Reaching my breaking point - Loot and rewards

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It's a game based around trade, they've said it a million times, everything else is just challenge mode.

You're allowed not to like that, of course, but if it hasn't changed in over a decade, I wouldn't hold your breath.



Lots of people, especially SSF players, don't seem to grasp that the game is designed specifically and INTENTIONALLY (it's not a mistake) around trading. That is the core fundamental cornerstone of POE.

It's unfortunate for SSF players but they know what they're getting into


You do realize that the same can be said about PoE1?!
And PoE1 has the most amazing SSF experience out of the current ARPG's (it is miles ahead of Last Epoch, despite Last Epoch having dedicated SSF mechanics).

Its only a matter of time, if it hasnt already happened, that these problems, that are more obvious in SSF, start to get recognized by the trade population too.
The fundamental problems of the item and crafting economy are as much important for trade, as they are for SSF.
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It's a game based around trade, they've said it a million times, everything else is just challenge mode.

You're allowed not to like that, of course, but if it hasn't changed in over a decade, I wouldn't hold your breath.



Lots of people, especially SSF players, don't seem to grasp that the game is designed specifically and INTENTIONALLY (it's not a mistake) around trading. That is the core fundamental cornerstone of POE.

It's unfortunate for SSF players but they know what they're getting into


You do realize that the same can be said about PoE1?!
And PoE1 has the most amazing SSF experience out of the current ARPG's (it is miles ahead of Last Epoch, despite Last Epoch having dedicated SSF mechanics).

Its only a matter of time, if it hasnt already happened, that these problems, that are more obvious in SSF, start to get recognized by the trade population too.
The fundamental problems of the item and crafting economy are as much important for trade, as they are for SSF.


Poe1 is also over 10 years old and over that time lots of crafting mechanics wete introduced. I.agine playing solo self found in poe1 in the first year. Would be worse then poe2.
Then why go back to horrible outdated stuff?

they know what people liked about POE1 why make it worse in that aspect?
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Kanjejou#7620 wrote:
Then why go back to horrible outdated stuff?

they know what people liked about POE1 why make it worse in that aspect?


Poe2 supposed to be harder. Not an easy zoom/snooze fest.
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Knuk#4425 wrote:
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Kanjejou#7620 wrote:
Then why go back to horrible outdated stuff?

they know what people liked about POE1 why make it worse in that aspect?


Poe2 supposed to be harder. Not an easy zoom/snooze fest.

I.E. I just want to endlessly shill and defend GGG not managing to learn what worked and what didn't from 10+ years of work, and instead specifically go out of their way to make it as tedious, punishing, and RNG heavy as possible to ensure only people who will play our game 60+ hours a week might see anything from it. Eventually.

Thanks for the chuckle. There's no defending just how badly they failed to learn from everything they did in PoE 1 in terms of what worked, what didn't, and how to set a moderate middle ground without making it zoom zoom, which it still ended up despite the shit gear since people can just buy gear and go one button click T15/16s anyways.
+1

I think a big issue is that there are very limited ways to address key progression aspects.

- movement speed: Desperately roll for boots with +movement. Few skills or passives add any significant boost. If you ignore movement you will be punished by mechanics.

- physical damage: Desperately roll for phys on weapon. Most skills/afflictions scale off of weapon damage so there is almost no way to escape this by building differently.

- survivability: Spend all passives buffing ES and Evasion. Armor is worthless, HP attributes on items are nearly worthless (+3% is not worth it when you can't build a respectable base). This dries up build diversity by sucking up passive points and makes other issues even worse.

I hope this is addressed in future patches, but I'm getting the feeling that this is working as intended and the devs want to frustrate players into increased engagement.
I love trading. To me it's a giant part of my fun.
I think an auction house would be a giant plus to the game.
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+1

I think a big issue is that there are very limited ways to address key progression aspects.

- movement speed: Desperately roll for boots with +movement. Few skills or passives add any significant boost. If you ignore movement you will be punished by mechanics.

- physical damage: Desperately roll for phys on weapon. Most skills/afflictions scale off of weapon damage so there is almost no way to escape this by building differently.

- survivability: Spend all passives buffing ES and Evasion. Armor is worthless, HP attributes on items are nearly worthless (+3% is not worth it when you can't build a respectable base). This dries up build diversity by sucking up passive points and makes other issues even worse.

I hope this is addressed in future patches, but I'm getting the feeling that this is working as intended and the devs want to frustrate players into increased engagement.


Good points. Then to top it off that movements speed is incredibly rare to roll, and even rarer to roll at 35%,

I can tolerate a lot until I can't anymore and once I reach that breaking point, I lose all will to continue. Hence why I dropped games like destiny after thousands of hours.

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