Path of Exile 2

TheBeagle

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Powered through Act 1 and my skelly cuck started feeling better. Will go ahead and finish the campaign and see how the endgame feels.
 

mkopec

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Yeah they really need to get that act 1 feeling better if they want people to stick around longer than a few opening areas.
 
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Fogel

Mr. Poopybutthole
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Yo dawg, I heard you like astramentis in your helmet

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Fyff

Ahn'Qiraj Raider
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Didn't get to play last night. Was almost done with act 3 when the power went out. I was jamming and motivated. Hope that comes back when the power comes back on.
 

Aazrael

Naxxramas 1.0 Raider
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When I use the rune stuff in act 4 I sometimes get that I am missing recipe from Act 2. Where the hell is that? I did almost all of these through the campaign.
 

Pasteton

Vyemm Raider
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Anyone have experience with cross bows? I made a build blind and having fun, but can already see boss dps is gonna be an issue. I use permafrost bolts to freeze and then frag to blow up the freeze. Main issue is dps is lacking esp on bosses but to some degree rares. It may just be a gear thing; just using whatever garbage I’ve picked up so far , in act 3 currently around lvl 35. I’ve been using ice shards on bosses but it’s super slow, doubt I woulda made it past act 2 boss if I didn’t already know the fight so well.
How should I be scaling/ramping dps with this? What do I need to have on my gear? Ice shards or frag bolts, or any xbow thing I am open to changing it up.
 

Pasteton

Vyemm Raider
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Also more advanced question for the real poe2 autists out there - is there a good way to scale ignite or bleed for Xbows using the blood magic ascendancy ? There’s some promising sounding blood magic nodes (one of them takes your life flask charges and gives you physical bonus instead; another one gives you ignite with bleeding) , I feel like there’s a build there somewhere but I’m too stupid to figure it out. My guess is some kind of heat build up - then big blast grenade to consume the heat - scale ignite / bleeding from that somehow ?
 

Yaamean

Trakanon Raider
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780
Act 2 starting to feel a bit better but for the most part my ground drops have been trash and already wasted a few regals/exalts hoping for an upgrade.(they do seem to be dropping more frequently)

Resists are also shit but good enough for my ranged build just hit A3 around 6.5 hours played......depending how revamped the end game really is I may not play much beyond the campaign, though.....guess I'll see.

I just wish the first act and a half was faster paced, it is such a slog on every build I've done.
 

Springbok

Karen
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Yeah they really need to get that act 1 feeling better if they want people to stick around longer than a few opening areas.
You'd think they'd line that up as priority when they're offering free weekends to new players. Your average joe gamer will never play this game for more than a few hours. Not comparing this to Diablo 4, but you feel good very early on in that game, driving the power fantasy. In act 3 (almost 4) and still feels like shit to hit my attack 3 times, roll 5 times, attack 2 times, rebuff, roll 9 times then attack a few times. It just doesn't feel good to play until way too late.
 
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Pyros

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Large part of the issue is the discrepency between builds. Personally I felt fine as soon as I hit 14, which granted is pretty late in act 1(if you're a speedrunner it's literally on the last boss, for me it was a little bit before). At that point I got Ember Fusillade, and unique mobs and annoying rares started dying instantly with Orb of Storm+Ember Fusillade. Then once I awakened as Disciple of Varashta it was pretty stupid, I pretty much didn't see any of the mechanic on any of the bosses. And by didn't see I didn't mean like when I played vaal guards and couldn't see anything, I mean the bosses just die as soon as their RP introduction is done.

Looking at the speedrunners stuff, you can see large differences between the runs where they use meta shit and have good weapons, versus when they use shitty skills, and that's still with good weapons, shitty skills and bad weapons is just stupid slow fights where you run out of flasks and shit.

I didn't mind the campaign at all on this run, but yeah I barely died and just was mowing down instantly, and I'm still doing that as I'm progressing map tiers atm.

Y Yaamean you are supposed to Regal gear while leveling, mostly you want to use a regal every act on a good weapon base if playing an attack build, and otherwise on a +lvl caster weap for spells/minions just to fish for better stats, and extra regals on rings/amulets and stuff you might also want. Exalts too, they're pretty cheap, I threw a bunch on my minion helm when I got it cause I figured I wouldn't upgrade it soon(it's been 40levels). Pick bases up, transmute+augment then regal if you got something good. That and checking the vendors when you hit town. And resists are fairly optional for the first like 3 acts, as long as you have good damage. Make use of the league mech to get artificer orb and resist runes though, it's pretty easy to get resists this league
 

Pasteton

Vyemm Raider
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You talking about ssf? Would be crazy to blow your own ex this early in league, can currently get build enabling items for a regal or ex fairly regularly
 

mkopec

<Gold Donor>
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Large part of the issue is the discrepency between builds. Personally I felt fine as soon as I hit 14, which granted is pretty late in act 1(if you're a speedrunner it's literally on the last boss, for me it was a little bit before). At that point I got Ember Fusillade, and unique mobs and annoying rares started dying instantly with Orb of Storm+Ember Fusillade. Then once I awakened as Disciple of Varashta it was pretty stupid, I pretty much didn't see any of the mechanic on any of the bosses. And by didn't see I didn't mean like when I played vaal guards and couldn't see anything, I mean the bosses just die as soon as their RP introduction is done.

