the item. Many in the community complained because nerfing this iconic item is obviously not well-received. I paraphrase, but he said something like "If I wouldn't protect the item, some in the team would go even further and basically delete HH because they don't like it.". But at the time, he just prevented the "team" from deleting the item directly, thus, the "team" indirectly nerded HH with changes to rare monster mods and pack sizes nerfs and so on. If you now think about "Headhunter" (what it does) and how it is basically the opposite of "the vision" of PoE2... you could make a good tinfoil conspiracy out of it. While Chris' vision wasn't "modern PoE" either, he did not just turn PoE1 into "Ruthless" and forced his vision onto us, instead, he created it on the side for the few ppl who would like it too, leaving the main game untouched. With PoE2... I would hardly argue that there is a vision, which has nothing to do with PoE anymore, is forced onto us. [Removed by Support]
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This thread just shows the problem of the society nowadays. People think they have the right to force their opinion on what someone should do.
GGG has always targeted a player base, that loved difficult and more complex content. And it is their right decision to do so. I dont know which stupid influencers all you guys are following, but it is so annoying, that everyone and his mom wants to make this game easier, while there are already easy ass games on the market. It makes me just angry. Play this easy ass games and stop saying people dont want have a challenge. Because there are people who does want to have a challenge and love GGG for their philosophies behind that. no one forces you to agree, but stop try to force people or companies to agree with your opinion. People always talk about player numbers and yea, if you want to have mre money, then you are right, makes this game easy as fuck and get every casual in the world for 2 days. But the reality is, even without the causals that want to ruin everything, this game has absolutey great player numbers already. People are so out of touch what good player numbers are. The game does not need to be easier. Challenge is the right thing for a good long term community who dont show up only for 3 days every 6 months. And I hope GGG stays on this path, else I just could play another devalued ARPG. There are enough easy games on the market. |
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" But... PoE2 is neither difficult nor complex. It's actually the opposite. [Removed by Support]
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" you are right it's only required if you want to make a game for people who want challenge. now how we define challenge is very subjective. however for ARPG it usually comes down to time. there's not much else you can do to provide challenge outside of "make player struggle to get strong enough to take down the enemies before player dies", and to make player struggle means make them spend more time to get strong. right now, this game, you will spend a long long time struggling to get strong (in SSF at least.. trader can go ahead and full gear then say im bored, can't help them with that problem) maybe TOO long is what many people argue.. so we ask for some incremental buffs to loot, crafting, player damage.. until it feels right. hope we don't go too far of course. but they started with bare bones, loot poverty and I think it was intentional so they can move in the direction of better loot slowly until that stops being the primary topic of discussion in here. as soon as "loot sucks" is no longer #1 topic of feedback, that is when we are probably OK and can go back to focus on things like player & monster mechanics, crafting, endgame, builds, skills, passive tree. more content.. Последняя редакция: rhorains#6760. Время: 19 апр. 2025 г., 05:04:36
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" But thats the funny thing, I agree with that a lot, it got too easy imo as well. But thats not what most people say or think and why Im answering this. If you ask me, make things even harder, but I wont get that I guess ;). |
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Different strokes for different folks. Some sort of challenge is a must for me to have fun in a game. If I can watch a movie while playing and not be worried about dying then there's 0 fun involved for me. Might as well just include "autoplay" function at that point.
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" This is pretty much how I feel. The game isn't so much of a challenge, as it is tedious. I think the enemies need to be adjusted a bit so that they have better difficulty scaling. White "trash" mobs shouldn't require so much effort to kill and their life/damage can scale up from there. I don't think a blanket patch to reduce life and damage across the board would be great, but more of a case by case approach like they are doing with movement speed would help a ton. |
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" This can be solutioned with making your character clear anything like a god, looting won't be required since there will be no challenge at all. Why would you need loot or to make even a build if you don't have anything to use that against? Turning PoE into a sandbox, that's quite impressive, probably a new genre Sandbox ARPG. If is not required, then you don't have to implement it, or think how you would implement it. Appealing to making the game blatantly easy will, inevitably, kill it in the long term, the so called player retention will be close to nothing, because there is no point in continuing to play something where you are a god at any point of the game, and you want to feel playing an ARPG. Challenge is, again (repeating myself thousands of times in this forum) a core idea for Path of Exile, that's one of the reasons it survived so many years, people were hyped to fight new bosses, new content, see how far they can push with their build. Making bosses, content easily avoidable/dodgeable/deniable with close to no investment/strategy/thinking will kill any feeling of progression, you won't have any instance where you will feel like: "this thing can kill me if I don't play attention to its actions", "will my current state of build be able to fight this content?"; this will just turn into: "well, even if I don't dodge that is not like I would be really hurt, or be in any danger". At the eve of the end
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