Ascending should be one of the most exciting things for a player, it’s your first chance to change up the class in some way. Instead I groan when I have to deal with the mechanic.
I honestly think they addressed the pain points in the most recent patch. I like doing them now. They struck the fair feeling challenge vibe way better with the update. At this point I'm pretty happy with the game. Looking forward to the added content. For $30 what it is now I think its worth honestly. Lots to do in the game, and its very well made.
Fuck trials. I'll do my third ascendency with like 10 levels extra and just forgoe the fourth one completly until it's reworked/fixed. Chaos feels so bad to play, you just take one debuff after another for shit items. And the honour system makes you just waste 30 minutes of your fcking life because of one slip up or because the boss is throwing a million things at you and you didn't have time to learn its pattern yet. Have fun farming the fcking coin again just to learn it some more.
What is excitement to you? While I think both trials need working in I think they really are exciting. It ramps in difficulty and ends with a big all-or-nothing boss fight. I can’t say the same for putting poelab (ily suitsizesmall) on my second monitor and running top right for every difficulty.
@@thepunisherxxx6804I want to love Ascending. Trials are more interesting than Lab, for sure. The Rogue-like nature is neat and I think it could be expanded on in the future for people who want to dedicate their playtime in Trials/Ulti. But so much of PoE 2 is “damn, THIS time for sure!” not being able to try again immediately sucks. When I failed against a boss when playing blind, I threw my head at the problem again and again without a worry. But the two tries I’ve had with Trials resulted in a “yeah, that’s enough Poe 2 for tonight” when a mechanic I had not seen before killed me even though I was enjoying the challenge.
1:02 - Respec Ascendancy 1:40 - Resocket Runes 2:38 - Combine Skill Gems to "Overlevel" for HC to an extent 3:30 - Shift-Click Identify 4:10 - Minion QoL 6:22 - On Death Effects Trolling 7:30 - Energy Shield WITH Grim Feast too OP 8:25 - Charm Issues 10:18 - UI changes 11:25 - Map Bosses in every Map 13:00 - Towers Incentivization 14:40 - Black Maps 15:07 - Gem Slots 15:40 - Strongboxes and Expedition Locker 16:20 - Affinity for Waystones & Fragments 16:44 - Boot Changes 17:05 - Sanctum and Ultil TOO Hard 18:26 - Loot Drops 19:05 - Tiered Items 21:20 - Map Zoom and Map Filter 21:50 Outro o7 D4 Bad
One thing i dont see people talking about is to turn off auto-aim , I'm playing monk and oh god placing the Bell and hiting some random mob feel so bad
The game ABSOLUTELY needs better and dynamic targeting. Trying to hit the right enemy with contagion is impossible and having to let go of left click with high firerate shotgun crossbows feels super unintutive, especially when you're focusing on avoiding lots of deadly mechanics. Just copy Grim Dawn's homework on this, GGG.
I like the idea of having small bosses in all maps, and having big boss map locations with just a big boss, no map to have to explore. I would not oppose it. I kind of liked idea of not all maps not having bosses in theory, giving you choice of running bosses or not, but way system is right now, if all you do is want to run bosses you can't, you have to get through non-boss maps and that isn't fun if that's not what you want to do. Downside is, GGG will nerf boss drops if they put bosses in all maps, they have said keeping bosses limited lets them buff their loot.
I think not having bosses in every area by default is the correct desicion from GGGs perspective. Having bosses in every map will mean easier bosses with less loot, so everyone can run them. The reason bosses right now are pretty cool is because they are "challenging" and have good loot. Said that, I don't think people that just want to kill bosses had to be forced to run non boss maps either, I would say add a keystone to the boss atlas tree, something like: "Maps are 100% more likely to include a boss, 50% less quantity of items dropped by non-boss enemies". I'm pulling these numbers out of my bottom, but having it as a keystone will make the balancing process easier.
@@germalganisbosses drop the loot. Why would I want to waste my time running maps with inferior loot? Everyone is just rushing bosses and running low tier maps for trash nodes to get to a boss map
All good points! Also what really gets to me is the loading screen on opening the map (by pressing "u" or on the waypoint). why does the map need to load for so long?
