Build Showcase - Honourable Mentions

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keppie#6373 написал:
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Blooper#6330 написал:
I get what you're saying about gear-gated bosses, but honestly? That's not a design flaw, that's literally how ARPGs work. You hit a wall, you adapt - whether that's respeccing, upgrading gear, or actually learning the mechanics instead of just face-tanking.
The fact that you had to swap weapons or buy gear to progress isn't broken design - it's intended design. POE has always been about making meaningful choices with consequences. If every skill combo could steamroll content with whatever random gear you picked up, what would be the point of the entire itemization system?


True. But again, that is not the point. It's that obtaining the gear required to beat them, dependent on class and skill selection is absurdly high, and for some skills even that sort of investment won't matter.
Specifically for gear, I've played every major mainstream ARPG i was aware of on release, and most for many years, starting with diablo 1. I've never encountered so much difficulty to obtain the gear required to work through the campaign for SOME of my toons. Others, where i had a 1/1000000 drop, went very well.
It shoudln't be this difficult to get the gear required to progress. It just feels off compared to all other experiences, including POE 1.

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Blooper#6330 написал:
And calling skills "unplayable" because they require more investment or better gear? Come on. That's not unplayable, that's just higher barrier to entry. Some builds are meant to be more challenging - that's the whole point of having different difficulty curves between classes and skills.


In end-game, yes. But in particular for example, i tried levelling a sorc with incinerate, which is one the few skills available to start with, so you'd expect it to be viable, yet it isn't. Feel free to try it out. I had to twink it after arriving in cruel and still abandoned it somewhere in act 3. It's just an absolute nightmare. I tried as many combinations of supports as i could, shuffled points around, tried building around fire, tried building around chaos, and tried both. That skill is just not viable to play through the campaign with, yet is is a starting skill choice. Are you saying you tried every skill there is and had no difficulties with anything ?

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Blooper#6330 написал:
The "massive effort" comment wasn't just about endgame grinding. Learning boss patterns, understanding skill synergies, planning your build - that IS the leveling experience in POE. It's not supposed to be a casual stroll to maps.


Yes, that IS the levelling experience. And if you plan your build yourself, like i always do, it does take time and effort. But it still shouldn't be as gruelling a time as it is for some classes/skills right now.
Casual stroll could mean anything i suppose, depending on personal interpretation. If i take that literally, then i agree. Other that that though, the main challenge should be in end-game.

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Blooper#6330 написал:
Your "garbage design" label still feels like frustration talking rather than actual analysis of the game's systems.


And it is. Both. Frustration that is there due to bad design. If the game were well designed, i wouldn't experience so many issues of frustration. One's always fighting against something. Stat requirements, mana consumption, maxed resists. I never had these issues in any of the other games in such exacerbated ways as i do in this game. And it does breed frustration over time
you're missing the forest for the trees here. You keep saying "I've never encountered this in other ARPGs" but that's exactly the point - POE2 isn't trying to be those other games.
Incinerate being rough early? Yeah, welcome to POE. Some skills need more support than others - that's been true since day one of POE1. But calling it "unviable" when plenty of people have cleared campaign with it just sounds like a skill issue, not a design problem.
And this whole "stat requirements, mana consumption, maxed resists" complaint - dude, those ARE the game. If you want something more forgiving, Diablo 4 exists. POE has always been about resource management and build planning. The fact that you're "always fighting against something" isn't bad design, it's intentional friction that makes character progression meaningful.
Maybe the issue isn't that the game is poorly designed, but that you're expecting it to play like something it's not trying to be.
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Sylvaneste#1358 написал:
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Blooper#6330 написал:
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DankWeebTrash#7386 написал:

Not really. For the average person they aren't going to be able to play sorceress. They are probably going to get stuck on Jamanra in the campaign and not want to spend 10 hours grinding levels and gear in keth just to beat one boss. The time investment will make the class "unplayable" to most people. Just like Mount Everest is "unclimbable" for most people. I think you should try a SSF run of sorceress and you'll see it's out of most people's reach.

