I hope you brought your reading glasses - Essay Ahead!
Feedback for POE2
Hi, I've been playing POE2 in early access and wanted to offer my feedback, though I'm not sure how helpful it will actually be. Please forgive me in advance if anything I'm saying isn't clear, it's proved challenging to put into words. Before reading any further, I want any GGG developers to keep in mind that I am not trying to offer negative feedback, I am merely expressing my experience so that you can take that information and do with it what you will. I am expressing my experience because I believe whole heartedly in GGG, and have faith in them even if their answer to my woes is: "You're just gonna have to git good scrub." Quick note: Currently my favorite boss in POE 2 is the one I have died to the most. This is because of the music that plays outside the boss arena and the voice-acting for the line: "You know of heat tale-woman, but not like this" To start, some context: I have logged about 1,000 hours into POE 1, and the main reason I would list as to why that number isn't at least 3,000 is because I have continuously gotten frustrated trying to make the transition from campaign into endgame, seemingly due to either: a lack of gear with acceptable defensive layers for endgame; or due to the realization that a build that is hobbling along through the last parts of the campaign is probably not going to make it very far into maps. Because of my experience with POE 1, I was entirely unsure if I would even attempt to play POE 2, as I was aware that it was going to be more difficult than POE 1. If I can't even do the difficult thing why would I bother trying to do the thing that's supposed to be even more difficult? However, upon seeing the existence of early access supporter packs I realized: I wanted to buy a supporter pack, because I came to realize the sentiment that even if I couldn't play POE 2, I wanted to support the current project that GGG is publishing because of how much I respect and believe in you and your philosophies when it comes to video game development. Presently, I've only played as one character, a chronomancer, and I've really enjoyed the outright tactical playstyle I've had to implement, and a large part of that is because I've had to rotate through using 3 or 4 skills consistently as I progress through an area of the campaign, instead of just zooming around using 1 or 2 skills. However, there are two major things that stress me out, if I think about them, and if I lived in a vacuum, I simply wouldn't be experiencing these problems. 1) It's taken me 50 hours to get to almost the end of Act 3. And I am VERY conscious of the fact that many, if not most, other players would at least get to "almost mapping" with the same time investment, if not less. Is my experience "normal?" I would assume: probably not. Does my experience speak for every player, specifically when in regards to balancing the game? ABSOLUTELY NOT! But... 2) I am seeing players who HAVE made it through the campaign, complain that endgame (or, the "actual game," as some people refer to it) is too hard, which again raises the question: If I can't do the difficult thing why would I even bother trying to do the thing that's supposed to be even more difficult? While I don't personally consider mapping to be "the actual game," I do consider mapping to be the quintessential ARPG experience, in the sense that one's build should be sufficiently online to the point where one feels powerful without actually being too powerful for any enemies you come up against (I'm not mentioning endgame bossing from POE because my nooby self I hasn't actually done any yet). The point I'm trying to make, is that even if I were to be twice as fast and also take half as much time to finish the whole campaign (25ish hours to reach maps), there is still a 25 hour barrier between me and the gameplay experience I want to participate in the most (for the record, I do like campaigns, because I view them as part of the process for developing a build). I am more than willing to consider the fact that the main thing holding my gameplay performance back is that I simply haven't spent the required time playing POE 1 that would enable me to: play faster, but I'd also like to point out the fact that I am the type of player who is inclined to check every corner of the map simply because of the potential that some secret or kickass loot is waiting hidden. POE 2 seems to support this by offering plenty of optional bosses/encounters, but chasing down every optional encounter/boss is just going to make the campaign take longer for me than it already has (it is worth noting that I "full cleared" pretty much every single zone in the campaign that I've played through, because I didn't want to miss anything) To summarize the above portion of my essay: I like POE, I like POE 2, I would enjoy playing them a lot more if they didn't require such a heavy time investment from ME (at my current skill level as a player). It is probably true that if the game was easier I wouldn't have just made it farther into the campaign of POE 2, I would probably be into maps. But...if the game was easier I also wouldn't have experienced the emotional "highs" I've had after two, absolutely down-to-the-wire boss fights that literally left me saying: "Well, the loot is shit, but I don't care! I DID IT!" Is the game hard? Yes. Do I think the game is actually too hard? ...No, I don't. Okay, having written the above section of my essay, I'd like to propose the following question: Is an ARPG that plays more like Dark Souls than Diablo a bad thing? It depends. It depends on what game you want to make. I WOULD SAY, that it also depends on whether you're trying to create a direct sequel to Path of Exile or essentially trying to create an entirely new game (not that THIS player thinks the two are mutually exclusive). Funny thing: I don't think Dark Souls is actually that hard: Is it punishing? Yes, but if you approach the game in a methodical, patient, and deliberate manner the game becomes significantly "easier," because by simply playing (overly) carefully you prevent many potentially life-ending scenarios from even having a chance to occur (i.e. Taking the extra time to kill that one back-stabby dude hidden in the corner means that the back-stabby dude hidden in the corner can't rush you while your back is turned and you're engaging other enemies). POE 2 seems to be encouraging me to play more methodically. This isn't something I am against, but I would like to point out two major differences between Dark Souls and Path of Exile. 