This game is a lottery simulator
" This genre has been mutilated into a game for gambling addicts who like to pretend they're playing a video game by holding down movement keys and pressing 0-1 buttons. You can thank GGG for catering to this type of person for 5+ years. Last edited by ShiyoKozuki#4168 on Feb 17, 2025, 1:26:13 PM
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" There's nothing wrong with that style of game. It's just the degree to which it is. GGG has forcefully balanced the game in such a way that playing without the economy of crafting/trading, is basically impossible. I'm just tired of people defending it mindlessly without actually realizing that many of the mechanics aren't there to add to the game, but rather to keep players in a loop of addiction and game time padding. There are simply better ways to make games. It's a choice to do the bare minimum. Rather than focusing on a fun time. Game would be far more valuable for people if they got 400 hours of solid, entertaining gameplay, vs 10,000 hours, where 9900 of those hours were mindless grinding hoping for a lottery jackpot. |
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I'm better off gambling in a Las Vegas casino. At least there, I know I will win something. The RNG odds in POE2 are horrible at best. The top 1% of the player base gets lucky while the rest of us continue to be disappointed. GGG seriously needs to address RNG. I'm not asking for guaranteed drops, but to at least improve the odds of everything across the board - drops and rolls on items. Player retention is what will ultimately suffer hurting their bottom line.
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GGG's hate boner for rates of progression and gear upgrades in end game that are better than gatcha game levels of grind will never cease to frustrate me. Would be amazing if they actually bit the bullet and gave us proper dedicated SSF with drop rates to boot. Like, they have GOT to have numbers on how many trade leaguers actually trade and how often and I cannot imagine most people trade more than a handful to dozen times throughout the course of a league. I tried to jump into trade in PoE2 and quickly realized I still don't have the patience for it anymore than I did PoE1.
I can appreciate the intent--it's even in the name of their company--but grinding gear needs to feel, you know, rewarding. Going through the thousandth drop/craft/gamble of the same gear type since the last upgrade back in act 5 at level 91 is not rewarding, especially when you also have to contend with the obnoxious death penalties in this game. The game flatly doesn't respect your time for the effort it requires of you (I guess unless you're just spark nuking the screen, my fault for thinking they actually "fixed melee" by running slam mace warrior). |
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" Endgame is kinda similar to PoE(2) with maps and special dungeons, the latter adding additional progression options for very endgame. There is an auction house, but you need to chose if you want to improve your own drops and loot or trade on the market (guilds pretty much in the beginning). Also, you need special currency to trade and progress the merchants guild that you get by playing and use for trading (in addition to gold). For last, crafting is simple but decent and you can usually turn a drop into an upgrade. |
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The problem isn't loot quantity. There is plenty. Too much even. The problem is that it's almost all garbage.
And the few good blues and yellows you find most often just end up bricked after using the currency bound identify mechanics...sorry I mean "crafting". And the few crafting items like greater essences and omens, which are still layered with tons of rng, are way to rare and expensive. So 99.9% of the playerbase is just straight up locked out of it. Significantly less drops would be the way to go, but drops that have tiers appropriate for the players level/difficulty of play and reduced set of modifiers. Getting a bow with "reduced attribute requirements"/"increased light radius" or a bow with character lvl 78 as requirement having "Add 7 - 11 physical damage" is just straight up garbage to pad loot drop numbers. Greater essences would have to drop a lot more. Getting 5 greater essences for farming 300 hours of endgame is just abysmal. Not seeing a single decent crafting omen in a 100 ritual maps is atrocious. Not being able to defer a great omen once you actually see one because the deferal cost is like 3500 tribute is a joke. Using the singular greater essence of mind you found in 300 hours of grinding on a staff with level 78 requirement and getting "Gain 10 Mana per Enemy killed" feels like an insult. They say they want meaningful play. Meaningful drops is part of meaningful play. |
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" Funny, you just asked for D3 RoS loot. |
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" I am aware. And it was a good loot system. D3 before RoS had the same issues as PoE2. Tons and tons of loot that is essentially all useless because of layers and layers of rng. I think where they went wrong is that they kept the "tons and tons of loot" with the RoS loot system. Strongly restricting the loot amount would have been the way. Last edited by Slart1bartfast#0332 on Feb 17, 2025, 4:17:55 PM
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" IDK what that system is (because D3 was hottest possible garbage in every conceivable metric so any changes after launch I don't know about) but it sure would be nice if mods were weighted better towards their ilvl. I'm fine if like top end tiers are still rare, but I should NOT be rolling 11 health on an ilvl 82 armor. Just flat the fuck out should NOT be happening. Even if GOOD upgrades are still rare, getting at least modest upgrades consistently would make end game far more enjoyable. I shouldn't need to blow through 5000 gloves just to get better than a couple not even 20% resists, 15 strength, and better than 70 life when I'm running T15, or 5000 maces to even get ONE increased phys damage roll above 100%. The excuse I always hear is "they balance for trade" but then we all pretend that finding a single water droplet in a thousand square mile desert is supposed to be a good balance when it doesn't even register as moisturizing as we continue to die of thirst. |
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" Too much RNG on the stats makes like 99.99% of the items that drop, completely useless. I believe it was intentionally done this way, to push people to crafting. Because crafting, as well as the economy. Can be addicting in ways that keep people hooked. Crafting with orbs is essentially gambling. Crafting, and economy also leads to a need for stash tabs, and gives people a goal to 'farm' for. Aka, selling stuff for currency. GGG gets to keep creating items that require new stash tabs. They keep getting money. Players are hooked long-term, and the longer players play, the more likely they are to start dropping money on the game. It's not even fun anymore. It's all just designed to keep people playing. That water droplet in a desert is an amazing find, when you're so thirsty you'd drink your own piss. Plays right off that Fomo, hard. The thing that pisses me off, isn't that GGG does this. It's that the players hooked on the game defend it like their life defends on it. The XP loss on death mechanic is just an amazing example of it. Last edited by Akedomo#3573 on Feb 17, 2025, 4:58:04 PM
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