Looking at the speedrunners stuff, you can see large differences between the runs where they use meta shit and have good weapons, versus when they use shitty skills, and that's still with good weapons, shitty skills and bad weapons is just stupid slow fights where you run out of flasks and shit.

I didn't mind the campaign at all on this run, but yeah I barely died and just was mowing down instantly, and I'm still doing that as I'm progressing map tiers atm.

Y Yaamean you are supposed to Regal gear while leveling, mostly you want to use a regal every act on a good weapon base if playing an attack build, and otherwise on a +lvl caster weap for spells/minions just to fish for better stats, and extra regals on rings/amulets and stuff you might also want. Exalts too, they're pretty cheap, I threw a bunch on my minion helm when I got it cause I figured I wouldn't upgrade it soon(it's been 40levels). Pick bases up, transmute+augment then regal if you got something good. That and checking the vendors when you hit town. And resists are fairly optional for the first like 3 acts, as long as you have good damage. Make use of the league mech to get artificer orb and resist runes though, it's pretty easy to get resists this league
The problem is that an average Joe will log on and pick a starting skill that looks and sounds cool and run with it. And if it feels like shit, hence the game and act 1 feels like shit, they will simply quit in frustration. Were all POE players, or most of us which play this game so we know GGG shit like "leveling skills" and other shit like this. But if they want to attract a larger crowd they need to get away from that mindset. When someone makes a warrior for example, his starting 3-4 skills for maces or whatever he chooses should all be able to clear content in act 1 and not feel like shit. And build from there.

Like right now even the good combo of Rolling slam and bone shatter is shit because you habe to stop the rolling slam mid animation, after the first hit then do the bone shatter thing. So thats the first thing thats not even intuitive to figure out, then you have the shit mechanic of overpriming with a good weapon so you dont even get the prime for bone shatter because your weapon is too good. "Hey I just picked up this awesome yellow big club that has double the DPS of my starter one, but cant use it because the combo does not work anymore" It just feels like shit. Earthquake? I mean come on, slam the ground and wait for 5 seconds before it goes off while 10 mobs are chasing you? And on and on with these dumb skills they gave the noobs.

Also like why are white mobs taking 3/4 of my life away from me? I mean I can understand a rare or a blue, but a white monster taking me down to a sliver with one hit? and then you go through the campaign some more and this shit still persists, even if you have 1000-2000 armor, which is supposed to mitigate physical dmg, why are white mobs hits so strong? Why is every white pack stunning the fuck out of me? Melee just feels like shit in this game. Maybe its not as noticeable on a caster or a bow cuck, but shit like this really needs to be tuned better.

If they want this game to appeal to the larger masses, not just POE1 players, which all pretty much hate this fucking game, what they need to do is take an average joe gamer that has never played a GGG game off the streets of NZ, pay him like $1000 for a 8 hour session where he sits down, plays the game while they all watch him and take notes. Not none of this seasoned tester shit QA team or Jonathan the 30 yr veteran shit that has a bias anyway.

Great game and great content, but I think these dudes are stuck in their little bubble where balance is concerned. Easy to get into but hard to master should be the play.
 
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Kirun

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what they need to do is take an average joe gamer that has never played a GGG game off the streets of NZ, pay him like $1000 for a 8 hour session where he sits down, plays the game while they all watch him and take notes. Not none of this seasoned tester shit QA team or Jonathan the 30 yr veteran shit that has a bias anyway.
Yeah, no. That's how you get Diablo 4 and that game is absolute Dadgamer slop that a braindead moron can play and have "fun" with for about 4 days. It's literally the "story mode"/journalist mode of ARPGs.

I think the biggest improvements they could make to the new player experience are actually pretty straightforward.

First, Act 1 monster damage still feels overtuned. Early-game enemies hit far harder than they need to, especially when players have very limited tools available to them. New players are already trying to learn boss mechanics, positioning, skill interactions/combo system, gear upgrades, and basic game systems. Having random white mobs chunk half your health bar on top of that just creates frustration rather than meaningful challenge.