1) Dark Souls maps have the exact same layout and placement of enemies every time. This means that one can memorize the map much more easily than if the map layouts were random, and also means that after enough runs the player knows, for instance, that there is that one back-stabby dude hidden in that specific corner. After enough runs, the player is no longer required to play (as) methodically because their experience allows them to play faster. 2) New weapons and armor (gear upgrades) live in the exact same spot of the map that has the exact same layout every time. In POE if you need a new sword you have to get lucky, in Dark Souls the luck is (often enough) removed because you already know where the better sword is, you just have to get there. Considering the number of optional encounters (that I, at least, want to participate in) I would honestly suggest making the campaign maps of POE2 have one layout (or one layout "template" where there is still room for random encounters/the surprise Rare Mob with cycling damage reduction, life regen, mana siphon, and invulnerability aura...unlucky). That is pretty much all the feedback I want to give (hopefully more "food for thought" than "feedback"), but I would also like to take the time to suggest/request some things that I WANT added to the game. If, as developers, you feel obligated to ignore such suggestions, then I will tell you right now that anything after this small paragraph is probably not worth your time. I have 3 suggestions I want to put forward, and I will list them in the order of how much I value them. 1) A "Shield Bash" active skill gem or support gem Brief explanation: In the game Monster Hunter, the Charge Blade is my favorite melee weapon type simply because of the existence of a shield bash within the weapon kit. This is mostly because the shield bash feels "organic," in the sense that it flows smoothly into and out of other moves. I just think it would be COOL if there was a shield bash skill gem in POE 2, that enables my sword and board character to do more than hide behind the shield they're holding. - If it was a support gem: perhaps it could behave in a similar manner to the "Ruthless Support" from POE 1, where every 2nd or 3rd use of a melee skill triggers a fast strike with the shield (with either increased stun build up, or some kind of knock back potential) - If it was an active skill gem: can only be used after using a different melee attack skill or after using a dodge roll (still with stun build up or knock back potential) 2) CURRENCY CRITTERS! These would be the POE equivalent of Titanite Lizards from Dark Souls 3. A small and round creature that holds a single currency item in its mouth and will only drop it if you give said creature a head rub/ear scratch (The player clicks on the critter). The critter would run at the sight of the player and the player would have a small window to catch up and click on it before it disappears, taking its currency with it. - To start out, critters would only carry "Magic" currency items. After progressing far enough into the game there would be a chance for the critters to carry "Rare" currency items instead. Also... - Vaal orbs: they corrupt something and modify it unpredictably, maybe even if that something is only holding a vaal orb in its mouth? (I'll just leave that thought there) And lastly 3) Trial of Reflection (This idea is somewhat amusing to me as I have never actually gotten ascendancy points 7 and 8, because I've died to the third stage of Izaro every time lmao) The last two ascendancy points for characters are locked behind an endgame boss fight, where the boss is the GGG interpretation of the player's chosen character class (with the addition of unique attacks, spells, etc.), possibly with overlap between classes that start at the same place on the passive skill tree. For instance, both marauder and warrior could face up against some kind of barbarian whereas a ranger or huntress would face up against a...different huntress. I think it would be fun to test one's character against a version of itself that is technically better/better equipped than my actual character. And that, should, conclude this essay. Thank you to anyone who took the time to read this, especially if you read the whole thing. Again, I'm not sure how helpful my feedback is, but hopefully this post provides some food for thought (though my opinions are by no means "correct"). I'd like to take a final extra second to express some extra appreciation for GGG: in case nobody told you today: you are awesome, and I can't wait to see what comes next. Last bumped on Feb 28, 2025, 9:22:10 AM
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" Depends. For your first character, and if you take some time enjoying the lore, reading stuff and going at a slower pace - the 50 hours are totally reasonable. I took a while on my first character too because why not, but after a few characters you are pretty easily able to blast through the Acts and finish the campaign in only a few hours. And no, I don't play "zoom zoom" builds, especially not in the campaign, but how much less time it takes to do the campaign if you know all the layouts/quests etc. is a huge deal. To your point "full-clearing every area" there is literally no need to do so after your first playthrough. If you know the objectives of each area, you just go for them and ignore everything else. The super rare chance of getting something really valuable is not high enough to be worth your time in the Acts. I fully cleared every single inch of the campaign with 3 characters and cleared them in a highly efficient way on over 3 other characters, and the result is - don't full clear. " Technically, this is a thing, at least related to the loot. You can have a mob with currency drop based mods, and if you are lucky, you get high-value stuff. While many ppl like a "loot Goblin" - chasing a mob through an area/map sounds actually horrible to me for many reason, but I guess if ppl like it... " That's actually a cute idea. To ascend in your class to the highest potential you need to defeat the "master" of your craft. But I am biased probably, I hate PoE1 lab and don't really care about the trials (boring to me), so everything different is like YES BABY! " It's actual feedback, you know, it's constructive - so it's helpful, no matter what GGG does with it. Between all the "cry posts" with no constructive stuff in them - I am happy to read something with another perspective. So, good job. |
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