Path of Exile 2

  • Guest, it's time once again for the massively important and exciting FoH Asshat Tournament!



    Go here and give us your nominations!
    Who's been the biggest Asshat in the last year? Give us your worst ones!

Intrinsic

Person of Whiteness
<Gold Donor>
15,293
13,692
don't know what your running to get 149.
100 base+scepter would be 200..

but in the case thats like 30 or 60base while in campaign, +scepter. quality on scepters increases the 100 spirit implicit.

check to make sure whatever you are running doesn't reduce reservation with quality. (blasphemy for example)

100 from campaign and 49 on amulet :p I didn't roll a 50 spirit one and last I checked a similar amulet with 50 spirit on trade was expensive. I have no scepter, just a crossbow, and no spirit on chest.
 

Caliane

Avatar of War Slayer
15,605
11,921
The only concerning thing about taking off life nodes was removing them but leaving ES essentially the same as PoE1
This is definitely the really strange thing.

now as to removing life nodes.
1. they felt people were being forced into investing into life on the tree too much. they wanted to free up builds.
2. in poe 1. strength gave 1max life per 2 str. so 10str=5life. in poe2, strength gives 2 max life per 1 str. so 10str=20 life.
3. I think you get more hp/level in 2. but don't have confirmation on that. its 12 hp/6mana level 1 in.
4. there are higher tiers of life on gear possible. poe 2. 200-214 on chest at 82. poe 1. 175-189 at 86.

so, did they achieve it? eh.. no?
1. they increased the travel nodes as stated. and then increased attribute requirements for everything. Which I guess means more str/int, but its just not fun doing all this bullshit traveling.
2. raw hp values just aren't getting there by themselves.
3. ES is unchanged, and even easier to get then before.
where ar the just BUSTED hp scalling shit like atziri's disdain or everlasting gaze, or ghostwrithe?

 
Last edited:
  • 3Like
Reactions: 2 users

Juvarisx

Florida
4,038
4,305
This is definitely the really strange thing.

now as to removing life nodes.
1. they felt people were being forced into investing into life on the tree too much. they wanted to free up builds.
2. in poe 1. strength gave 1max life per 2 str. so 10str=5life. in poe2, strength gives 2 max life per 1 str. so 10str=20 life.
3. I think you get more hp/level in 2. but don't have confirmation on that. its 12 hp/6mana level 1 in.
4. there are higher tiers of life on gear possible. poe 2. 200-214 on chest at 82. poe 1. 175-189 at 86.

so, did they achieve it? eh.. no?
1. they increased the travel nodes as stated. and then increased attribute requirements for everything. Which I guess means more str/int, but its just not fun doing all this bullshit traveling.
2. raw hp values just aren't getting there by themselves.
3. ES is unchanged, and even easier to get then before.

They also changed the traveling nodes from 10 to 5 but left the stat requirements the same from PoE for skills and gear so you are forced to take em
 

Caliane

Avatar of War Slayer
15,605
11,921
I think I have a big reason why maps in POE 2 feels so lackluster compared to POE: the lack of a 'collection' mentality or goal.

In POE 1, you get to maps and you have this empty Atlas. You think to yourself, OK, I just have to fill this out by finding and completing all of these maps... cool, let's get started! And for each one you complete, and with the bonus goals of completing them white then blue then yellow then red, it gives you a clear sense of progression. It also gives you a clear idea of what you need to get to accomplish your goals. Once you've completed the atlas, then beaten the conqueror's/guardians, you can fight the end game bosses and get some cool stuff. Potentially.

It's easy to understand, incremental progression with a clear goal... beautifully done GGG.

In POE2 you get none of that. The only thing close is the quests you get to complete the various tiers, but that's it. Do you go in one direction? Do you make a spiral pattern? Do you just pick a random direction? Why do any of it at all? This last question is a little unfair, as all the content isn't there yet that might answer this question, but then again it's totally fair because EA should be a place where questions like this get asked and an answer is hopefully forthcoming AND satisfying.



