League Mechanics and Meaningful Combat
So far I have really been enjoying Path of Exile 2 0.2 and the patch has really taken the game in the right direction as POE2 solves a lot of my frustrations i had in POE.
I am not a speed clearer I like combo gameplay and I enjoy the bigger maps and clearing 100% of the area and going as fast as I feel comfortable for my current survivability. There for there are some league mechanics that I enjoy and some that feel extremely stressful and frustrating. I thought I would just write down my thoughts on each mapping/league mechanics in hopes of maybe influencing current or future mechanics. Here is a link to my character if anyone is interested: https://poe2.ninja/builds/dawnssf/character/flppy-7031/FoolAcolyte I am going to ignore profitability and only focus on how it feels to play. Ritual: I love Ritual and its my favorite mechanic since you as a player are in complete control of when you want to start the encounter and it stays around until you are done. The different danger mechanics forces you to move and pay attention but don't feel overwhelming. Deciding which rewards to pick or re-roll is interesting and the defer mechanic gives you a sense of incremental progression. Expedition: I like Expedition since you as a player are in control of the encounter and the ability to customize the difficulty is really appreciated although I find it a bit tedious to place the explosives and log books just makes this issue worse, I would personally prefer just selecting the gravestones you want to blow up and the explosions being centered on them instead. The rares have dangerous but well telegraphed attacks and are fun to doge with the roll. Delerium: I want to like Delerium but this is one of the speed clear mechanics that heavily punishes staying still and forces you to keep running and ignoring mobs and side paths and sometimes that isn't even enough, it usually leads to a lot of backtracking or taking on to many mobs at once and getting overrun, dying, and spawning outside the fog. This has resulted in me just activating the mechanic and just accepting that I am only going to get to play the mechanic for a small part of the map which just feels like I have lost before it started. This one feels overly punishing for going slow and I feel forced to play the mechanic since anointing is an important source of player power, removing the time limit would feel a lot better. Breach: I never really enjoyed Breach since its the biggest speed clearing mechanic in the game, I just accept that its going to close before I even get going. Wisps: I love fighting the wisp haunted rares, the special attacks are well telegraphed and fun to play around. However following the wisps can be very frustrating since you have to run past side areas and sometimes the wisps travel for a very long while and this leads to a huge amount of backtracking which is the most frustrating thing you can do while mapping. Here removing the time would make the wisps perfect in my opinion. Essences: Love Essences, they are like wisps but come with the Rares. Strongboxes: Love Strongboxes, I like that you can use currency on them and like Ritual and Expedition you start the encounter and it lasts until you are done. The new unique ones are super interesting and fun. Rogue Exiles: I absolutely adore the Rouge Exiles and they are an excellent addition to the game, I love that they doge and heal, very fun with the voice acting and it feels special when they show up. They follow you and I don't mind at all that they leave if you die. Bosses: I love killing bosses especially with the new respawn mechanics, but currently there are still too many abilities that once-shots, I wish they were balanced more around health potions. Shrines: The extra mob density is nice but I never click them until I have killed everything around them so I can read the tool-tip and remove the buff if its negative like corruption or turn everything to gold. Corruption: I really like corruption, you kill mobs you get more, spicier mobs, works well fast or slow. Those are my opinions and my main point is that I don't feel like mechanics should have time limits since it clashes too much with the slower and more interactive gameplay that the game seems to encourage. A slow player is going to have to give up on the rewards while a player that is going fast is completely unaffected since doing it fast is inherently rewarding because you can complete more content in the same amount of time. Last bumped19 апр. 2025 г., 20:25:37
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