A different vision for PoE2 - a true ARPG experience

I make it as short as possible:

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Classic ARPGs: positioning during combat is needed and then use attack/skills to kill hordes of enemies. Usually designed in a way, that lets you clear masses of enemies quite effectively. Gear up, level up, decide for a build and stick by it. Kill one boss after another and hope for the juicy loot. The gameplay is quite fast, but small mistakes are most of the time forgiven by the game.

Classic Souls-Likes: positioning is key. Usually you fight 1-3 enemies at max and you carefully need to read enemy behavior/movement and doge/block/parry. Enemies usually don't die by one hit, so even normal encounters can feels very threatining. You level up, get some stats and usually you upgrade your gear with materials. Drops from enemies are not as important. These games tend to be way slower, but more punishing when you actually do a mistake.

PoE2: Tries to be a mix of both. We have masses of enemies, but we are expected to use dodge roll, block and parry. Combat is very fast and even small mistakes get punished by the game quite alot. Getting better equipment is very important like in a classic ARPG, but we rarely get any meaningful upgrades like in a souls-like game and then get them through trading.


Whith that in mind, PoE2 tries to be something it cannot achieve thanks to certain decisions. And I think the reasons are:

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1. Online: I never understood why players habe to be online to play this game. I would expect that the statistics very likely show, that most player actually play this game completely solo. And online comes at a huge prize: Bad internet connection from the player, server issues, provider issues etc. All these things can lead to an easy death. And since PoE2 has very fast and punishing enemies that rarely forgive any mistakes, online makes it worse.

2. Trade/Progression: Classic ARPGs and Souls-Like Games dont offer the option to trade. And even if they do, you can come by by yourself quite easily. But in PoE2 bosses and strongboxes don't drop anything at all. People also reported here having zero drops in juiced t15 maps. Loot is the MAIN dopamine kick a game can give you. Just finding that ONE item or Orb can make you quite happy. But in PoE2, everything is so rare, that it leads to frustation. In the end, most people give up and go to trade.

3. Gamedesign: Since this game is clearly a mix of classic ARPG and Souls-Like, GGG needs a different gamedesign approach. It just feels too much like PoE1, but with Souls-Like mechanics. Too many enemies (30+) that swarm you from all directions, making it impossible to effectively use block, parry and dodge at all. It forces players to play the PoE1 gameplay loop: Kill the enemies as fast as possible. Clearspeed and Movementspeed is king. And I guess PoE2 isn't supposed to be just a PoE1, but with the addition of some souls-like mechanics, right?


So in my opinion, if consider the top 3 aspects, PoE2 should change somehow. I suggest:

- Can be played offline
- Trade gets removed, loot greatly increased and a fully function craft-mechanic, that's not as random as it is now
- Less but more tanky enemy packs, so that the souls-like mechanics actually make sense

If these changes would happen, then players wouldn't have lag-spikes anymore, they could achieve everything by themselves without relying on others/trade and they could enjoy a perfect mix of classic ARPG and souls-like gameplay.
Last bumped3 мая 2025 г., 12:59:14
So can be played offline..... That is not very social. I am out.

Trade can't happen? You know that there is a ssf mode right? Right?

Less but more tanky packs? You realize that how many are in a pack is up to the player. You can pull a room or just a few at a time now? You increase this number based on the gear you find and your relative power to what you are fighting. You can run away if the pack is too big. Or negate the tankyness of a pack by outsmarting it by using the proper elemental/damage wheel or reducing armor/evasion/resistances?

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SphinxyII#6427 написал:
So can be played offline..... That is not very social. I am out.


Can be - but must not be - played online. I think the statistics would show that at least 95%(?) of the players play this play solo. What about PoE is so "social" then? Oh yes, the chat that is either toxic, or is full of spam like "accident" trade-offers. And if you play it online (by your own choice), you can still use the chat. And all those who want to have a fluid game experience can play it offline.

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SphinxyII#6427 написал:
Trade can't happen? You know that there is a ssf mode right? Right?