For context 400 hours is ~1/5th the amount of time the average person spends working in a year (1768 hours) so that's unreachable for most people in 2-4 months.
That's a pretty weird comparison honestly. ARPGs aren't supposed to be accessible to everyone at every level - that's literally the entire genre. If you're getting stuck on Jamanra you probably need to learn the mechanics instead of blaming the class.
I've done SSF sorc and yeah it's tough, but that's the point. The game shouldn't be balanced around people who won't put in basic effort to understand builds or gear progression. Your Everest analogy is backwards - this is more like complaining that intermediate ski slopes are too hard when you refuse to practice on the bunny hill.
Also bringing up work hours is kind of ridiculous. Nobody's forcing anyone to rush endgame in 2 months. Play at your own pace or pick an easier class.


Nobody's forcing anyone to rush the endgame in 2 months? That is literally what seasons/leagues are. Launch happens and it is a race against the market to be able to buy the gear you want before it becomes 2400 divine. Everyone wants as much as they can out of a character, before the season ends, and we get reset back to nothing. Sure, I guess one could play on standard. I know I mostly did in POE1. But all of the fun, is found in the leagues. Now, if GGG adds league content to standard (bold new concept) or institutes a Borrowing mechanic (think trade only you get the item back after a set time, i plan to post in the suggestion area for this). So that those who want/need specific items. Do not need to treat POE like a second or third job to get "paid" enough to buy the item they want. Then ABSOLUTELY everyone is being forced to rush end game.
league economics suck but you're missing the point entirely. The sorc being difficult has nothing to do with divine prices or market timing. You can clear all content including pinnacle bosses on a budget if you actually understand the class mechanics.

Your "borrowing mechanic" idea sounds awful btw - imagine the nightmare of item duping and market manipulation that would create. The problem isn't the game forcing you to rush, it's that you want expensive toys without putting in the work to earn them. That's not how ARPGs function and never has been.

If you can't make sorc work because you're worried about affording gear, maybe the issue is your build planning, not the class design.
Those builds look visually cool and some of them are clever combinations of the games mechanic. However gameplaywise they look boring to play.
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Blooper#6330 написал:
you're missing the forest for the trees here. You keep saying "I've never encountered this in other ARPGs" but that's exactly the point - POE2 isn't trying to be those other games.
Incinerate being rough early? Yeah, welcome to POE. Some skills need more support than others - that's been true since day one of POE1. But calling it "unviable" when plenty of people have cleared campaign with it just sounds like a skill issue, not a design problem.
And this whole "stat requirements, mana consumption, maxed resists" complaint - dude, those ARE the game. If you want something more forgiving, Diablo 4 exists. POE has always been about resource management and build planning. The fact that you're "always fighting against something" isn't bad design, it's intentional friction that makes character progression meaningful.
Maybe the issue isn't that the game is poorly designed, but that you're expecting it to play like something it's not trying to be.


Well, we clearly have different opinions. You feel this is good design and good for the longevity of the game and i do not. We'll have to agree to disagree
[url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
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Blooper#6330 написал:
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Twimcloven#2856 написал:
Thats not cool. Boring and making me want to sleep. Still waiting for swords, axes and daggers, maybe after that we will have really cool and interesting skills. Also where is the druid?
calling the current content "boring" is just wrong. The monk combos and sorceress builds are already more complex than half of PoE1's endgame.
Maybe try actually learning the mechanics before writing them off as sleep-inducing? The game's in early access for a reason - they're building the foundation first, not throwing every weapon type at the wall to see what sticks.
Druid will come when it's ready. Would you rather have a broken mess rushed out the door?


poe 1 also took time before it was worth playing
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Devsz#4463 написал:
Just give us some more base movement speed and you'll be solving half the community's problem with poe2


No , poe 2 is not 1 .... So bye bye :)
0.2.1 was lackluster, at best it was a nice QoL patch. since [0.2.0h Patch Summary] was another QoL it seems we've gone more than 1.5 months without a substantial patch. the "chase uniques" weren't good and really didn't improve the player numbers at all. Right now economy is dead, no one is online and I've gotten to only checking the forum once a week at most.


