Ascendancy is not fun.

"
eldheim#2436 wrote:
The very idea that you can breeze through it if you picked minion builds, or a ranged build with tons of evasion, whereas if you went tanky melee you get brutally punished is stupidly unfair.

They are gatekeeping the biggest level up for a bunch of builds behind mechanics that brick some builds and becomes almost obsolete with others.

How in the world this got by testing and theory-crafting I can not understand.

Horrible, horrible game design.



Simple... they didn't playtest it...

The only playtest they probably did was getting a bunch of sweatlord streamers and showing them that they will get "Path of Elden Ring" instead of Path of Exile 2 and the streamers knew they could milk their moronic fanbois to no end with a game like this for a few months so they were super happy with it...

So there you have it... it's a combination of moronic, incompetent devs that don't even know what genre their game is and greedy streamers that knew if they hype this game to the heavens they would make a fuckton of money...
Agreed remove honor once you get to the boss room. Make all builds viable. Easier to tune also

Right now it's anti fun. Worst thing in the game that I have seen so far
I hated Lab in PoE1 but...this is somehow 10 times worse.
Honor just feels bad, you get chipped by some hard hitting mob or boss..well honor gone thanks for trying, even if you get good rng and not something like 20% slow and temp chains...

And for Ultimatum well again even more rng based atleast not half of the builds are somehow bricked by default, but man is it overtuned to be mandetory.

Bring back Lab pls..with the new controlls it could be even kinda fun to dodge traps.
I'm about to rage, hope they change this.
"
"
eldheim#2436 wrote:
The very idea that you can breeze through it if you picked minion builds, or a ranged build with tons of evasion, whereas if you went tanky melee you get brutally punished is stupidly unfair.

They are gatekeeping the biggest level up for a bunch of builds behind mechanics that brick some builds and becomes almost obsolete with others.

How in the world this got by testing and theory-crafting I can not understand.

Horrible, horrible game design.



Simple... they didn't playtest it...

The only playtest they probably did was getting a bunch of sweatlord streamers and showing them that they will get "Path of Elden Ring" instead of Path of Exile 2 and the streamers knew they could milk their moronic fanbois to no end with a game like this for a few months so they were super happy with it...

So there you have it... it's a combination of moronic, incompetent devs that don't even know what genre their game is and greedy streamers that knew if they hype this game to the heavens they would make a fuckton of money...


While I understand the frustration, I hope you do realize that you signed up for, um, EARLY ACCESS. Which is essentially alpha version of the game? (not feature complete). WHICH IS A PLAYTEST?

You call people moronic and yet you complain about no playtest while you're literally taking part in it and not contributing anything of use.
Someone reading this thread could have read something useful that they could use to then change the game, but instead they read this.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
Last edited by Perq#4049 on Dec 11, 2024, 3:13:01 AM
It is complete and utter pure garbage and needs to be completely rethought with how it's designed. Lab in PoE1 was way better and most people hated that too.

Honor and/or RNG failing you is HORRIBLE.
"
It is complete and utter pure garbage and needs to be completely rethought with how it's designed. Lab in PoE1 was way better and most people hated that too.

Honor and/or RNG failing you is HORRIBLE.


Lab was fine until crybabies asked for it to be nerfed to a point that it wasn't a challenge anymore - just pick your class up after you reach the trial.

I don't like either of the current mechanics, especially the fact that they unlock at different times and the RNG aspect of them. If different trials were easier/harder for different kinds of build archetypes, it would be fine, but then if they unlock at different times some archetypes would have to go longer without their ascendancies than others, which is kind dumb.

Them being difficult is fine, though I'm not fan of Sanctum as a whole.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
I think that the making ascendancy challenging is not bad. However, I think that the design of the Sanctum and the Trial of chaos need to be improved a lot.


