things in LE that make me resent POE a bit.

"
Sirius_Man#0785 написал:


We all would [Removed by Support]

The best we can hope for is that Tencent takes over the disaster that the International Client of POE 2 has become, they can and will fix this.


i think GGG will listen. i trust them to do that much at least.
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enslavedemperor#5410 написал:
So, you would like Path of Exile to be more Last Epoch than Path of Exile?


I'd like PoE2 to not pretend that it's still 2004 and "we're doing it because Diablo 2 did it" is the pinnacle of game design.

"

Porting in and out due to inventory limited space implies you do drop loot, which makes your loot argument pointless? Because the current inventory size is not 1x1 to justify that you dropped only one thing and call "bad loot".


Porting in and out will never go away, but being able to carry more than an absolutely anemic amount of stuff would help make it less frequent.

"
Identifying, in a way, adds a layer of curiosity.


Identifying is archaic. It contributes nothing except wasting my time. It's the avatar of the core problem holding PoE2 back: it's stuck in a time warp and refuses to see that some stuff has changed in the genre for the better.

Identifying items in Diablo only existed in the first place because it was in D&D. There's a reason it was ditched a decade ago and why other games aren't doing it. Literally the only thing it's doing in this game is making me go talk to an NPC to figure out if the stuff I've picked up is actually worth keeping or not.

And with how much trash loot this game drops vs the actually interesting loot, wasting my time before telling me which one it is is sucks.

"
I consider floating damage numbers a mobile game design, or very distant as a concept for what an ARPG should have.


That's nice. Most games have it as an option so people who don't like it can just turn it off. But generally people like seeing numbers because it makes it easier to tell as upgrades start working.

"
Crafting will be ever improved with some time, they cannot just put at every moment new methods, and cannot make them fully deterministic either. How was first iteration of Last Epoch in terms of crafting? Still sky level in comparison with what PoE2 now offers?


"Crafting" will never be improved in PoE2 until they decide to have actual crafting. What exists right now is gambling. Which is also PoE2's biggest problem: the "vision" leaves them unwilling to accept that these things are problems.

They can't fix a problem if they refuse to accept that there actually is a problem. Which is why LE will continue to do this better: the devs over there actually want crafting to feel good. PoE2 devs do not.
Последняя редакция: Tridus#0514. Время: 30 апр. 2025 г., 18:59:26
Despite issues with POE2 currently, LE is no way as good as POE2 especially the end game which is very boring
I'm not sure why getting rid of ID is such an impassioned cause for so many people. How much time is actually being lost to needing to click on an NPC and then once more?

Of course, that isn't the only consequence of removing the mechanic, but the other side effects are not merely "quality of life". Other than the implicit buff to loot quality (assuming you were leaving magic items on the ground before), it's that you're now incentivized to be continuously scanning item affixes while playing. Even with LE's loot filters, I still spend much more of my time in that game multi-tasking my item analysis with gameplay than I do in PoE 1/2. Whether that's good or bad is up to you, but it's disingenuous to present ID as doing "nothing" but wasting the player's time.
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iobdoi#2851 написал:
I'm not sure why getting rid of ID is such an impassioned cause for so many people. How much time is actually being lost to needing to click on an NPC and then once more?

Of course, that isn't the only consequence of removing the mechanic, but the other side effects are not merely "quality of life". Other than the implicit buff to loot quality (assuming you were leaving magic items on the ground before), it's that you're now incentivized to be continuously scanning item affixes while playing. Even with LE's loot filters, I still spend much more of my time in that game multi-tasking my item analysis with gameplay than I do in PoE 1/2. Whether that's good or bad is up to you, but it's disingenuous to present ID as doing "nothing" but wasting the player's time.


IDing wastes huge amounts of time. In LE your loot filter means you don’t even SEE items with garbage mods.

Imagine if every pair of rare boots was invisible unless it had run speed. The time saved is enormous.

(Then imagine exalting an item and getting to choose the affix applied)
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Ondrugs#1147 написал:
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JODYHiGHR0LLER#6171 написал:
1) slightly bigger inventory.
- the only thing a smaller inventory adds to POE is more wasted time porting in/out.
- the crafting in poe2 is already in a shitty state, the smaller inventory space we have is a little turd posing as the cherry on top.
- the only thing a smaller inventory adds to POE is more wasted time porting in/out.
an extra row or 3 would be SO nice. really like this in LE.

2) floating damage numbers.
- the dark souls style crap we got is nonsense.
- it can be an option that defaults to off.
this is my unreasonable sperg and always will be. I LIKE THEM.

3) POE crafting currency is several levels below the poverty line.
- exalt drops feel slightly low. (random "vibe" number for context: something like a 15-20% buff would feel nice)
- divine drops are on the verge of getting their own unicef commercial. (random "vibe" number for context: like.. 200-400% buff doesnt sound unreasonable at all)
- ill save us all the pain of reading/writing a long list of other examples here.
for a system that is supposedly so important it sure is in a sad state.
crafting in POE2 doesnt bring me any excitement or joy, it brings me tension and disappointment.

