Poe 2. I was wrong.

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Summoner#7705 написал:

You are not playing an "action game"


You might wanna check what each letter of ARPG stand for my guy.
Последняя редакция: InvRnd#4436. Время: 24 апр. 2025 г., 04:57:51
+1

Getting "ready" to invest the time to try and get a tiny bit more, only to finally get into it and lose 25% of the progress I made yesterday while getting loot like a blue level 8 amulet from a boss at level 74.
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InvRnd#4436 написал:
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Summoner#7705 написал:

You are not playing an "action game"


You might wanna check what each letter of ARPG stand for my guy.


These terms refer to genres. Even though they both have the same word in there, they are different and not to be used interchangeably. An ARPG is not an "action game", its an action role playing game. Two completely different genres as I explained and shouldnt be used as synonyms what so ever.

Had the definition been clear, the post wouldnt have continued with "why would I play an ...-game when the road to a challenging boss is unchallenging?"

Since the original complaint in this thread was about mapping and map bosses, the definition of ARPG would have told this user that this is precisely supposed to be the unchallenging/ebb/switch your mind off content once you have a semi decently built character as you need to map thousands of times. Since this apparently was not clear, I could only assume a general misunderstanding of the genres "action game" vs "ARPG". Hence, my post points out the key differences.

And generally speaking, I have the feeling this misunderstanding that I pointed out in my previous post applies to most defenders of 0.2 here on the forum that say the game should be harder, loot is fine, etc. They seem to not understand that this design fundamentally conflicts with the definition of ARPGs, repeatable farming, redoing content thousands of times, etc. Why do you think nobody played ruthless in PoE1 (except Jonathan apparently)? It simply does not work with the general ARPG definition. You might play through this once or twice and build one or two characters and then you're done (which again would be an action game by definition!) but you dont raise 20 alts and replay games like this for thousands of hours, for dozens of seasons, again and again for over a decade when you have to hyperfocus for every minute for every content. It simply doesnt work.

Hence, my feeling that the ppl enjoying the current game state enjoy action games more than an ARPG. I sincerely doubt anyone will replay this game with this long campaign and this tedious, slow, ever challenging endgame multiple thousand times and keeep the game alive every season for the next decade.
Последняя редакция: LW187#4876. Время: 24 апр. 2025 г., 05:35:14
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JakkerONAIR#4902 написал:
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Summoner#7705 написал:
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Koshkodivka01#6470 написал:
I’m just exhausted by maps where every single pack of mobs demands my full attention.
I absolutely disagree with this. Why would I play an action game if I didn't have to pay attention? Why would I want to fight the cool bosses if road to them was a meaningless grind?
Full attention, focused, sweaty - the semantics don't matter. The underlying point is "Not every single pack in the game should be such a threat that I have to focus all the time".
Not only because it counters the entire "Power Fantasy" idea of ARPG if you have to shit your pants every time you see a pack of monsters, but more importantly, it's too much.
We don't just kill 10 mobs, or 100, or 1,000; not 10,000 or 100,000.
We kill way more than that. A million? More?
You don't want to be "on the edge" in a game every time you encounter trash mobs, especially not if you kill sooo many of them.


But that's what souls-like means actually - being on the edge all the time because even trash mobs can kill you if you are not careful enough.

I really don't care about players who just want dopamine infusions from loot or those who want to relax after the work. I have alot of fun in PoE 2 after 0.2 patch (even more than in 0.1). Game is not that hard - you just need to learn it's rules (like in any souls-like game).

So why not make a mode for casuals with better drops a lower difficulty? Because that's againts the mentality of souls-like. You either learn and adapt or be filtered away. Persobally I rather be average in a hard game than top in an easy one.
Последняя редакция: Sakanabi#6664. Время: 24 апр. 2025 г., 05:52:56
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Sakanabi#6664 написал:

But that's what souls-like means actually - being on the edge all the time because even trash mobs can kill you if you are not careful enough.

I really don't care about players who just want dopamine infusions from loot or those who want to relax after the work. I have alot of fun in PoE 2 after 0.2 patch (even more than in 0.1). Game is not that hard - you just need to learn it's rules (like in any souls-like game).

So why not make a mode for casuals with better drops a lower difficulty? Because that's againts the mentality of souls-like. You either learn and adapt or be filtered away. Persobally I ranther be average in a hard game than top in an easy one.
While the "souls-like" term was used when they promoted new mechanics like the "dodge roll" or boss stuff, the game is actually not a "souls-like" game.
I know, I know. If you look at Steam, you will find this tag, but these tags are added by the community and not GGG themselves.
If you actually look up the genre of the game, it's just "ARPG", that's it.

And a mode where ppl get an ARPG instead of a "Souls Game" is... weird, for an ARPG.
[Removed by Support]
souls like games all the loot is viable and the game is a test of pattern recognition.

poe2 does not achieve this in the slightest.

it really is a game with a identity crisis atm.
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JakkerONAIR#4902 написал:
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Sakanabi#6664 написал:

But that's what souls-like means actually - being on the edge all the time because even trash mobs can kill you if you are not careful enough.

I really don't care about players who just want dopamine infusions from loot or those who want to relax after the work. I have alot of fun in PoE 2 after 0.2 patch (even more than in 0.1). Game is not that hard - you just need to learn it's rules (like in any souls-like game).

So why not make a mode for casuals with better drops a lower difficulty? Because that's againts the mentality of souls-like. You either learn and adapt or be filtered away. Persobally I ranther be average in a hard game than top in an easy one.
While the "souls-like" term was used when they promoted new mechanics like the "dodge roll" or boss stuff, the game is actually not a "souls-like" game.
I know, I know. If you look at Steam, you will find this tag, but these tags are added by the community and not GGG themselves.
If you actually look up the genre of the game, it's just "ARPG", that's it.

And a mode where ppl get an ARPG instead of a "Souls Game" is... weird, for an ARPG.


Of course. You are the expert. You know exactly what every game genre should look, right? Like any other people here who complain about the game not being an ARPG. Got it.
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Koshkodivka01#6470 написал:
I have immense respect for you as developers, but I’ve lost the motivation to keep playing. Instead of feeling excited about character progression and power growth, all I feel is burnout.

I hope you find the right balance and reconnect with what made PoE 1 so beloved.


There’s no need to respect the developers for this game. We paid money for a game that hasn’t even been fully released — they should be respecting us. But instead, they keep blindly following their own vision and can’t seem to find the right path.

It’s been six months since the game launched, and we’re still getting stuck inside boss arenas. Sure, the graphics look good, but there’s so much clutter on the screen that nothing is distinguishable. We were already sick of Lightning in the first season, and now they’re doing everything they can to force us into playing Lightning again.
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Sakanabi#6664 написал:

Of course. You are the expert. You know exactly what every game genre should look, right? Like any other people here who complain about the game not being an ARPG. Got it.
Because you know better, what defines a game of the "Souls-Like" genre and what defines a game of the ARPG genre.

[Removed by Support]
Don't you all get tired of hyperbolising the threat of white mobs? Reading some of these posts paint the picture that you're running end game with negative resistances and gear that has cumulative value of 5 exalts.

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