Game is already below 30k on steamchart less than 2 months after 0.2 released

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Baggos#7448 написал:
The problem is that people are dissaponted of nerfing broken builds.

For example the combination of Herald skills was significaly important for fast clearing and also survibility.

Even though after nerfs the game is still unbalanced due to the 2,3 remaining broken builds that ruining partying game.

Lags, disconnect,server issues, new content and gambling wasn't a big deal for people.


Right now one thing can save the game. Either increasing defenses and make the count real or abolish xp loss for ever. I don't see any other serious reason for returns. And don't tell me new content becouse new content is actually a joke every time announcing.

They were bugged.

Ruining partying game? You don't HAVE to play broken builds.

"Save the game"? It's not even released. Nothing needs saving.

What new content content is a joke that was announced? Have you played it yet?
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bloomhead#3858 написал:

Death penalty and crafting are completely seperate things and have nothing to do with each other. And since there are many people in the endgame, there obviously is an upgrade path. Strange, more than enough people playing SSF and are far in the endgame.


Hi Bloomhead, I am happy you enjoy the game.

Please be sure you understood my post as shown below.

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Iheals#4730 написал:

There is/was no POWER FANTASY in POE 2. The DEATH penalty made end game unplayable (depending on your class/build/skill/RNG).


Do you see the part in brackets?

Yes you are 100% right, 20,000 - 40,000 people still play the game at end game so obviously they are playing a class or finding/crafting items that allow them to enjoy the end game. I am happy for them, as I am happy for you.

Then there are people like me who don't want to play those classes, don't want to play those builds and have not had the luck to find/craft good items.

For you to suggest the Death Penalty has nothing to do with Crafting is also misleading.

If I can find/craft an item that gives me maxed resists and max energy shield that would OBVIOUSLY affect the number of times I died. The LOOT and CRAFTING have a direct effect on how many times the death penalty can affect you.

I need to log in, play whatever class/build I WANT TO and be able to find/craft enough loot to make end game as farmable as ANY OTHER class/build in the game. If I don't get that my FUN is directly affected and I just quit.

I am not coming back to play whatever class/build they decide to leave broken each season.

It's obviously VERY HARD to balance every class/build but if you simply drop A LOT more loot and allow easier crafting it allows A LOT more builds to become playable because they ALL become easier to build for end game farm efficiency.

It also means A LOT more builds would be less affected by the Death Penalty.

However, if you LIMIT loot drops and crafting it means people just play the broken builds because they are easier to build and farm end game efficiently.

If you don't like those builds, your season ends. As mine did after 3 weeks.
Последняя редакция: Iheals#4730. Время: 5 июн. 2025 г., 09:17:09
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Iheals#4730 написал:

For you to suggest the Death Penalty has nothing to do with Crafting is also misleading.

If I can find/craft an item that gives me maxed resists and max energy shield that would OBVIOUSLY affect the number of times I died. The LOOT and CRAFTING have a direct effect on how many times the death penalty can affect you.

Just condensing down to this.

So how is dying at 0%exp affecting your crafting? If you die at 0%, you're literlly losing no exp. If you keep farming with 0% exp, you have no exp to lose and yet you can drop items (for crafting). Death penalty doesn't affect your crafting whatsoever.

Where is the problem?
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bloomhead#3858 написал:
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Iheals#4730 написал:

For you to suggest the Death Penalty has nothing to do with Crafting is also misleading.

If I can find/craft an item that gives me maxed resists and max energy shield that would OBVIOUSLY affect the number of times I died. The LOOT and CRAFTING have a direct effect on how many times the death penalty can affect you.

Just condensing down to this.

So how is dying at 0%exp affecting your crafting? If you die at 0%, you're literlly losing no exp. If you keep farming with 0% exp, you have no exp to lose and yet you can drop items (for crafting). Death penalty doesn't affect your crafting whatsoever.

Where is the problem?