I also dont understand why we are not allowed to teleport to our hideout with trial/sekhemas waypoint and forcing us to literally go to another waypoint just to do it, what kind of braindead decision was this made by?
On death effects almost made me quit. Losing the map because of something you don't even see due to all the grass or whatever was defeating. With the latest patch it seems to be better.
The only reason they should be unsocketable is on corrupted items, that's it. Because currently I'm not using them to fix res, I'm ALWAYS saving the good ones (defenses/life) UNTIL I get an item that fixes my res's WITHOUT the runes
how do you guys not think it would feel overpowered to be able to runeswap 24/7. Oh this map has burning ground? time to put 3 fire runes in. giga boring and you should be more careful about putting runes into gear before you have rez figured out. its ok for things to have weight in a game and for decisions to matter
@@vitas5333 Burning ground is a hilarious example because no matter how much resistances you have, its practically an always skip mod thanks to the 15% hp/second damage it deals. Another thing with this example - no one is gearing like this, 75% resistances is pretty much a baseline for mapping, or more so end game maps in this version of PoE, no one is gonna be reactively swapping out like this, they are just gonna go for 75% all res. It should just be a bandaid fix for your build early on, then when your resistances and gear are more solid you can swap out the resistance runes for something more valuable like life or chaos resistance.
@@vitas5333 Not sure if you're trolling but - Changing runes\cores could always be balanced around rarity or a cost to do so as long as the item isn't corrupted. - swapping runes every couple of maps is annoying so people won't do it too much, and it becomes irrelevant after some maps because item can have 120+ total res from only suffixes - And unless I'm forgetting something the entire point of socket system is to replace the crafting bench from the first game and to be flex able and currently they are more hard locked than modifiers
Ascendancies should not be as difficult as they are, and the reliance on RNG is very silly fore core character progression. I shouldn't need a perfect character PRIOR to getting my 3rd(melee lol), and even final ascension.
The only reason the 3rd ascendancy is hard is because we don't have the 3rd trial's (quest) ascendancy yet. The 4th, i genuinely think GGG just wants that to be hard uber content and that's that.
@@janb.6434 yes, but maybe try to think about it next time b4 u wrtie/open ur mouth, as ppl said we are missing 3rd option which with current functionality will give u 3rd one and last one being harder significantly and complain about 4th being difficult imo is bs since for ur build to function at all and needing all 4 of em sounds like build issue. Kind of in a realm of 2nd, 3rd or later builds after u do ur league start farm up a bit and then just blast with new character.
I also would add player collisions from party play should be removed! It's so annoying getting stuck in some areas while in party. Love the minion section feedback! They are handicapped by the bad AI and collisions in tight spaces. I also would like them to remove most of the on death effects. I understand why they are in Poe 1 but I believe the Poe 2 design is much different and other ways of challenging players are available.
Party collosion is why I stopped playing with my friends. With all the stupid maps with tight corridor, playing with a monk for example that places his bell in the corridor or doorway traps the rest of the party out. If we had flame dash like in poe 1 I wouldn't mind as much but rolling through the damn thing is near impossible, and led to multiple instance of rubberbanding into death.
@@hunterbidenshogagreed! one of the act 3 bosses has a crapton of fire particle effects, my laptop was keeping a stable 50C before she transformed and after trying to fight her through the insane stutters from throttling and finally winnning i checked the temps, 97C. and there was no option to lessen the amount of the stuff
I'm surprised nobody has dinged GGG for the continued reliance on external apps and web tools like Filterblade, Path of Building, Awakened PoE, PoEDB, and the Trade website. It's never been a great look to encourage someone getting into PoE to explain how they'll need to open 10+ tabs open at all times and and download a handful of apps to get the most out of their experience. I was hoping PoE 2 was taking all this extra Dev time to bring those resources into the game (and simplify mechanics in such a way that such in-game tools wouldn't be overwhelming). Aside from the gem system... I'm not seeing the Quality of Life upgrades I had hoped for.
back in the day they said they were planning so people wouldn't need to use such things (specially tft, pob and filters) but i guess with poe 2 they really had to put way more effort into the release of the game than that
@setcamper I agree, loot filter and trade board especially should just be in the game. Don't even want an AH, could work exactly as the trade site does just put it in the game.