3) map overlay is way cleaner/more readable in LE imo.
pretty self explanatory.

4) campaign isnt tragically long.
i dont care what mechanics are coming to it in the future, i dont care if its 'basically mapping', i will not repeat it every god damn league.


1. Play Titan, he got that slightly bigger inventory. LE just has the bigger inventory cause you have to pick up far more crap and up to one of the last patches we had to manage our inventory far more annoying cause of crafting materials, keys and other stuff. We don't even get that much loot in PoE 2 as why this could be a problem, except you want to carry every white and magic item with you even if only TIER items are actually worth taking with you and stuff you could use on your character besides making them into gold.

2. ....

3. drops are none existent, which is fair to point out. Especially in regards how often we are supposed to use them

3u2. There is no such thing as crafting atm... why do people keep trying to call that crafting? It is gambling.

Again? 3. Yea cause maps in LE are empty and the game is supposed to be a brain dead hack and slay festival. The Endgame in LE dies right after the campaign is dead and PoE 2 tries to start here, the same as in PoE 1.

4. The campaign is a pain if it stays like it, but they will most likely not add anything to skip it, as much as PoE 1 never did. The current campaign but is also not the actual campaign we will get if it fully releases.

Therefore if that is a reason for you to not play every league you can sit in standard or don't play.


This type of guy. This is the reason.
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"
4. The campaign is a pain if it stays like it, but they will most likely not add anything to skip it, as much as PoE 1 never did. The current campaign but is also not the actual campaign we will get if it fully releases.
- the POE1 campaign isnt nearly as long as POE2. if campaign maps were shortened it would help a load. keep the content but reduce the time it takes to walk to that content. plenty of ways this can be addressed


Just remove fog of war in campaigns. Problem is fixed. If you want to help players further, mark the check point and points of interest (read exit the fucking map or the bloody corpse to click for my letter to get the 2 passives) and be done with it.

Without any loot there is no point searching the bloody maps like a moronic deer which is stunned by a bloody high beam from a UFO for 30 bloody minutes.

Most people play the campaign once and are done with that shit. Let players know if they want to explore, they can, and let them find surprises for themselves with some random bloke who gets a divine or gambling box off the beaten path.
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iobdoi#2851 написал:
I'm not sure why getting rid of ID is such an impassioned cause for so many people. How much time is actually being lost to needing to click on an NPC and then once more?


What's being gained by having Identify? What value is this mechanic adding to the game?

If the game is going to waste everyone's time going and talking to an NPC every portal just to see what you actually found, there should be some purpose for that. What is it?

Otherwise it's easy addition by subtraction: remove it, stop dropping scrolls of wisdom that loot filters just remove anyway, and stop wasting people's time.

"
Of course, that isn't the only consequence of removing the mechanic, but the other side effects are not merely "quality of life". Other than the implicit buff to loot quality (assuming you were leaving magic items on the ground before), it's that you're now incentivized to be continuously scanning item affixes while playing. Even with LE's loot filters, I still spend much more of my time in that game multi-tasking my item analysis with gameplay than I do in PoE 1/2. Whether that's good or bad is up to you, but it's disingenuous to present ID as doing "nothing" but wasting the player's time.


The items have to be checked to see if they have useful affixes anyway. You can either do it immediately, or you can put it in your very limited storage space, and do it when you portal. The amount of time spent on it is the same. So no, Identify isn't actually saving you anytime.

Quite the opposite, in fact: as was mentioned, having items already identified means that loot filters can filter out the junk immediately instead of having me pause playing the game to go back to town to identify items (or carry scrolls around and click items one by one) only to discover that it's all trash.

This is busy work, plain and simple. It exists because it existed in Diablo 20 years ago, not because it's actually adding anything to the game.
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Tridus#0514 написал:


This is busy work, plain and simple.


Not only is it busy work, it adds nothing valuable to the game.
If they got rid of it poe2 would instantly improve with no downside.
Yeah POE2 inventory is clearly designed deliberately to create situations where you have the slots but not in the right shape. Even if we only get 1 more row, it would instantly make the inventory experience several times better.

It's obviously part of that "friction" Johnathan loves that is supposed to make the game more fun.

POE2's problem is that it builds "friction" into the game for the sake of having friction. It's very misguided. There are always good friction and bad friction.

A fair, well paced boss fight is the good friction that makes the reward feel better. But what does the inventory management friction give us?

Mostly trash. As we try to haul stuff back to turn them into 10% of the shards, which then gets turned into garbage again due to the slot machine RNG called "crafting".

So we endure friction upon friction to end up with nothing, and that's how most of the POE2 experience feels.

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