Is this silence the beginning of a bankruptcy claim? Did they leave a singe community mod intern in charge (we're getting community showcase content in announcements instead of the builds forum section to hide the low rate of announcements)

I will check back Monday, but I've already finished The Alters (money GGG could have had instead) and now redownloading Palworld until 0.3 is out.

even if they announce 0.2.2 with balance changes I will be astounded if more than 10% of players come back to check it out. Everyone wants a new class and economy reset.
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TomerBrosh#6412 написал:
0.2.1 was lackluster, at best it was a nice QoL patch. since [0.2.0h Patch Summary] was another QoL it seems we've gone more than 1.5 months without a substantial patch. the "chase uniques" weren't good and really didn't improve the player numbers at all. Right now economy is dead, no one is online and I've gotten to only checking the forum once a week at most.


Is this silence the beginning of a bankruptcy claim? Did they leave a singe community mod intern in charge (we're getting community showcase content in announcements instead of the builds forum section to hide the low rate of announcements)

I will check back Monday, but I've already finished The Alters (money GGG could have had instead) and now redownloading Palworld until 0.3 is out.

even if they announce 0.2.2 with balance changes I will be astounded if more than 10% of players come back to check it out. Everyone wants a new class and economy reset.
calling this "bankruptcy" is just dramatic nonsense. GGG has been pretty clear about their roadmap and 0.3 is still on track for what they promised.

The economy isn't "dead" - it's just stabilized after the initial rush, which happens in literally every ARPG. And honestly? Good riddance to the people who quit after 6 weeks. The game doesn't need players who bounce the moment there isn't a shiny new patch every month.

They're working on actual substantial content for 0.3 instead of rushing out half-baked "chase uniques" that you'd probably complain about anyway. Maybe try playing the game instead of refreshing the forums looking for drama.
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Blooper#6330 написал:


The economy isn't "dead" - it's just stabilized after the initial rush, which happens in literally every ARPG. And honestly? Good riddance to the people who quit after 6 weeks. The game doesn't need players who bounce the moment there isn't a shiny new patch every month.


Man... no way you can call this "stabilized" ha ha.

The 0.2 is worse than 0.1 in too many ways so the players just left after several weeks. If we would have 5 times more players actively running maps, there would be more loot dropping and market would be full. This would be an OK economy. What we have now is absolutely lackluster, you either cannot find an item you are looking for or it costs 500d because it's one of a kind and the owner can do whatever they want.

But all this begins with just worse game than before. If 0.2 would be a step forward in everything the players wouldn't leave and the market would be fine.

Until 0.3, nothing will change. Sad.
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RushBone#0065 написал:
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Blooper#6330 написал:


The economy isn't "dead" - it's just stabilized after the initial rush, which happens in literally every ARPG. And honestly? Good riddance to the people who quit after 6 weeks. The game doesn't need players who bounce the moment there isn't a shiny new patch every month.


Man... no way you can call this "stabilized" ha ha.

The 0.2 is worse than 0.1 in too many ways so the players just left after several weeks. If we would have 5 times more players actively running maps, there would be more loot dropping and market would be full. This would be an OK economy. What we have now is absolutely lackluster, you either cannot find an item you are looking for or it costs 500d because it's one of a kind and the owner can do whatever they want.

But all this begins with just worse game than before. If 0.2 would be a step forward in everything the players wouldn't leave and the market would be fine.

Until 0.3, nothing will change. Sad.
Right, because flooding the market with loot is exactly what makes a good economy.

Look, I get that you can't find your perfect roll for 5 exalts anymore, but that doesn't mean the economy is broken. Rare items being actually rare and expensive is working as intended. The fact that you need to either grind for it or pay premium prices is the whole point of an economy-based ARPG.

0.2 has issues sure, but acting like the sky is falling because you can't instant-gratification your way to endgame gear is a bit much. Maybe try actually playing the game instead of just staring at the trade site?

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