Feedback after burning my eyes out playing

Hi,

After burning my eyes out of joy of POE2, I wanted to share some things I find troubling.

Generally game is great "BUT"...

1. Bots - If there will be no system implemented, to ban people who sell currency in game, well...look what happens to the market. Things skyrocket to divines because people farm like playing some farming simulator, push prices high and sell currency in game. Amount of bots that bombard me with spam when I put items too cheap so they can scalp that floor is...painful, to say the least. Can you just implement a system that tracks when people give others currency with some parameters like when someone gives small amount of exes, often, or big amounts of any currency, just like that? WoW private servers have that and some have completely cut off gold farming. I am quite sure that a lot of people would be glad to see people actually responding and trading, instead of being bots that put tons of items on market, never to reply to just show the "real" price of items.

Edit here regarding bots - Spent few days, same friends, trying to buy anything to optimize build to get to do end game bosses. Few days without even buying any item, because all people we find that put items in good ranges, are chinese. You write in hope of buying any item, which is overpriced as heck anyway, and they just increase price and wait for more whispers. Can We either get rid of them or introduce a normal auction house in game? 4 people fighting with bots here, trying to buy stuff 0.o

2. Game Pace - I might be in minority here, but I strongly think we should slow the game more, not to be like POE1. The most enjoyable part of the game is actually campaign, which is very enjoyable. During campaign, me and many friends learned, and hoped that this game is more of a mix of what we all needed - Dark Souls Hack'n'Slash game, that requires skill combinations and tactics. Well that's true, when you progress campaign. Then you usually use 1-2 skills to mass spam whole map and not even see anything 0.o If we want to keep the game pace like that...can we at least spread it a bit more, utilizing more skills for example if a skill alone does something it's the weakest skill, if it requires combining with another skill it's a stronger and if it uses 3+ skills in combination it's the strongest one? Just two examples here of how the game looks for my friend- holds right click to spam walls and uses 1 skill to blow up them, basically evaporating whole zone like that...where's the fun?

I've discovered Detonate Dead skill. It deals ridiculous amount of damage, quite insane. 20% of mob health...you can use only one skill to trigger any mob death and then just right click to do the same - clear whole screen 0.o

How about more combos?

3. Difficulty - Above is extremely related as it lowers the whole game difficulty. On top of that, game gives you, as a new player, a challenging campaign, then hard maps, you can complain it's hard and so on...untill someone tells you that you can buy some resists with few exes and suddenly, from a person complaining that maps 1-3 are hard, after spending 5-10 ex, you do 13 without any sweat...that is a huge content gap over there that is quite unneeded. We need more dark souls type of bosses, these I currently found are amazing, love them.


4. Trial of Sekhemas - Fun stuff, I like to run it whenever it drops. I find it far more enjoyable than Labyrinth in POE 1, tho it's quite bugged. For example, you can get relic stating that you have x% of chance to duplicate a key you pick up and it ALWAYS duplicates the key, whereas relic stating that there is a chance that your keys will upgrade when you finish the room, never triggered for me(I did like 10+ of these Trials)

5. Game optimization - I think you already know how poor it is in places. Whole 3rd act makes peoples PC freeze, maps that have 3rd act assets as well. On top of that, Trial of Chaos Blood globules that drop on your head also lag my PC(I got top gaming beast)

6. For some reason I see that people complain about blood mage being weak, while they pick the class, they build him as a sorcerer, they play him as a sorcerer and complain they are underperforming, while you can build a great tanky class, whether melee or a caster, with these utilities the class gives. I would really like to see it extended that way or left as it is(I assume more blood/bone spells will do just fine as of now, I use only Bonestorm and DD for clearing 16+ and that's enough) instead of listening to people that want the class to be reworked to basically be a sorcerer, with all the buffs of bloodmage - Ridiculous idea. I love the fact that you can build one Ascendancy multiple ways, with multiple concepts so making BM just a caster sounds sad

7. On the Cemetery in first act, it would be good to pump up bosses in the catacombs(Preator & Consort) and improve their skill arsenal to be more unique and challenging. Then, make the one killed first not appear when you fight the second boss(this opens possibilities to add voice lines and basically text that he/she calls but there is no answer, gets angry or something, perhaps enrage mechanic?) and because of that people would plan which one of those kill first, to not have to deal with their skills in the second fight, and well, a bit enhance the story

Also...Can we have a druid ascendacy that is this shroom/toxic guy that would be like that toxic druid boss from 1 act? damn I love this concept!