Okay this is a dumb complaint, no one is forcing you to use the third party tools, they’re made because they do something extremely convenient, but no where in the game is it needed. If you think you NEED it, I got some news for you, it’s a skill issue quite literally if you suck more without them. Trade website I can understand though, that should have the same auction house feature from Poe 1 console edition, it works on there so I know they can do it.
maybe: - all maps with normal poe1-like bosses (unaffected by bossing atlas) - the "special"/more powerful bosses in every tower (affected by the bossing atlas)
my absolute biggest issue is how you can’t zoom out further. I play ranger and get 1-2shot by most boss attacks, not being able to see wtf the boss is actually doing is extremely annoying and also makes it hard to dodge attacks. This is especially annoying when im south of the boss, and he’s hidden behind the health bar.
also extra annoying on controller. if you're too far away from enemies your skills end up shooting right in front of you because it won't target lock on
they said that this is deliberate so that people can't offscreen kill bosses. and tbf most boss somehow feel easier in melee/mid range rather than far away
make your game windowed and stretch it vertically ( till u start seeing a bit of black bars on the sides, then stop, it can't go any further ). you will see more
This. Rathbreaker on ranger with a controller is much more difficult than it should be since your arrows keep targeting the hyenas offscreen down the cliff rather than the boss.
I just fight bosses in mid-close range, usually slightly south of them. This makes them easier to see, I don't have any issues dodge rolling attacks, and certain bosses won't use their big heavy hitting abilities that hit you from far away, so it makes them easier. It's why I took Point Blank on the ascendancy as well.
Best suggestion I've heard for towers from a friend who also does not enjoy them is to help give players direction/agency in the endgame. Make it so you don't need to clear them, you can put a tablet in if you want right away. But if you choose to put a waystone in and get to the top, the tower creates a marker that points to the nearest uncleared citadel so you can actually work towards the damn pinnacle boss without it feeling so aimless.
Yeah, a mechanic like that would be great, maybe not necessarily telling you where your objective is but at least tell you the general direction of where the closest one is, exactly like how Minecraft Ender Pearls work would be perfect. Also, maybe tablets roll with implicit that allow you to select which objective to look for, so for example a citadel tablet would find citadels.
What about all the gimmicky one-shot mechanics unless you have a super tanky overly defensive build, endgame is a disaster, getting one shot by white mobs from off screen is the worst most idiotic game design I've ever seen. Running anything over tier 7-8 is an RNG disaster. Can say skill issue or whatever you want to say to make yourself feel better about the state of the endgame but it's atrocious. Don't see it going very far for most players after the campaign is over.
@@FreeDom-nm5tuI mean that is most certainly a skill issue or perhaps a build issue. To be fair I die a decent amount in endgame but I recognize I lack health and not maxed res yet, and need to get better. But you are pretty much asking for end game to be easy mode where dying is hard? Perhaps if you gave more specific examples, I don’t see ppl dying from across the screen though
Agree on many of these points, Ziz. As a HC (most often SSF) player, you may not have noticed that in its current state the game really only has one mode: softcore trade. There just aren’t enough ways to address gearing issues without trade right now and that’s not good. It’s made softcore feel like “medium core” and I can’t imagine trying to play SSF in a league right now. We need more crafting/gearing options!
Exactly my feelings! I'm playing a "simulated" SSF because my characters are now in trade just for the currency trade. Mostly buying exalts to slam gear and jeweler orbs that are so rare
Big true. For starts, just bring back the crafting bench in some capacity. Runes are cool, and I'd actually love to see them fleshed out more (just steal runewords at this point, Diablo doesn't deserve it), but they aren't a good replacement for the bench.
100%. I played coop with my son and we both kept looking at each other... going through the campaign was fun but the maps had us just laughing and eventually he started to lose interest and it took a toll on me also. I've not even done maps I mostly just start new characters and this is my main issue. The checkpoints help for certain areas. No movement speed can feel horrible during the campaign. I really hope they create a pure mode for solo/coop that allows some customization.
Specially when everything is rippy and with a single chance. For maps quest progression, I literally skip ALL content that is not completing the map (specially breaches, strongbox, and rituals) and then mayyyybe I come back once I complete the map
@justanormalguy4885 they should have options in the node board imho. Even light radius... make it so an endgame build can have more fun but keep lot of the difficulty.