He is just answered you.
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If I can find/craft an item that gives me maxed resists and max energy shield that would OBVIOUSLY affect the number of times I died. The LOOT and CRAFTING have a direct effect on how many times the death penalty can affect you.

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Just a friendly reminder for all the people that said 0.2 player numbers weren't a disaster, it's less than 2 months since 0.2 came out and there's less than 30k daily players on steamchart. It took almost 4 months for 0.1 to reach those numbers.

2 months after 0.1 released the game still had over 100k players playing.

The game needs to be fun and accessible for casual players, and that means meta builds have to faceroll the content. GGG should give up on this and just accept that we need meta builds to faceroll for the game to be healthy.

Also it's not a good idea to nerf everything start a new patch. Players want consistent league starters. This is not a bad thing.


lol steamchart.

lol meta builds. I've done all the content and not played a single meta build. POB is your friend.

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bobothewizard#1818 написал:
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DreamAgain#4820 написал:
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bobothewizard#1818 написал:
This has nothing to do with LE or whiners or whatever. It has to do with what they (GGG) are doing and how it is not working.

If you like the game, great play it, over 80% of the player base did not or does not like the direction GGG is going with it and it shows by the retention of players.

If thats what GGG wants, then fine, continue on the direction they are going. I dont think Tencent will let them continue bleeding players and will eventually step in.



Yea that's not how logic, reason, or critical thinking works. You think everyone is playing every single game they enjoy at the same time? Because by your logic if you aren't playing a game right now that means you never enjoyed it, right? Yep, every time I load up Steam I launch 300 different games all at once.


hah never did i say you need to play the game every time you log in. Reading comprehension boss.

You LITERALLY said 80% of the player base of POE2 does not like the game and the reasoning behind this was steam chart drop. So literally your argument is that since steam chart player count is dropping that means EVERYONE who isn't playing right now didn't enjoy the game. So yes, you did say that.
"
bloomhead#3858 написал:


So how is dying at 0%exp affecting your crafting? If you die at 0%, you're literally losing no exp. If you keep farming with 0% exp, you have no exp to lose and yet you can drop items (for crafting). Death penalty doesn't affect your crafting whatsoever.

Where is the problem?


Yeah, look, let's just agree as players we see mechanics differently.

To me if you are farming at ZERO percent, you are not PROGRESSING.

It would literally fit into the example of why I quit. Farming for hours/days without loot/crafting to upgrade (just add AT ZERO PERCENT if you like), is still NOT PROGRESSING.

Now if there was no Death Penalty, I could at least say my exp bar is progressing, but I know a percentage of players like the Death Penalty.

To keep both sides of that debate happy, drop A LOT more loot/crafting currency would allow more builds to be easily built to farm end game efficiently and, in my opinion, make the game more FUN for a larger base and for a longer time.

LARGER BASE + LONGER TIME being the point of this whole Steam Chart thread, right?
Последняя редакция: Iheals#4730. Время: 5 июн. 2025 г., 21:07:35
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bobothewizard#1818 написал:
I would like to put my 2 cents in on this.

Most likely people will come in here and say "We have been in this season for so long people are going to quit". While thats true but if you look at the chart they released the game with 578,000 players. Right before the patch they were down to 72,000 players. How in the hell do you loose 500,000 players, seriously 500k players left.

Ok, again people will say, end of the season so people got bored.

Patched released and steam charts say 246,000.

The new patch releases and half of your players never came back. Half.

So now, one month later. Out of the 246,000 players that you have, 216,000 of those players left after only one month.

Seems to me whatever they are doing isnt working. Either management needs to change or the vision needs to be scrapped.

Me personally, i think Johnathan needs to go and a new direction needs to be put in place because, like i said before, what you are doing isnt keeping player interest. I would have to think Tencent is giving them hell on a daily basis and asking how it is possible that you are bleeding these many players so soon. Gold mine for Tencent and GGG totally wasted because of a craptastic gaming vision from early 2000's.