Lots of times in the Sanctum you are choosing what is the less painful affliction to continue your way in order to maintain your honor at max which leads to

- Sometimes you have full of water but not use for it
- Sometimes you can't restore honor because there is a major affliction for your class in the restoration honor
- Sometimes the RNG plays too hard against you
- It doesn't feel like if I make the correct choices, I can improve my chances of winning. It just feels too much RNG
- Sometimes you never found a shop in a run which make water useless


To fix those issues I will always
- 1 times per run you can remove the affliction on a room
- 2 times per run you can roll a new affliction on a room
- Move the shop to always be at the end before the boss
- Increase 1 room vision to have better planning

For the trial of chaos I will give
- 1 - 2 times to reroll all mods for new ones
First, I'll preface this post with saying (as always) really loving the game so far. The foundation is solid, and there's a LOT of potential for making a true gem in the genre. With that in mind, we've paid to be testers and provide feedback, so here's mine on the topic of Ascending in PoE 2.

So I'm currently a level 78 Deadeye going Lightning Arrow. I'm putting out roughly 14k DPS on that skill and steadily scaling...and I still cannot ascend...so I'm basically playing a half built out character at this point.

Feels baaaaaaaaad.

Really bad.

The issues with both the methods provided, as others have mentioned, is that they are both systems that require your build to be fully "online". In PoE 1, no one was running these systems without full ascendancies and highly specialized gear to run them; they were there as options, and that's completely fine.

I'll even go so far as to say that they should definitely remain in PoE 2, but not as the gate to unlocking your full power. I've been playing since ToTa league, so I'm not a veteran, but I've never had issues ascending until now, and it sucks.

I like my character, I want to continue pushing content, but how am I supposed to fully achieve that when the character I've invested 50+ hours in can't complete any of the trials?

I'm successfully completing Tier 9/10 waypoints now and they are way less of a challenge for me than level 68 Sanctum and Ultimatums which makes me wonder how the typical, casual player will respond to this? The ones that on day 5 of EA are still stuck in Acts? The ones that are on chat seeking help with Act 2, phase 1 Jamanra?

It's my belief that there should be full on discussions on how to alter this before Full Release as it will be a critical pinch point for all the new players the game will receive, because this ain't it unfortunately.

Some ideas:

A) If they are here to stay, there needs to be two separate versions/difficulties provided. Ones that are meant for ascension, and others made for endgame.

Both should be waaaaay more practical. For sanctum, do away with the run ending afflictions, and tone down the difficulty. For Ultimatum, focus on mods that only slightly increase the difficulty of an already difficult game. No need for corrupting blood spiraling towers or petrifying statues. Let's stick to "Monster hits pen 5-10% resistance", "Monsters shoot 2 Proj." etc. Things that are manageable for new players and when your character is still weak.

That way, the push your skull back versions in the endgame can be where all the real loot is kept, giving players a choice as to if/how they want to interact with the mechanics and to be at a build state where they can take it on.

B) Bring. Back. Lab.

It's straight forward. It's challenging, and the foundation is strong enough for new players to understand. Even better, you can reward options for upgrading skill gem slots, adding quality, etc. at the end. Hell, you can bring back gear enchants even!

Just a thought.

C) Lock them behind challenging boss fights. 3 in the campaign that you seek out that are challenging, but not "Here's 5-10 debuffs and get one shot" challenging and the final one being a minor pinnacle boss in the Atlas that you have to find; same atlas rules apply: 1 shot at them. If you die, gotta' run more maps to find them again and give it another go. Hell, it can be some "spawn from the beast that's wreaking havoc through the Atlas, Exile, you must stop it" yada yada.

These are just rough examples, but each one provides a player with a more accessible means to obtaining the power that we all play to obtain, so that we can fully enjoy the endgame. Realistically, I believe 'A' to be the most straight forward approach: code certain invitations to be ascension based (based on latest patch, this seems to already be a possibility) and for those specific invitations, modify the system.

I WANT TO ASCEND GGG!

I just dropped a related suggestion here:
https://www.pathofexile.com/forum/view-thread/3622531

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