The second issue is the state of many early skills and support gems. A significant portion of them simply don't feel good to use, which is why most players end up gravitating toward the same handful of leveling skills every league. When only a small number of options feel effective, the game's build variety doesn't really exist during the part of the game where new players are forming their first impressions.

To GGG's credit, they've already addressed part of the problem by allowing the league mechanic to provide substantially more early-game gems. That was a genuine issue before, as players often had very limited access to experimentation. Once the mechanic eventually goes core, they'll probably need to bump the acquisition rate a little to preserve that benefit.

The funny thing is that this isn't even a problem unique to PoE 2. PoE 1 has struggled with similar issues for years. The difference is that PoE 1 largely hides the problem because it offers a much larger skill pool and, over time, many of those skills have been smoothed out into viable leveling options. In PoE 2, the weaknesses are much more visible because the roster is smaller and the gap between the strong early-game skills and the weak ones is far more noticeable.

Overall, I don't think the early game needs a massive redesign. Lower Act 1 damage, bring the weaker skills and supports closer to the stronger ones, and continue improving early access to gems. Those changes alone would go a long way toward making the new player experience feel less punishing and far more enjoyable. The early game should feel a little "clunky" or even "difficult" then smooth out as your build comes online - this is ARPGing 101. Like I said, it's no different than the early game experience of a non-twinked PoE 1 character. But where they have it now is super off-putting.
 

Fogel

Mr. Poopybutthole
16,292
69,592
They need to juice drops in act 1 and even 2. I've gone almost the whole act several times without jewelry dropping for example. It's like GGG is afraid of the economy if its flooded by level 10 rares.
 

mkopec

<Gold Donor>
28,498
45,080
Yeah, no. That's how you get Diablo 4 and that game is absolute Dadgamer slop that a braindead moron can play and have "fun" with for about 4 days. It's literally the "story mode"/journalist mode of ARPGs.
Yeah I disagree. You can still have a GGG game with some input from the average. Im not saying to redesign your entire game so that a blind person with no hands can play it. But at the same time, designing your game for the POE1 10 yr veterans and expecting a larger audience to come and play it is nuts. The average IS playing Diablo, not this, lol. Who wants to slog through 20+ hours of campaign, which isnt even done yet, there is more to come, to get to this "new end game" they patched in ranted and raved about for 3 weeks? Whats wrong with a Diablo 4 experience early on that molds into a POE experience by end game?

Im watching Gladd play this, for his second time, btw. And the dude is a gamer. Hes not even done with act 3 and hes up to 9 hours already. And he keeps saying how awesome the game is but what a slog fest the campaign is. Hes asking Why the fuck he has to play through the campaign over and over again once hes done it aleady?
 
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Yaamean

Trakanon Raider
1,518
780
Large part of the issue is the discrepency between builds. Personally I felt fine as soon as I hit 14, which granted is pretty late in act 1(if you're a speedrunner it's literally on the last boss, for me it was a little bit before). At that point I got Ember Fusillade, and unique mobs and annoying rares started dying instantly with Orb of Storm+Ember Fusillade. Then once I awakened as Disciple of Varashta it was pretty stupid, I pretty much didn't see any of the mechanic on any of the bosses. And by didn't see I didn't mean like when I played vaal guards and couldn't see anything, I mean the bosses just die as soon as their RP introduction is done.

Looking at the speedrunners stuff, you can see large differences between the runs where they use meta shit and have good weapons, versus when they use shitty skills, and that's still with good weapons, shitty skills and bad weapons is just stupid slow fights where you run out of flasks and shit.

I didn't mind the campaign at all on this run, but yeah I barely died and just was mowing down instantly, and I'm still doing that as I'm progressing map tiers atm.

Y Yaamean you are supposed to Regal gear while leveling, mostly you want to use a regal every act on a good weapon base if playing an attack build, and otherwise on a +lvl caster weap for spells/minions just to fish for better stats, and extra regals on rings/amulets and stuff you might also want. Exalts too, they're pretty cheap, I threw a bunch on my minion helm when I got it cause I figured I wouldn't upgrade it soon(it's been 40levels). Pick bases up, transmute+augment then regal if you got something good. That and checking the vendors when you hit town. And resists are fairly optional for the first like 3 acts, as long as you have good damage. Make use of the league mech to get artificer orb and resist runes though, it's pretty easy to get resists this league
Yeah I think I've gotten 6 regals in total from a1 to halfway thru a3, don't think that's actually possible for me, i mean iys enough for 1 regal an act but nothing good ever comes from it anyway.

I do have to get better with crafting, but honestly I've gotten more exalts than I did regals so far.