SSF suffers because trade exists. It just doesn't work very well. The game is currently designed with trade in mind. Even if you grind, you usually don't get the items you need for your build or a certain modifier is missing in a good rare. So what's left to do is to actually go to trade. And crafting isn't really viable right now. There is much less control compared to PoE1. And the loot is also worse compared to PoE1. So in PoE2, trade is even more important then it already was in PoE1. I think that's not a good choice that is played solo bei most players. Especially since I have to go on a website, search for a fitting item, then contact the player that is very likely afk or doesnt want to sell anymore, repeat this 3-4 times until I found someone willing to sell, go to their hideout, trade, check for no scam, accept, go back to my hideout, start mapping again. It's so tedious and no fun at all. It also leaves the feeling of not having achieved this by your own. You needed someone else's "luck" to get the item you want.

So yes, getting rid of trade and increasing loot would be a way better experience compared to getting just white/blue items from hard bosses and no meaningful loot from juiced t15 maps.

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SphinxyII#6427 написал:
Less but more tanky packs? You realize that how many are in a pack is up to the player. You can pull a room or just a few at a time now? You increase this number based on the gear you find and your relative power to what you are fighting. You can run away if the pack is too big. Or negate the tankyness of a pack by outsmarting it by using the proper elemental/damage wheel or reducing armor/evasion/resistances?


No, it doesnt work that way. If a map has like 500+ enemies and you only pull like 5 at a time, do you know how long it would actually take to clear the map? It would also be very annoying to fiddle around with the aggro range of enemies all the time, so you just pull 5 instead of 50 enemies. And if you do this, you will even have less loot in the end because everything is so slow. That's why I said reduced pack sizes, but more meaningful loot per enemy. GGGs vision was to reduce item clutter on the ground, because PoE1 dropped too much. But they could do this by just reducing the enemy numbers, increasing loot per enemy and make every enemy unit harder, so that you actually have to "fight with all given mechanics in mind" instead of "clear them before they reach you".

And running away is also not always possible. Usually, the enemies are way faster then you. Especially if you wear heavy armor with negative movementspeed modifier. And the goal of the game shouldnt be to always run away because there are 50 enemies. Like I said before: This could be solved by reduced pack sizes, but more meaningful encounters.
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AceNightfire#0980 написал:

SSF suffers because trade exists. It just doesn't work very well.


No, SSF exists because players created it themselves as self-imposed challenge mode. GGG just later added it as a feature.
Good points.

I think there is a clear difference between initial gameplay and expectations toward seeing whole screen of mobs blasted by lightings spear, playing same 1-2 button builds.

In the end of the day, this is game developed by a company, and they have its own vision, and this might change, so I accept that this just might become another PoE1 with improved graphics, however from what I understand they specifically called it PoE2 and continued PoE1 support to make it different, so i'm not sure how this is happening.

Also gearing and loot system does not match this gameplay, it should have more precise loot tables, D2 like boss farming.

When in latest patch they put that we now have 1 guaranteed rare drop, can be basically translated to 1 or 2 regal shards, which is a bit of a joke as a reward for a boss fight, because the variety of stats on items are so great, it's almost impossible getting item you want for your build, hence you are almost forced to get into crafting, which is too random.
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Valsacar#0268 написал:
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AceNightfire#0980 написал:

SSF suffers because trade exists. It just doesn't work very well.


No, SSF exists because players created it themselves as self-imposed challenge mode. GGG just later added it as a feature.


There are players who just don't want and need multiplayer features. Just remember Diablo 2. It didn't have anything like trade or online chat. People loved this ARPG for it's gameplay. The loot, the bosses - everything was balanced around the idea, that the player can and has to achieve everything by themselves. And look at Dark Souls / Elden Ring. It is exactly the same: Everything is balanced around the idea that the player has to beat the game alone. Yes, it has some multiplayer features, like summoning other players in front of a boss. And that makes the bosses extremely easy. But most don't even use that. It's just a "You want it easier?"-feature.

And in PoE2? All these online features are forced upon you.

- You dont want trade? Then live with horrible white/blue loot and nearly none meaningful orb drops.
- You dont want pro-players to do the last ascendency for you? Well, then you probably have to live with just 6 ascendency points, since these mechanics are not designed for people who just want the classic ARPG experience.
- You dont want lags in your game? Ah well, then you probably have to uninstall PoE2, since it's server-sided gameplay, which increases input-lag and there are lots of possible reasons for lag spikes.

I think it's okay to have a server-sided game like this if the gameplay is really slow and more forgiving. But PoE2 is designed to not forgive mistakes easily. And that makes lag a horrible experience for players...
Vision: We'd like game to be more challenging like elden ring
Players: Just that corridor in moghwyn palace tho right

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