Path of Exile 2

OU Ariakas

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The pace would also be better if shit actually dropped so you could increase your power level. As it stands, you spend 10 minutes slogging through a zone and literally nothing drops so you pray that when you portal to town the vendor refresh from your level up has some decent shit. People don't wanna farm loot via getting levels and vendor surfing.

This is my issue with him saying that Act 1 needs to be challenging; the other half of that statement is "and we give players the items/skills/levels to overcome that challenge."

Except they don't. Stingy item drops, almost no good skills, limited support slots and options...they all lead to problems overcoming the difficulty. They put ranged poison enemies in the second zone for fuck sake, and no obvious way to deal with it outside the limited healing.
 
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Yaamean

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That interview made it even more obvious that Jonathan has zero clue whats fun about his own game......

I tried to play a little bit yesterday and I think I made it 30 minutes got to the end of A3 and logged off. Struggled a lot more than I should have on the sun temple boss, but I got him on my 3rd try.
 
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Deathwing

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Pop quiz assholes. Can you intuit what "Forks Critical Hits" means?


1744203154706.png

There's obviously bigger, more fundamental issues with the game. But this feels emblematic that no one went "wait, we're already using that word for a completely different thing".
 
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Springbok

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In a ARPG the best access to loot early is…check the vendors. Also once you hit end game the best access to loot is…check the website that’s not in the game.

Nothing is wrong!

Nothing To See Here GIF by Giphy QA
Yeah I have a thousand complaints about this game, but the trading is at the very top. Worst trading system I can possibly imagine and I outright refuse to engage with it. Diablo fucking 3 did it better lmao
 
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Caliane

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Pop quiz assholes. Can you intuit what "Forks Critical Hits" means?



There's obviously bigger, more fundamental issues with the game. But this feels emblematic that no one went "wait, we're already using that word for a completely different thing".
yeah, forking is a horrible name for that, as "forking" already exists and is mechanically something totally different.
This is "super lucky".

Crit rolls twice. 0 success, nothing. 1 success, crit as normal, 2 success damage is double crit damage.

if you have the Lucky mod, which doubles your crit rolls. it will roll both rolls twice, and take the best.
 
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Fogel

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So finally got to maps, had 14 ex, barely any augs/trans from trying to get decent items through campaign, tons of runes but no artificers to add sockets to my gear so all those runes are essentially useless while leveling.
 

Penance

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Yeah I have a thousand complaints about this game, but the trading is at the very top. Worst trading system I can possibly imagine and I outright refuse to engage with it. Diablo fucking 3 did it better lmao
And it's really exacerbating the ssf progression.
 

Arbitrary

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So finally got to maps, had 14 ex, barely any augs/trans from trying to get decent items through campaign, tons of runes but no artificers to add sockets to my gear so all those runes are essentially useless while leveling.

I'm pretty sure the game assumes you are disenchanting all of your rares (for regal shards) and that you are picking up every socketed item that ever drops and salvaging it (for artificer's shards). I think drops also are weighted assuming you are constantly filling your inventory with blues and going back to town to sell for gold so you can buy from merchants. Unless you get really lucky everything that drops in the campaign is raw materials you refine to get the different bits to use the merchants and modify your gear.
 
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TheBeagle

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Collecting regal shards to make a regal to then make a 3 affix rare just feels bad. Sell for gold and gamble or look for vendor items feels better to me. But that still feels bad.
 
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Penance

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I'm pretty sure the game assumes you are disenchanting all of your rares (for regal shards) and that you are picking up every socketed item that ever drops and salvaging it (for artificer's shards). I think drops also are weighted assuming you are constantly filling your inventory with blues and going back to town to sell for gold so you can buy from merchants. Unless you get really lucky everything that drops in the campaign is raw materials you refine to get the different bits to use the merchants and modify your gear.
I think you're right. I also think it's retarded.

They want to have challenging game and a cumbersome loot progression. They hold inventory space hostage and relegate early game progression to shard farming and blue selling and vendor searching. Slamming a trans Aug never works, hell slamming an alch never works. Exalt slamming sucks, especially when 1ex will return infinitely more on yhe trade site. That's just bad game design.

