Dear GGG, Stop Trying to Make a Game For Everyone; Stick to your Core POE1 Customers

It's just so strange to see die hard POE1 players write off GGG's track record on iterating and creating good content only when it comes to POE2.

There is a metric ton of content and balancing missing yet you all have already made up your mind on what the game will be.

Really hope they throw yall a bone soon so the noise stops and they can focus on fleshing out POE2.
The first problem with this association is saying "PoE1 Players". There's a lot of different types who joined at various periods during the game and it's changed a lot over time.

While PoE2 has an amazing combat structure. IMO it's ruined by trying to cater to PoE1 play styles. It needs to be it's own game. Believe it or not. Nothing is actually ground breaking in PoE2.

WASD was first done in an ARPG called Revenaunt. Much of the flaws I can't even really explain because they either already made the same mistake like ES being too strong or 90% Magnitude Shock and instant Freeze just making no sense.

They've also already failed with player damage and enemy damage roles.
To quickly explain enemy damage roles:

Chip Damage = Used to overwhelm the player, cause mistakes, hinder recovery.
Burst Damage = Wind up attacks intended to force a reaction like dodging.
Telegraphed = Used to cause massive damage or outright kill the player.

Much like PoE1 Chip Damage is gone again. It was originally in the game early on. White mobs usually take up this role. Moa and Shield Chargers from Act3 as examples. They're not going to kill you but they will cause problems and if you get surrounded they will prevent avoiding Burst Damage.

A white mob should not be able to kill you but you should also not feel like it's a wise tactical choice to ignore them and go right after a Rare mob. There's a balance to it and they're not even close.
"Never trust floating women." -Officer Kirac
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Kraythax#2592 wrote:
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Ah yes, make the game better for the 10k concurrent PoE1 players and ignore the hundreds of thousands of other players. Brilliant idea.


Pretty sure you invented those numbers out of thin air.

POE1 customers funded the creation of POE2. Ergo there must have been a LOT more than 10k. And indeed from experience I know that there are.


Just go and look into steamcharts or steamdb. One month after a new PoE1 league starts the player numbers drop like 70%, another month and it’s a measly 20k-ish, another month and it’s sub 10k. Most of the time it’s sub 10k.

And remember that is a full release game with f2p entry point.

Meanwhile, PoE2 launched Early Access with more than twice the players than any PoE1 league. And kept the momentum for over a month. Now it has obviously gone down a bit because most people reached endgame by now and realized how bad, and how PoE1-like it is.

And you want that shit here? Like piss right off to PoE1 and let the rest of us play PoE2.
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Xzorn#7046 wrote:
WASD was first done in an ARPG called Revenaunt.


Sorry you are obviously young. WASD was the base character movement on every game in the late 80's early 90's because most keyboads did not have arrow keys yet! Once keyboards came out with arrow keys setup with pageup/down etc in a 3x3 grid you could even move diagonally!

Bringing back WASD is a good move but much older that you suggest.
It feels like even the developer doesn't want most of their early game content to be implemented on endgame.

Ability to Resurrect Teammate = Gone
Build Diversity = anything that lack high atk power/projectile count/huge aoe are forgoten
Combat awareness/ atk + def management = Gone because endgame is focusing on making your build 1 shot everything on a large area
Analyzing Boss atk pattern = slowly but mostly Gone because endgame is focusing on making your build 1 shot everything on a large area
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It feels like even the developer doesn't want most of their early game content to be implemented on endgame.

Ability to Resurrect Teammate = Gone
Build Diversity = anything that lack high atk power/projectile count/huge aoe are forgoten
Combat awareness/ atk + def management = Gone because endgame is focusing on making your build 1 shot everything on a large area
Analyzing Boss atk pattern = slowly but mostly Gone because endgame is focusing on making your build 1 shot everything on a large area


Yeah as a result of all this it feels really bad to do maps with friends. It felt great to do early campaign with friends!
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Xzorn#7046 wrote:
WASD was first done in an ARPG called Revenaunt.


Sorry you are obviously young. WASD was the base character movement on every game in the late 80's early 90's because most keyboads did not have arrow keys yet! Once keyboards came out with arrow keys setup with pageup/down etc in a 3x3 grid you could even move diagonally!

Bringing back WASD is a good move but much older that you suggest.


How conveniently you skipped out the part that mouse peripherals weren’t used back then too. Wasd+mouse targeting is much more recent than you make it out to be.
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Sylllo#7734 wrote:
It's just so strange to see die hard POE1 players write off GGG's track record on iterating and creating good content only when it comes to POE2.

There is a metric ton of content and balancing missing yet you all have already made up your mind on what the game will be.

Really hope they throw yall a bone soon so the noise stops and they can focus on fleshing out POE2.


Balancing isnt the problem. That is just a surface phenomenon that doesn't bother us. All of you mega ice comet people will be neerfed and come screaming to the forums. We have seen it before. The problem is the DECISIONS GGG is making are problematic.
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Kraythax#2592 wrote:
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Ah yes, make the game better for the 10k concurrent PoE1 players and ignore the hundreds of thousands of other players. Brilliant idea.


Pretty sure you invented those numbers out of thin air.

POE1 customers funded the creation of POE2. Ergo there must have been a LOT more than 10k. And indeed from experience I know that there are.


Just go and look into steamcharts or steamdb. One month after a new PoE1 league starts the player numbers drop like 70%, another month and it’s a measly 20k-ish, another month and it’s sub 10k. Most of the time it’s sub 10k.

And remember that is a full release game with f2p entry point.

Meanwhile, PoE2 launched Early Access with more than twice the players than any PoE1 league. And kept the momentum for over a month. Now it has obviously gone down a bit because most people reached endgame by now and realized how bad, and how PoE1-like it is.

And you want that shit here? Like piss right off to PoE1 and let the rest of us play PoE2.


GGG has given multiple interviews about this and the fact is that each league players come back to the game, buy MTX and then they eventually go off to play other things and that is ok. But they keep coming back.

As soon as they wipe the server for a league you and your friends are most likely going to cry bloody murder and spam the forums with "dont wipe my char". You bought a single low cost EA key and got into a new company with a new ARPG you have no clue about and are suddenly the expert and telling others to "piss off"?

Seriously funny but to be expected from a private profile.
Last edited by Kraythax#2592 on Jan 24, 2025, 1:36:01 AM
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Xzorn#7046 wrote:
WASD was first done in an ARPG called Revenaunt.


Sorry you are obviously young. WASD was the base character movement on every game in the late 80's early 90's because most keyboads did not have arrow keys yet! Once keyboards came out with arrow keys setup with pageup/down etc in a 3x3 grid you could even move diagonally!

Bringing back WASD is a good move but much older that you suggest.



I feel silly responding to this but I mean WASD being used in an ARPG.

You also have it backwards.

WASD was not a common format until well after arrow keys were being used on games like Wolfenstein and Doom. It became a standard because games started to require more keys. I know this period well because I'm 45 and also because I gravitated to the keypad instead as my choice instead of WASD because there was no standard yet. I still in fact use it.

Games like Tie Fighter, Descent and Mechwarrior 2 required the Flight Stick in addition to 10 or more buttons and the arrow keys just didn't cut it. By Mechwarrior Mouse was generally an option.

If you ever played Warcraft 2. The map scroll keys were the arrow keys while skills were letters.
"Never trust floating women." -Officer Kirac

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