Regarding positive feedback I could talk for hours. I generally love the game and the idea that it resembles more souls like, skill demanding game in some moments, though I wish we would have more of that ; ]
Last edited by Argi12148#7025 on Jan 7, 2025, 7:43:14 AM
Last bumped on Jan 25, 2025, 8:47:58 AM
My man, hot damn, someone is speaking my exact thoughts +1
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Trial of Sekhemas - Fun stuff, I like to run it whenever it drops


...
I'm seeing lots of "make this dark-souls-y" and for the first time someone calling the Trials fun stuff.

You want slower play and more combos, except combos don't work unless they slow down the enemies as well. More than one or two skills results in you taking too long so you get beat down or roll.

The game definitely gives off mixed signals from campaign to endgame. And most of the league mechanics copied over were not changed to suit a different style ARPG. Same with crafting. I would think in a slower more difficult PoE you would have even more control over crafting.
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I'm seeing lots of "make this dark-souls-y" and for the first time someone calling the Trials fun stuff.

You want slower play and more combos, except combos don't work unless they slow down the enemies as well. More than one or two skills results in you taking too long so you get beat down or roll.

The game definitely gives off mixed signals from campaign to endgame. And most of the league mechanics copied over were not changed to suit a different style ARPG. Same with crafting. I would think in a slower more difficult PoE you would have even more control over crafting.



I mean, they won't be able to turn it into full DS hack'n'slash, but POE is an amazing game, so if they achieved this, I am sure they could develop some good stuff in that direction as well, and yes, Trials are fun, not sure if that's because I get a feeling I am playing Arabian maps of Crash Bandicoot(because of the music) or because you need to think, manage resources, buy stuff...all these small flavors, but on the other hand I am a caster...slow because I don't use these map destroyers, so I assume the biggest pain comes from Melee people.

But yea, that crafting and generally slower game would be more rewarding, though it would require more fun mechanics and/or bosses
Ok on top of that, I just realized how cool, thematic and immersive Hand of Chayula is, however due to lack of cool bare handed attacks and chaos skills in general, I'm waiting with playing that char. I hope that we will see more of skills that you could utilize in melee build to make a phys+chaos dmg monk in few ways, I assume escalating chaos damage or having a talent/gem that allows you to do DPS while you curse, would just push that char to the next level.

I would also like to see some empowerment of hand skills so that this monk could utilize them to be more powerful, yet directed towards that way instead of like Invoker state is (where map explodes in seconds)

Regarding blood mage, which also doesn't really have much blood/bone skills, can we get the infinite curse duration talent removed(possibly moved to new Ascendancy if you plan to add third ascendancy in the future) and instead get a talent that allows you to transfer some effects via blood, so for example - if you bleed an enemy, you also poison him as you inflic that to his veins via whatever you use to bleed, or for example you can put a curse via bleeding or inflict chaos damage as you corrupt his veins or something. I really wanted to make a blood focused bone mage, while at the moment, I don't even feel that boosting bleeding is anyhow playable. I could technically take the node to boost bleeding magnitude with elemental damage, but that would require to use elemental damage instead of physical so...kinda not the concept.

You know, more blood and bone for blood mages
+1 to everything OP said, but also wanna add a few thoughts.

The whole "you're supposed to feel like a god at the endgame in ARPGs" thing that people keep mentioning to say that you just HAVE to turn it into POE1 once again...

First, that's something they decided, I've never thought of that as a thing.

Second, I thought this game was supposed to revolutionize the genre, no? ie change things that are considered gospel to make a new, maybe better, thing.

