Close to lv92, quitting (for now) due to inaccessible endgame

Hi guys,
first off, PoE2 is an amazing game!
I enjoyed the campaign Act 1-3 normal the most (challenging, slow, deaths were only on me).
The Powercreep throughout cruel was okay because act1-3 was repetetive.
If we had act 4-6 though, the power creep would've been way too much for sure!
All the cool Boss designs are barely even seen due to 1-shotting or permfreezing them from that point and onwards. This is esp. bad when I face T16+2 Map Bosses and got no clue what they can do.

About maps:
Early Maps (T2-T6) felt quite bad. It was hard to cap resistances at first and that time was the worst mapping time I had thus far. When I saw the removal of resitance penalities I thought, you should have reduced the penality for the difficulties and kept the reduction for yellow/red maps (just with the new lower max value).
I play Frost Monk and it's great, until doing elemental penetration or -max maps. Those are unbearable as melee and I can't reroll them. Either I 1-shot packs or I get stunned/stuck/sleep and I die. And I get a lot of them using vaals on my T15 maps.
Today I even lost the Copper Stronghold to such a map (yes it was on me somehow mistaking ele weakness with ele pen, didn't really realize ele pen effectively works just like -max). I died to the first rare at the first bridge, after mapping T15s for ~2-3hs without dying.
And there we come to my most important issue in PoE2 lategame. Endgame Bosses are incredibly rare. I'm close to lv92 and I now had the 2nd Stronghold spawn (the quest spammed my screen since t1 maps and still does if I don't turn off quests). In addition I did 1 Breach Boss, I dropped my first logbook today (might still play it soon). I am nowhere near getting a Simulacrum, I am no where near fighting the Arbiter (without buying access), I bought Ultimatum keys because I got the same fragment 3 times even though i had 2 already socketed in the door (why isn't the missing 3rd guaranteed if 2 are inside the door?!??).
Even Map Bosses are way too rare. Considering how huge the maps are, we should always have the choice to play them in my opinion.
So that's actually why I quit for now even though I didn't face many Bosses (I mostly faced the same 3 map bosses aswell due to how the map is structured and me focussing on tablets to get more maps/map events early) and got only 8/10 Boss passives (No Arbiter), 2/10 Breah passives and no more, while only having killed the Iron Citadel Boss once aswell.
The Atlas needs some work for sure. Personally, I would remove maps entirely and make currency useable on the Atlas itself to remove the feels bad moment of dying in a map and loosing it. The other reasonable option would be to give back 6 portals for Boss maps. (I like removing the annoyance of maps though, if the quantity/rarity of currency/item drops is influenced by juicing nodes enough, people will still do it for sure and the lv could be chosen up the the unlocked max or increase/decrease for some adjacent nodes on successful/clear vs death).
For ALL Pinancle Bosses/Citadel Bosses/Breach Bosses, TrialMaster, ... the BEST decision in my opinion would be to make them accessible until defeated. Always start at 100% HP, if you tp out/die, you have to try again BUT never loose the access until defeated once. At that point, make them all harder, mostly by increasing their HP significantly, so that everybody has to play the mechanics, all of them and can't just stunlock cheese or 2-shot the Bosses.
Loosing access to Bosses (esp. if they are as difficult to access/rare as they are rn) just kills the fun for me. I had to watch videos of streamers playing them instead of enjoying the thrill of the unknown by myself. The same issue was around in PoE 1 (From Shaper over Elder over Ubers, over guardians, Maven, ...) just not as bad due to 6 portals.
With the new Atlas, we have the arbiter Stronghold, we have the different iron/copper/bronz citadels. Those could easily be infinite access until defeated and it would be so much more fun for everybody to try them out and keep trying them until succeeding. Would offer so much more fun juicing them with the Power increases, rare modes on them (atlas passive with +1-2 rare modes no bosses and uniques). Rn those nodes are a no-go for these bosses, not worth the risk at all. But the fun? damn it, I wanna do it!,... sadness...
Even the Ascendancy Bosses for Sekema and Ultimatum could easily given permanent acess to once unlocked until defeated. Just allow the portal to be used as long as we don't insert a new Dhjinn/Ultimatum map. Infinite repetitions, always from 100% HP. Allows to buff the encounters, make them hard but let us PLAY them.

Well, thanks for the game, thanks for reading, and gl improving it!

I'll be back and might even replay Act 1-3 normal on other classes for now.

btw: Todays patch made me crash a lot more often again btw. The last one was way more stable in my experience. I had similar amounts of crashes as at day 1 after launch today.

edit: Auras taking away active skill slots is not fun either. I had 4-5 active auras, severely limiting my new fun skill choices. Maybe after the resistance choices, unset rings are more useable but still very hard to get good versions.
Maybe reduce the max amount of skill slots by 1-2 but make auras cost no slot.
I used 1 active buff, 1 dash, 1 skill for maps. The bell for Bosses, no room for the chaos strike (curses/marks an additional aura/a ranged skill/a non-mobtargeted moveskill, ... So many available skills, so few spaces :/
Last edited by Watipah#4849 on Dec 18, 2024, 5:16:31 PM
Last bumped on Dec 18, 2024, 5:00:29 PM

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