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It's literally just PoE1 with a tweak in combat speed, QoL improvements. The classes are pretty much the same as PoE1, you choose where to start from on the massive tree and what ascendency you want to focus into.
I love how people can’t see identity coming from something else than forced restrictions
Rather than choices, what truly defines identity
Ascendencies being open is more choice more identity defining factors
The way ascendencies work right now is like “hey you are a tall guy, you can only become a basketball player, ♥♥♥♥ your dreams of being a lawyer, should have been born shorter”
and
If you've been playing for 13 years they haven't changed anything except made it far more open. It sounds like you really don't know anything about PoE 2. PoE's success was based on exactly how PoE 2 is.
Nothing wrong with classes, it encourages people to make more then 1 char rather then have 1 generic char that can be constantly respecced into every class in the game
There isn't even any such thing a STR rich area in PoE 2..... You SELECT want attributes you want instead of them being fixed on an Attribute node. So you can select Str nodes on a witch starting area if you want
You pretty much insinuated it wasn't a problem in PoE1 with that title and opening lines:
"The success of Poe was about its openness
Solidifying class identity only serves to hinder build diversity"
I have no idea why you're trying to move the goalposts now.
And yea, as the above poster said, you're even less restricted now that attribute travel nodes can be whatever stat you want.
Lol they arent. In further interviews they cleared up that they specifically do not want to have a dedicated "Necromancer" they very clearly want people to experiment with ascendancies and skills.
The current showcase is only a "this is a recommended way of playing" in order to give a good guideline for new players.
Choices do determine identity. I'm buying a game from professional game developers, I'm paying them to create me a game to enjoy, their choices give aspects of that game identity.
Also on the subject of choice, picking which class to play is one such choice. As the developers add more exclusive content to each class, that choice becomes more meaningful. If all classes were the same, a meaningful choice has been taken away from me, becoming little more than a trivial cosmetic distinction.
You talk about this being a question of choice versus no choice, but the reality is that it's merely a question of which choices the player makes and which ones are more or less meaningful.
Many of us, myself included, see the increased distinction between classes as adding meaningful choice rather than removing it. After all, what meaning is there in the ability to choose to make a summoner from a warrior as opposed to a witch? At the end of the day you've still made a summoner build, except it's warrior-shaped rather than witch-shaped and you have a different passive tree start position. That is an example of a meaningless choice.
You might just get that wish. Seems like a no brainer to have demon transformation on a unique item as well. Much like you can get rage from a unique or support instead of playing berserker.
I can see what you mean by this.. personally I like it more because of it though, and I think it will also be a lot more attractive to people who usually don't qualify as the hardcore audience.
I dont think this is related to being hardcore or casual.. like how would it be?
If they have classes, then there should be something which defines the classes.
Otherwise why have classes in the first place
That’s my point
Restrictions as class identity definer is bad design
Good design for class identity is Proficiency
Let me just give you an example
Let’s say ascendencies are not gated behind classes anymore
But rather are placed on the tree in the tree region they fit
Let’s use necromancer, it would then be placed in the minion mode rich area of the tree
As in poe1 this is near the witch starting point
This is a first advantage given to the witch for the necromancer without hard restriction
Then you could have a class base perk that make it so “passives within your class region has x% more effect”
Congratz you just created a Identity rich system allowing and based on choice… no forced restrictions that hinder build diversity
A warrior could travel to the witch region of the tree, pick up necromancer ascendency and have a viable Warrior Necromancer build
yea..if its in reach to other stuff you want.
otherwise its just as unreachable to certain classes as it is right now, because you have to gimp yourself to get it
I get your preference, but i dont mind how it is done here
Im talking about unique perk or immense buffs giving to certain ascendencies gated behind certain classes that render certain build archetype a no brainer to pick that ascendency
Killing the openness of its build diversity
Being “able” to make a summoner with a warrior is meaningless if the necromancer is 200% more efficient
In this kind of situation, no ascendency flavour theorycrafting can come up with something competitive
This is the death of build creativity that brings variety like
bAMA
- necromancer for minion perks
- deadeye for cooldown recovery perk
- saboteur to traps perk
- champion for taunt perk