Third, I doubt most people "feel like gods" when they're just randomly dying to things they don't even see coming and often don't even know what they were even after death (and I'm not just talking about me, go watch any streamer play the game, even the "expert" ones, that's almost the only way people die). Like, go watch the latest (post-patch!) clips from ExiledAgain on youtube, there's already tons of clips where people go "no idea what killed me" and, really, I don't know either watching the clips...

About "improving visibility" of things killing you...

They've been trying that for a million years in POE1 (I've been playing since Breach, though my account is from the time of Ambush league) and never managed to do it. The solution was supposed to be: POE2, slow things down, fill up the screen less, so it's actually possible to achieve that.

But they went and made endgame just POE1 again, so the problem remains and POE2 solved nothing of that age-old problem and will never solve it.

Also, this problem wouldn't be AS BIG of an issue if everything didn't one-shot you (unless you're playing ES, then only some things one-shot you). I wouldn't mind taking a random hit here and there if it did reasonable damage.

About one-shots in general...

Beyond the above issue, one-shots are also a problem in some bosses, like the Arbiter of Ash.

It's game design 101 that if an attack is very hard to dodge, it's not supposed to delete your life and if it's easier to dodge, it can do tons of damage. That's called balance.

But GGG now went and gave us 5 portals, so I guess that means they're saying they don't want to balance things.

Koji Igarashi (original director of the Castlevania games) once had a pretty good take about how to balance bosses: if the dev making the boss can't do the fight without getting hit, no matter how hard he tries to, it's not balanced.

I would love to see some GGG devs fight the Arbiter of Ash for ~5 minutes (the time they said is supposed to take) with a zdps build, to see if they can not get hit for that amount of time while still trying to attack the boss!
Last edited by DantardX#7609 on Jan 17, 2025, 12:43:05 PM
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"no idea what killed me" and, really, I don't know either watching the clips...
- Regarding this, all people I watched play, are used to super fast, no risk clearing when they are instantly killing mobs or permanently stunning them, with a lot of effects, so they can't even see what the mobs do xD


"
About "improving visibility" of things killing you...

They've been trying that for a million years in POE1 (I've been playing since Breach, though my account is from the time of Ambush league) and never managed to do it. The solution was supposed to be: POE2, slow things down, fill up the screen less, so it's actually possible to achieve that.

But they went and made endgame just POE1 again, so the problem remains and POE2 solved nothing of that age-old problem and will never solve it.

Also, this problem wouldn't be AS BIG of an issue if everything didn't one-shot you (unless you're playing ES, then only some things one-shot you). I wouldn't mind taking a random hit here and there if it did reasonable damage.


Well, if you take campaign speed, and if you would make the game more or less that, you could see all, I feel that campaign>end game are two separate games. Campaign is supreme in my opinion, and then it's just - How fast I can evaporate my whole screen, which in return makes people not see what's going on...so yea I kinda feel that end game is basically countering the solution of POE2 beginning, and returning to POE1
Next note - I generally think, that if you want to do something else than grind maps like farmer, the most fun thing to do is bosses, however they are extremely easy, and you can do them with friends, including some bosses like Breach Lord, where if they die, they can just come back in. I wish we would have a way to make bosses harder like giving them way more life, faster reactions or something that would make the game more than run around and shoot in my case, even if I get hit, that doesn't do anything really
GGG doesn't know how to "slow the game down". They never did in POE1, and still don't in POE2. Their answer to combating fast gameplay is to nerf skills, add more tediously unnecessary gameplay (boss phases, levers, increase zone size), and make the monsters faster/stronger.

The core of your post revolves around the idea of "all you have to do is just buy your next item from someone, and that makes the game easy". You going on trade and buying your power items just to say that the game essentially needs to be harder is a problem you're putting yourself in. If you want the challenge you seek, play SSFHC. You'll find it's a drastically different experience. The game forces you into that slower gameplay because 1 mistake can and will send you back to character creation. Yes, the same overpowered builds exist and are viable in SSFHC, but getting to that point is far more difficult and time consuming than it is when playing in trade.

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