Reading your post made me want to irrationally maroon it it makes me so angry lol. I really need LE to come out so I can step back from this game and ignore it for a while. I'm just hate playing at this point.
 
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Arbitrary

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Collecting regal shards to make a regal to then make a 3 affix rare just feels bad. Sell for gold and gamble or look for vendor items feels better to me. But that still feels bad.

See, if you just are constantly stopping what you're doing to vendor a full inventory of blues for gold than you can afford to disenchant more rares for shards.

Which also feels bad.

edit - because WASD movement exists monsters have to be quicker and your movement options shittier. If we give players numerous options to salvage/disenchant/vendor gamble there needs to be less drops, supports should have drawbacks along with passive tree notables
 
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TheBeagle

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Campaign should be fun, easy, and fairly quick so the player is hooked when they get to maps. Then they can start layering more difficulty and risk vs reward and let players choose how they want to play. I dont understand why JR wants the stupid campaign to be the centerpiece of the game.
 
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Caliane

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honestly, he does have a point. if it was fun and rewarding, it wouldn't be a problem. its not fun.

ziz-"have you considered ways to make alts, repeat campaign runs faster and easier?"
jon-"well the ideal is to make campaign fun, you shouldn't be wanting to skip past it asap"
ziz-"ok, but its not fun, we are too slow, and get overwhelmed constantly, not enough currency to craft,etc."
jon-"are you sure about that? I played act 1 and find it enjoying. I have so many regals."
 
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Deathwing

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JR has to be full clearing every zone, opening every chest, to be decked out in socketed rares and good weapons. And even then, I don't think that's enough. There's some disconnect where he's doing something out of habit without even noticing. Like farming a zone repeatedly for drops and mats.
 

Penance

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See, if you just are constantly stopping what you're doing to vendor a full inventory of blues for gold than you can afford to disenchant more rares for shards.

Which also feels bad.
It's all compounding issues.

Have to fill inventory to sell. Limited tetris inventory, so go every 10 minutes. Have to go back to town. Long loading times, are you sure you installed on an SSD lol. Have to ID first, talk to dipshit. Now have to walk to other dipshit to sell, and an even different dipshit to disenchant. Got socket items? walk over here to salvage loser.

Congrats on your possibly side upgraded 3 mod item with stun threshold on it.

Are you feeling that vision trickling down your chin yet?
 
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Arbitrary

Tranny Chaser
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1. Well
2. Sin Identify
3. Salvage Bench
4. Disenchant/Caster Merchant
5. Armour Merchant
6. Gamba/Currency Exchange Merchant
7. Reforging Bench

Path of Exile 1 has merchant recipes due to limitations during it's development but that solution was elegant. With more resources all they came up with was more shit you have to run back and forth between each time you are in town. Every level up you're going to be clicking on at least four of those when you really should just be finding gear off the ground through the slaying of monsters.
 
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BoozeCube

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This is my issue with him saying that Act 1 needs to be challenging; the other half of that statement is "and we give players the items/skills/levels to overcome that challenge."

Except they don't. Stingy item drops, almost no good skills, limited support slots and options...they all lead to problems overcoming the difficulty. They put ranged poison enemies in the second zone for fuck sake, and no obvious way to deal with it outside the limited healing.

The reason they want to slog up and make the campaign slow aids level dogshit is to prevent people from getting to the end game and realizing it's still aids level dogshit.

The early shit should go quickly, loot should feel good early. I mean it's sad that the genre has regressed from Diablo 2 in so many fucking ways.
 
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Borzak

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Wonder how many people would play PoE 2 for more than a day if there had never been a PoE 1? Better yet how many would stick with it to see what becomes of it eventually?
 
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Just got hex blast and it feels super weird. it doesn't work with blasphemy, as people have complained. but it also feels like it takes multiple clicks to activate on a mob. almost as though it's missing.
 

Pasteton

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I do wonder if there is a vast normie base that the fat fucks retarded ideas appeal to. Maybe the Poe1 purists are not meant to enjoy this game. I sure as fuck am not repeating this campaign multiple times a league. Even if it was designed super well and fun, repeating that shit at the slow ass methodical pace he wants will get boring no matter what. They got around that in poe1 with twinking gear and break neck move speeds to blitz thru the campaign in a few hours on repeat runs. It’s just not possible in this game the way it is