The vision is dying
Well they added a bunch of combos with spells and infusions. Also added cooldowns for some skills. As well as fuel mechanics for Incinerate and some other skill. These are all POE2 vision stuff and not like POE1 gameplay at all.
However very few players are using the POE2 vision stuff above that they made. So I can see why they might not keep going with this vision as it's a waste of dev time if players don't use/want it. |
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" But isn't the reason people aren't using it, because the game actively encourages u not to? Especially in endgame there just isn't enough time to perform all those combos until u get hit by enemies. On top of that, why would u use all those combos if u could just roll something else and explode the screen with one button. There's just too much imbalance in skills right now to force that playstyle. PoE2 0.3 Character: https://poe.ninja/poe2/builds/abyss/character/Sadaukar-2191/Acidic_Sadaukar
PoE2 0.3 PC performance tweaks: https://www.pathofexile.com/forum/view-thread/3852015 |
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backtracking constantly every time you engage a white mob gets annoying after a while. I'd get it for rares or blues once in a while, but it's constantly. "these guys leap and stun and then follow with fasts attacks that stun lock and insta kill (might be able to face tank one alone, but not 4 or more that combo with each others like a super boss) if I don't dodge roll and move backward constantly. it gets old, especially on harder maps.
Последняя редакция: Krymz_#9412. Время: 13 сент. 2025 г., 10:27:20
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Thanks for your post, I feel exactly the same.
The reason why I bought PoE 2 was to have engaging combat, which is washed away further and further with every patch. Keep your vision or we will end up with 10k community as PoE 1 and we will need PoE 3 to deliver something else that brain-dead zoom zoom. Launch of PoE 2 was great, bring back ANY challenge of actually playing the game, please. |
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" Bingo. Same thing I said in another post. They are pulling the game in 100 different directions and that's why its a cluster. Treating like full release while falling back on the early access/beta excuse only deflects the problem. The fact that breech was added as one of the first activities shows a COMPLETE opposite direction of combo parry methodical gameplay. That is why they are failing so hard in this aspect. If this vision is to go zoom zoom boom for maps and then once you hit a boss it switches to dark souls mode, that is something we can enjoy. That being said, bosses need to chill the heck out with the one shots then. These fights should be a battle of attrition if they want challenge and methodical. Not a see who can one shot first. I think this is their goal long term and why the life side of things are so crap compared to the other defensive layers. They say its disrespectful to work so hard on bosses and a player has the ability to face tank. Why? If I spec full tank and am dang near immortal but take 30 minutes on a boss, why is that bad? Why is one shotting everything or being one shot the more acceptable solution? They design everything with anti melee in mind. There is only one mob that comes to mind for anti range and its the single mob that gets thread after thread about. The shield knights that reflect projectiles. Just look at the MASSIVE outcry for that single mob but deadeye players are cool with pools of instant death sitting on bosses/rares that melee cant do anything about. |
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" premature deployment, however what more peculiar is their planning. the balancing changes(abyss modifiers esp) of 0.3 go in a totally opposite direction here. is it a deliberate play to show how those things just 'don't work', or just an internal miscommunication? Последняя редакция: AintCare#6513. Время: 13 сент. 2025 г., 17:59:18
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Gameplay is fun (abyssal rares are overturned, I fear them more than bosses).
They could get rid of ALL the menu time if gear was level based. They could have focused on gameplay, but no ... Now 2 hours crafting bows in menus, the joy. Thank God for the new trade system at least. |
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The entire point of the game after you play campaign the first few times (Yes, act 5/6 aren't out yet, but this point applies regardless) is to farm as much currency/loot as you can, so you can become more powerful and move on to the next challenge (Deli t15s, bosses , etc)
Fundamentally, post-campaign, the majority of the playerbase DOES NOT care about weighted riveting combo-based gameplay. We do that in campaign, and its great, but almost EVERYONE wants to play zoomy builds in the endgame, so they can farm maps super fast and get currency as fast as they can. Sure, people will say "Oh so you just want it to be POE-1". But that's the point, over all these years, there's a reason POE-1 turned out to be what it is. Is it perfect? Ofcourse not, Poe-2 does a lot of things better. But I'm not a fan of players crying over the game becoming zoomy and fast in the endgame. EVERYONE wants to go fast and trivialize the game. There's a reason we have so many deadeyes. We ALL want big AOES, fast-kills, tankiness, mobility, etc etc -- All the "POE-1 Like things" that some people on the forums seem to hate for no reason other than talking people down and dismissing their opinions. In my opinion, the campaign is goated and should stay the same, but endgame becoming faster and zoomier is 100 % the right approach, and I can bet it's going to end up just this way. |
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" I don't really see how they can make the game encourage you to use combos and cooldowns. They would need to do several things all at once: - massively buff the HP of every mob - massively buff the damage of all combos and cooldown skills - nerf or remove all one shot skills from the game (Lightning Arrow, etc.). No skill must be able to kill mobs by itself. - remove pack size from the game and make maps have 1/10 the amount of mobs they currently have so that you only ever fight max 2-3 mobs at a time. Nothing you do to your maps must be able to ever change this - remove all attack/cast speed mods from the game for both players and mobs. No attack/cast speed rolls anywhere on gear or maps - remove all movement speed mods from the game for players and mobs. Boots and passive tree can't have movement speed. Everyone moves a the same speed as in Act1 on the beach forever Any one of these changes will make a large portion of the playerbase rage. Imagine all of them. Последняя редакция: SaiyanZ#3112. Время: 14 сент. 2025 г., 00:26:04
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" I agree, it would take a huge rework of everything. That's exactly what PoE2 was supposed to be. " That's true to a point. People always want to go faster and better, but the game has to set boundaries. How fast a player can ultimately go is defined by the developers. Look at Diablo 2. Most people wouldn't say it's a slow game and u can scale pretty good in endgame, but it never goes to the same crazyness that PoE does. I still think slower combat than PoE is achieveable and still fun if u build it the correct way. Just build in different progression paths that fulfill peoples' power fantasies other than speed. I'm just worried that the boat for PoE2 has already sailed, because the rework is just too much at this point and they don't want to tone down speed again. PoE2 0.3 Character: https://poe.ninja/poe2/builds/abyss/character/Sadaukar-2191/Acidic_Sadaukar
PoE2 0.3 PC performance tweaks: https://www.pathofexile.com/forum/view-thread/3852015 |
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