Now, it could be said that POE2's maps system is more like delve in POE. OK, fair enough, but again it kind of breaks down in comparison. Delve has a clear goal: go down as far as you can, and the farther you go the harder things get, and there's practically no end to it. (I know there is now, but for most of POE's history there was effectively no end to delve). What's the clear goal of POE2's maps compared to that? There isn't one. It doesn't say have a goal of clearing as much of the fog as you can, or maybe uncovering X amount of a single type of map, as another example. There's finding the citadel's, and they're improving that, but other than that what do we have as a goal for the Atlas?

I'm not saying all is lost here, as they could easily add another type(s) of 'landmark' for lack of a better term that you need to try to hunt down in the map area besides citadels. But making it all RNG generated is going to most likely feel bad in implementation. IMO at least.

They could also add some extra threatening biomes that you need to path around if you're too weak or path to if you if you're strong enough to tackle the threat that lives there. Something like that would be better than yet another random desert/forest/coastal biome spawning in again. There IS potential here, but it needs a LOT of work to make it half as compelling as POE1's systems. I also think it needs more structure to hold it together than a pure RNG/procedurally generated landscape that could be bricked if the stars align just right.


I think they'll get there eventually, but it's always a bit concerning to see a company like GGG make so many unforced errors that they've previously solved and having to retread so much ground.
yeah, this was what I was saying earlier. Adding light beams to citadels will help. but its clearly a ban-aid on terrible game design.

the towers currently kindof function like this. giving a goal.. but also don't actually function like this. like, they visually are a clear goal to path towards, and clearing out visuals. but what they actually do is, is just let you farm the areas around them.. ..no... just no. Thats not how they should work at all. in fact, to do it right you need to circle around an area to hit the same maps with 3-4 towers. how retarded, and insanely unfun.
no. towers should be beacons, that light the path towards citadels. AND, we should be chaining towers together, into links, that create harder maps. like oh boy, 6 towers chained in a line, gives us 6"things" on a map.
 
  • 2Like
Reactions: 1 users

Caliane

Avatar of War Slayer
15,605
11,921
They also changed the traveling nodes from 10 to 5 but left the stat requirements the same from PoE for skills and gear so you are forced to take em
oh good point. in my head it was 5 then too. so, its not a wash. a travel node was 10str for 5life, now its 5 str for 10 life. but,not as big of a swing as I was implying.
 

Khane

Got something right about marriage
20,608
14,347
They also changed the traveling nodes from 10 to 5 but left the stat requirements the same from PoE for skills and gear so you are forced to take em

Stat requirements are WAY higher in 2 than in 1 for skills. And you can't de-level skills and skills have minimum requirements that make them unsuitable unless they are in the same stat school you are already investing in for your main skill!

The whole system is just categorically worse and makes less sense than PoE1.

And all of that can be true and it can still be a good game at its core. It just needs a lot of love to fix the bad.
 
  • 1Like
Reactions: 1 user

Arbitrary

Tranny Chaser
29,837
83,076
Stat requirements are WAY higher in 2 than in 1 for skills. And you can't de-level skills and skills have minimum requirements that make them unsuitable unless they are in the same stat school you are already investing in for your main skill!

The whole system is just categorically worse and makes less sense than PoE1.

And all of that can be true and it can still be a good game at its core. It just needs a lot of love to fix the bad.

I think on a league start you never upgrade a skill and instead always make new ones just in case you make a misstep.

The whole menu drives me crazy. It's so much worse than the library dude in act three it's unreal. I see what they're going for but fuck it's a pain.
 
  • 2Like
Reactions: 1 users

Khane

Got something right about marriage
20,608
14,347
No skill should have a higher level requirement than like ~30 either. Level 58 is idiotic. You're essentially done with the campaign and "beat" the game before you can use those skills.
 
  • 5Like
Reactions: 4 users

Yaamean

Trakanon Raider
1,207
620
Aside from a few bullshit bosses with T15 mods, I've been doing pretty well, but even with ~110% rarity and running 5 or 6 mod maps my drops have been TERRIBLE for the most part.

I do have glimpses of a map or two with a nice amount of drops, but 90%, of the time it is garbage and I'm still not maintaining T15s to run.

Currently I have 3 but two are essentially bricked for me. One has +ailment avoidance and the other has -14 resistances. Guess I could run both on a non-boss map, but still have a decent chance of losing 10% xp. Am 40% to 90 which is where I stop leveling.