Brother, it's very simple. Jonathan's main problem is that he has good ideas, but doesn't understand how to implement them. In particular, they do not understand the current problems of the game, which are tied to the economy in the first place. People would probably get back into the game. But no one wants to enter a dead economy where there are simply no things to buy (or Amazon). They hired a data analyst 10 years later. Perhaps in 10 years they will hire a person who understands the economics of computer games.

And the most important thing. Instead of improving the economy and classes. Which is essentially related to each other. They just say - we will make all your white rings yellow.

We just see that the developers don't understand anything about their game.
Content Update 0.2.0 -- Path of Exile 2: Dawn of the Nerfs

"Fixed a bug where existing items and skills did damage."
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Iheals#4730 написал:
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bloomhead#3858 написал:


So how is dying at 0%exp affecting your crafting? If you die at 0%, you're literally losing no exp. If you keep farming with 0% exp, you have no exp to lose and yet you can drop items (for crafting). Death penalty doesn't affect your crafting whatsoever.

Where is the problem?


Yeah, look, let's just agree as players we see mechanics differently.

To me if you are farming at ZERO percent, you are not PROGRESSING.

It would literally fit into the example of why I quit. Farming for hours/days without loot/crafting to upgrade (just add AT ZERO PERCENT if you like), is still NOT PROGRESSING.

Now if there was no Death Penalty, I could at least say my exp bar is progressing, but I know a percentage of players like the Death Penalty.

To keep both sides of that debate happy, drop A LOT more loot/crafting currency would allow more builds to be easily built to farm end game efficiently and, in my opinion, make the game more FUN for a larger base and for a longer time.

LARGER BASE + LONGER TIME being the point of this whole Steam Chart thread, right?

So at max level you have no more reason to play, because there is no progress anymore?

Imagine they capped the level at 90. So you'd just stop playing when reaching level 90?
Последняя редакция: bloomhead#3858. Время: 6 июн. 2025 г., 03:35:54
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bloomhead#3858 написал:


So at max level you have no more reason to play, because there is no progress anymore? Imagine they capped the level at 90. So you'd just stop playing when reaching level 90?


To answer your question, please apply this to every answer I have given you I don't want to do a massive quote of our whole conversation.

Your question: Would I just quit at level 90 or 100 or whatever MAX level is?

For some personalities or people who only have time to play 1 class the answer more than likely YES. It's a personality/time issue. Every player would have their own answer. If you only have time for 1 character you leave when that time runs out regardless of the state of the game and how things work.

The Answer FOR ME is NO. I would not quit at MAX level.

Let's say I played a NECRO build,

For MY personality that means the game has shown me it is possible to upgrade/progress to max level as MY PARTICULAR Necro build.

The rate of LOOT/CRAFTING currency that dropped during MY journey would teach me that it would also be possible to upgrade other classes/builds in the game.

The questions FOR MY POERSONALITY would now be,

What class/build do I max next? What is my next Journey?

That process would rinse/repeat throughout the season. My next class/build choice would likely depend on what items I found during my Necro journey.

CURRENTLY I am quitting before my first character Maxs out, I can already see nothing usable is dropping, there is no progress (FOR ME) so there is ZERO chance I would then start another class which also has a ZERO progress chance.

I'm not even touching on doing the CAMPAIGN again on a new class you already know has no chance at end game because it isn't on the list of the chosen broken class/builds of the season. The campaign itself is quit season time.

CURRENTLY The only class/builds playable for EFFECIENT FARFMING is the limited class/builds that are BROKEN during the current season.

Dropping A LOT more LOOT and CRAFTING CURRENCY would not BREAK more classes: it would simply give more class/builds the chance to be viable at farming end game efficiently. NOT a broken state, just a plain farm efficient state.

The DEVS can always NERF what is BROKEN by lowering damage numbers from those builds but making all class/builds more viable through LOOT/CRAFTING will keep a larger portion of the player base playing the game for A LOT longer.

In my opinion.
Последняя редакция: Iheals#4730. Время: 6 июн. 2025 г., 04:41:44

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