Reaching my breaking point - Loot and rewards

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The PoE 2 player base continues to decline every day since most players refuse to use ExileML or use RMT to purchase currency, this game is mostly bots now.





I think thats a bit of a stretch. People are back to work, grinded into burnout, waiting for new characters to drop or feeling some frustrations like I am
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OG_Smez#4109 wrote:
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The PoE 2 player base continues to decline every day since most players refuse to use ExileML or use RMT to purchase currency, this game is mostly bots now.





I think thats a bit of a stretch. People are back to work, grinded into burnout, waiting for new characters to drop or feeling some frustrations like I am


And don't worry, when that number hits 500k on the first BIG patch/season/etc it'll be alllllll crickets up in here.
+1 to everything. And to what a lot of others are saying, I don't even think the release of new characters and gear are going to matter much. Sure, the streamers and hardcore players with no life will want to continue the grind for these reasons, but MOST of us have hit a HARD wall on gearing (especially with the market exponentially increasing in price, I mean anything relatively build altering in the end game is Dozens of divines), in the end you're still going to experience the exact same wall as before the character and gear update. Hell the cheapest dream fragment on market was 80 divines today. The grind just isn't worth it in the end game, there isn't enough return on investment especially with how monotonous Maps is. And to be quite frank, I don't even want to "just farm" currency to use the market, I would MUCH rather be able to actually gear myself then rely on trading. Relying on trading is fine, but when its the ONLY way to progress it gets tiring. Thinking about incorporating MORE gear and classes and weapons is just exhausting.

There are multiple things I would like seeing be done here GGG.

-More Tiers of equipment that have more of an effect on the mod rolls. I.E say you have tier 1-20. Tier one starts dropping earlier and starts to effect tiers of mods rolled while somewhere along this scale (say at 10) you hit a soft cap and now certain mods like light radius and accuracy cant roll, or there is some mechanic, maybe in the tree, where you can choose preferred rolls to roll 80& more. But as you increase the tier you have more agency over quality of gear dropped where tier 20 bases/rares only roll the highest tiers and preferred mods.

-More diversification of omens for crafting, again, to give more agency over it. Maybe even introduce account bound things.

-An actual feel for progression during Maps. Its TOO grindy. Maybe introduce quests and more bosses to be able to progress the levels of maps. Like I could immediately jump into t15 if I wanted to, so long as I have the waystones for it. I dont feel like that should be the case. I want story considering how beautifully crafted the rest of the game was. Maybe if each Waystone level were more of a driven narrative like each Act, you could introduce a tier of equipment per level, capping at level 20 where only the highest levels and best geared people could contend for the BEST possible loot and crafting supplies. say we make it so Acts1-6 through cruel end you somewhere around late70's-80. Then Tier 1-20 corresponds with each level, 20 being level 99-100 and tier 20 equipment that only roll the top two or three tiers of mods with with tier 20 equipment.

I've slowly lost a desire to even touch the pinnacle bosses just because I dont even feel like there is a point. I know im not going to roll anything worth a shit. Im honestly to the point I just want to wait for the next major patch to see how the game feels again. That makes me sad because I LOVE this game.

P.S for the love of GOD do something about the mana siphon mod on rares. That is by FAR the most obnoxious enemy to come into contact with, as a Sorc with Eldritch battery and CI, unless you have STUPID DPS, theyre almost always a dumb fast enemy or theyre hasted or have hinder aura and they basically kill you instantly. They shouldnt be able to siphon 4k mana in 2.5 seconds, all while having double my move speed. Either decrease the move speed, lower the radius of the aura, or lower the amount it siphons. Its about the the only thing that will murder me almost EVERYTIME while giving me nearly zero ways to counter it. I dont mind dying. I DO mind dying with NO WAY to stop it.
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Well said. As a SSF player, I loathe the fact that, by design, I am at a steep disadvantage to those who are not. I also cannot picture myself spending 3 days going through a campaign every 3-6 months before even touching an end game with a system that is so RNG heavy with vast areas of pointless playing, where you are all but guaranteed to have no return for your time investment at all.



Yeah i started a new character on the weekend, trade league but I tried to go SSF self imposed rules and its just brutal man. Even just getting a pair of boots with good movement speed was near impossible
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OG_Smez#4109 wrote:
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Well said. As a SSF player, I loathe the fact that, by design, I am at a steep disadvantage to those who are not. I also cannot picture myself spending 3 days going through a campaign every 3-6 months before even touching an end game with a system that is so RNG heavy with vast areas of pointless playing, where you are all but guaranteed to have no return for your time investment at all.



Yeah i started a new character on the weekend, trade league but I tried to go SSF self imposed rules and its just brutal man. Even just getting a pair of boots with good movement speed was near impossible


So building your own house takes longer than buying one? What a fokin surprise!

Also SSF needs kinda different approach. My character power comes mostly from build rather than items because I don't exactly know what I find. So it's good not to be overly specialised.
+1 to all

They really should learn from LE's crafting system. Accessible from the get go, useable by all.
1 of the most important thing in any game but especially in an ARPG is reward. The loot. The excitement you get. POE2's loot not even worth looking at. 99% goes to the merchant and the money I get for it I can spend on gambling for more shit I can sell back to the same merchant. What a system.....
Crafting is brilliant too. The moment I dare to spend one of my precious orbs I get an +5 light radius or +4-6 thorns damage or some other ultra useful roll...
Stingy with crafting material, massive RNG all over the place that will roll against you 99% of the time and I have no control over it whatsoever. Feels like playing a slot machine with my last 20 ponds and hope that I get lucky, otherwise I have to get back to the salt mines to slave away for another 5 hours to get #20 again (maybe)
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Sakanabi#6664 wrote:


So building your own house takes longer than buying one? What a fokin surprise!

Also SSF needs kinda different approach. My character power comes mostly from build rather than items because I don't exactly know what I find. So it's good not to be overly specialised.


Ja, of course its not the same as trade, but when you can't even source bricks to build your house let alone furnish it, theres a big problem.
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OG_Smez#4109 wrote:
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Sakanabi#6664 wrote:


So building your own house takes longer than buying one? What a fokin surprise!

Also SSF needs kinda different approach. My character power comes mostly from build rather than items because I don't exactly know what I find. So it's good not to be overly specialised.


Ja, of course its not the same as trade, but when you can't even source bricks to build your house let alone furnish it, theres a big problem.


Yes. And then you need to work a bit to acquire those resources. It may stop your progress for days but that's how it is. Doing everything alone is risky especially if you try it without proper knowledge and/or experience.
+1

I got to Lv 90 and that's about where most "progression" starts to dry up due to the layers of RNG imposed on players.

Although I feel it is only fair to point out that this game is like this because it was designed to never end. Since it's impossible to have content that never end, the only way is to pad playtime by distancing players from their goals.

So early game, you are rewarded every other minute. Mid game, you get significant rewards every 10-20 minutes. Late game, every couple hours. Endgame, every other day, then by the time you're level 90+, those rewards come every other week.

This is done by having layers upon layers of RNG, and by gating content behind RNG drops or long grinds.

It's designed like this because it was designed by, and for, people who want the game to never end.

I don't expect this to change at all, because that's clearly the design direction the devs have taken, and there's a loyal following of that kind of game design.

Also, I'm not claiming this is good or bad. Just saying that this is a natural result of the modern focus of game design on having a never-ending endgame.
+1 to OP, its the reason why i have not touched this game for weeks now.

What worries me the most is that a lot of the current problems with crafting cant be attributed to "its early access, just wait", but are actual design decisions that are, in my opinion, fundamentally flawed.

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