Edit: I do get between 4-8 exalts, but waystone drops are fucking horrible in the sense that I seem to get more T8-T12 than anything higher. Probably a ton of lower ones too that get filtered out with my Loot filter.
 

Chris

Potato del Grande
19,681
-10,580
I think I have a big reason why maps in POE 2 feels so lackluster compared to POE: the lack of a 'collection' mentality or goal.

In POE 1, you get to maps and you have this empty Atlas. You think to yourself, OK, I just have to fill this out by finding and completing all of these maps... cool, let's get started! And for each one you complete, and with the bonus goals of completing them white then blue then yellow then red, it gives you a clear sense of progression. It also gives you a clear idea of what you need to get to accomplish your goals. Once you've completed the atlas, then beaten the conqueror's/guardians, you can fight the end game bosses and get some cool stuff. Potentially.

It's easy to understand, incremental progression with a clear goal... beautifully done GGG.

In POE2 you get none of that. The only thing close is the quests you get to complete the various tiers, but that's it. Do you go in one direction? Do you make a spiral pattern? Do you just pick a random direction? Why do any of it at all? This last question is a little unfair, as all the content isn't there yet that might answer this question, but then again it's totally fair because EA should be a place where questions like this get asked and an answer is hopefully forthcoming AND satisfying.



Now, it could be said that POE2's maps system is more like delve in POE. OK, fair enough, but again it kind of breaks down in comparison. Delve has a clear goal: go down as far as you can, and the farther you go the harder things get, and there's practically no end to it. (I know there is now, but for most of POE's history there was effectively no end to delve). What's the clear goal of POE2's maps compared to that? There isn't one. It doesn't say have a goal of clearing as much of the fog as you can, or maybe uncovering X amount of a single type of map, as another example. There's finding the citadel's, and they're improving that, but other than that what do we have as a goal for the Atlas?

I'm not saying all is lost here, as they could easily add another type(s) of 'landmark' for lack of a better term that you need to try to hunt down in the map area besides citadels. But making it all RNG generated is going to most likely feel bad in implementation. IMO at least.

They could also add some extra threatening biomes that you need to path around if you're too weak or path to if you if you're strong enough to tackle the threat that lives there. Something like that would be better than yet another random desert/forest/coastal biome spawning in again. There IS potential here, but it needs a LOT of work to make it half as compelling as POE1's systems. I also think it needs more structure to hold it together than a pure RNG/procedurally generated landscape that could be bricked if the stars align just right.


I think they'll get there eventually, but it's always a bit concerning to see a company like GGG make so many unforced errors that they've previously solved and having to retread so much ground.
You are right, hope they see this feedback.

Distance from town counter and some sort of magic find/difficulty stat tied to it, along with maps respawning after a while?
 

Arbitrary

Tranny Chaser
29,837
83,076
I didn't know until the livestream that citadels could only start spawning once you were far enough away from your starting location. I've was fucking around with no direction because what difference does it make. You can't even have Doryani give me a clue?
 

Chris

Potato del Grande
19,681
-10,580
I didn't know until the livestream that citadels could only start spawning once you were far enough away from your starting location. I've was fucking around with no direction because what difference does it make. You can't even have Doryani give me a clue?
It's a bad system and the game should tell you.

But that particular information was everywhere else?
 

Arbitrary

Tranny Chaser
29,837
83,076
It's a bad system and the game should tell you.

But that particular information was everywhere else?

Sure, but I already wasn't interacting with it because I didn't like it. Because I didn't like it and wasn't interacting with it I wasn't doing any homework on the subject either. The amount of work I'm willing to do outside of the game to play the game is contingent on how good of a time I'm having and PoE2 made several bad first impressions with me. I'm still messing around with it here and there and after a few runs through the campaign I can now see where I made errors that impacted my enjoyment but none of that makes me want to get back in there and push. More game knowledge doesn't sand down the game's jagged edges and a whole lot of what I find frustrating or annoying is still there. Hanging over all of this is that I paid 30 dollars for the privilege of not getting the PoE1 I was expecting at the start of December and could really use now in January with the cold snap.
 

Julian The Apostate

Vyemm Raider
2,338
2,439
I need 1 Spirit, hah. Want to run Overwhelming Presence but requires 30 reserve. Don't really want to break the bank trying to make up +1.

View attachment 569241
1736914511031.gif