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Ilmoita käännösongelmasta
problem 2 : that's called poe mechanics. It's the exact same mechanic in poe 1 (the coefficient is just different because poe 2 doesn't have the same balancing), people have lived with it and build around it for 10 years, again it's like people forgot all the theorycrafting of poe 1...
problem 3 : on that I agree, rarity on items needs to go away, rarity and quantity mods should be map mods only.
Problem 4 : that's not different than poe 1 before all of the league mechanics came. The main thing is that now, gambling with currency basically replaced alts. It needs a little tweaking but it's not a problem.
problem 5 : if you have to respec all of your tree, you've got a bad build. the problem is your theorycrafting. the cost is fine, I haven't got any issue respeccing a few clusters while doing the atlas.
Free respec means every good theorycrafter is going to wreck the game. the cost isn't to stop you bad builders, it's to slow down the guys that make monster builds to just respec to whatever they need every map to maximize their chances and getting all the currency and ruining the economy. At least with the cost, GGG gets some time to think about how to nerf skills, instead of having to remove them entirely because they would harm the game too much.
problem 6 : stop making glass canon builds and stop dying in maps, in poe 1 most builds had at least a third to half of their passive points dedicated to defence. People look like they are turning off their brain. Mapping requires some strategy.
Honestly, I think the issue is that most people haven't really played poe 1 and are not used to the game yet.
YES.
It's all there...lots of interesting systems that beg to be explored more...but locked behind horribly overtuned RNG-gating, terrible drop rates, rare if ever orbs and currencies, itemization that requires high % drop chance boosting instead of focusing on your build concept, etc. Couple that with the (correct) choice to make it harder overall and it becomes dispiriting for people. And you really can paint yourself into an inescapable corner if you go wrong and can't afford the passive respec...people aren't going to want to spend 10 hours on content that doesn't give them XP and rarely drops anything, let alone anything good, just to earn enough gold to correct passive tree adventures that went wrong.
Gameplay mechanics are top notch, but balance is head-in-ass right now.
the game is horrible
1) I'm running 1h melee attacking at 3.1 a second, missing every 4th-5th shot is hardly noticeable. Even on lvl 70+ maps with enemy evasion.
2) My current armor is 68%. I've never been one shot that I know of. I've been nuked plenty of times. High Armor + High Block (45%) is working great for me.
3) I'm running at 50% increase rarity drop rate, only found 1 divine orb. 1 orb of Chance. Maybe 8 useless low level unique. Seeing as how this stat replaces a damage/defense stat, it needs to be valuable/noticeable. But I'm not getting any kind of ridiculous drops.
4) Crafting is gambling. Good luck!
5) I walk around with between 100k-700k.. Respecing has only been a problem once because I didn't pay attention to my money. It's so easy to get money without farming I'm not sure what the problem is.
6) You can reforge 3 maps for a higher tier.. Not an issue with so many map drops plenty to play.
Whatever it is, it's bad. And this isn't even so much of an end game issue. It's more that if you want lots of people to stick with the game, MOST of them are not going to have the tolerance threshold for how the balance on RNG is currently tuned.
Why buy a game or even play one for free in which 50% of its systems are locked behind RNG that makes you play for hours just to interact with some of its systems a couple of times and then watch those few interactions take a ♥♥♥♥ in your cereal bowl, producing garbage gear that screams "haha, wasted 3 hours, didn't you"?
Nobody's going to eat those crunchberries for very long.
I've posted about this before. The problem is that low probabilities are being multiplied by low probabilities, resulting is exceptionally low probabilities. Goal here should be encouraging long term gameplay because it's fun as hell, not because psychological gamesmanship and FOMO triggers have overridden peoples' rational thought.
Tsekhema is clearly overtune and they expect people not able to get dozen of temporalis but they underestimate hardcore game and gold trader too much.
There is a reason why infinite scaling like D3 rifts are good and many people like it because those hardcore people will melt any content that is intended for normal gamer in less than a week anyway where normal gamer will probably took 1 month. What follow after that if you dont have i finite dungeon is that they will spend those 3 weeks to break the game completely next. It was a mess and doesnt seems like GGG learn anything from PoE 1 end game.
2. PoE1 had Life stacking. PoE2 does not AND armor is worse. This is very dumb, yes. On top of that being in melee range is absurdly punishing in almost every form of content.
3. I honestly don't see a problem with rarity. Baseline drop rarity should probably be tuned to be more abundant, especially early game, and probably shouldn't affect currency drops but that's about it. The stat itself is fine and generally falls off past around 100%, which is extremely easy to get to with barely any gear using the Atlas and maps.
4. Wtf even is point 4? More complaining about rarity or crafting? Yeah, the crafting is extremely barebones and hopefully will get improved before launch.
5. Complaining about respec costs? At end game? Really? A single drop gives you more gold than you need to respec a point. This is literally a non-issue made up by babies. Oh no, I have to stop rolling on Alva items for a day to fully respec while playing casually. Time to refund.
6. Oh boy here we go again... map sustain. Dude's not even halfway done with the Atlas and is complaining about maps despite all the early nodes being Waystone-related. Despite sitting on so much currency that he could Alch and Vaal every single of his T7 Waystones and get like 5 - 10 Waystone drops per map.
"But what if you enter and die straight away?" Well, just don't die? Then again, he is playing Warrior, so maybe that's not an option.
"But how many people enter end-game and have no clue to do?" Again. Who's fault is that? The game literally handholds you into using the Atlas. The rest is on the player doing their homework and learning about how the game works.
Map drop rates are fine. Once you figure out what to do and how to properly juice your Waystones you'll be sitting on 3 tabs of Waystones in a matter of days.
So, yeah. I agree on like 2 points. The rest is skill issues (and insisting on playing a melee armor build in Path of Energy Shield 2).