@erick_ac I have avoided maps like I said and glad I did. Even in poe1 I just love leveling characters and then not play the game for months, hopefully poe2 has some good seasons but would love more quality of life and options for solo players and those who are playing coop and such.
I quit the game at maps because it was such a bad time. I don't want to feel constantly stressed out playing a game, and one portal with no room for error is a big miss for me.
A friend and I finally got to maps last night. We were doing decent on the campaign with okay weapons and a few decent armor pieces. First map we got deleted because we got swarmed by 2 rares + other monsters. Second map, I got killed by being on a narrow ramp without seeing a ground effect because of the angle, he managed to finish the map. Third map, i got killed because i was close to a rare that did a big frost explosion and just one shot. He finished the map. Managed to finish the 4th map together, finally. It just felt so bad having one life. Sure we weren't in full upgrades from trade/vendors, but we havent been getting that much loot to actually spend. We thought doing T1 white maps would have been fine coming out of campaign but apparently not.
@@msmopie Thats what im doing right now.rerolling again. Both my highest chars are 71, barely did t2 maps, but the constant stress of not dying is too much. i play poe to relax and have fun, but carefully watching every mob/step i make is not fun.
Movement speed on boots need to be an implicit 100%. When taking into consideration the increased size of maps, the removal of movement skills, the rare hunting mechanic, and activities like delirium it seems almost down right malicious. Having to choose between boots with good stats but no movement speed boost, or boots with max movement speed boost and garbage stats is not fun nor engaging. If I’m being honest give everyone the 30% movement speed buff baseline, and remove it from equipment entirely unless it’s a unique. Also god damn it I have to do a fourth sanctum run to get my final ascendancy point. Honestly doesn’t seem worth. I’m more than fine with 3 for my gemling mercenary.
Here's my very popular opinion: if they keep this garbage backtrack for elite mechanics to complete the absolutely massive map than they need to give us something like: "after running uninterrupted for 4 seconds, your movement speed gradually increases up to an additional 50%. This effect is canceled upon using a skill or when an enemy enters your presence." Especially If i have deli, breach, and expedition in my waystones. Deli wants me to go fast, expedition wants me to be methodical, and breach ends up spewing loot everywhere and takes forever to pickup. I am going back and forth constantly and it does not feel good. great video btw ziz
This is actually one of the best criticisms/feedback I’ve seen that I 100% agree with. I see a lot of complaints about difficulty and normal enemy mob strength and ascendancy struggles that I disagree with. But this, your cooking with this one
Not having quicksilver flasks and general mobility skills just feels so bad. With how massive the maps are, even with checkpoints. You walk around a lot just trying to get to a damn door.
The tiered item system needs to be the baseline of loot throughout the entirety of the game. Its an awesome concept but relegating it to only sometimes happening in endgame is pretty poor. Itd help fix the huge unecessary issue of finding what would have been a nice upgrade in the campaign but it rolled the lowest possible modifier tier on 2 of the mods... They need to aggressively cull low tiers based on item level. Brackets of 3 tiers "high, mid low". Would help loot feel WAY better. Cause right now it feels terrible. They did say there would be less but better loot. But right now its just less.
Fully agree with the vast majority of what you said here. Biggest issues: ascendancy system, map layouts, certain monster balance, endgame (mapping) feels undercooked. Special note: Consoles **NEED** filters.
Tbh they basically said specifically, endgame was undercooked. That's the biggest test point of EA and was probably the least worked on. Lots needs to be changed lol
Console needing filter for sure. Also I am not sure why it keeps happening but there is a high probability of crashing when opening the menu inside the endgame ziggurat area.
17:00 Huge respect for recognizing that you're better than most of the playerbase (not trying to glaze, that's just a fact because Ziz just played more poe than most people) while still keeping in mind that you're not someone who the game should be balanced around, it annoys me so much when I see someone struggling with something (even if it's something as trivial as beating the very first boss of the game) asking for advice just to get a "skill issue" response. PoE 2 is a difficult game there's no doubt about that, the fact that so many people struggle to even START THE DAMN GAME clearly shows that the game is NOT just a cake walk like some of the elitist people are saying. While I didn't have much trouble with most bosses in acts on my very first playtrough I'm also aware that I have prior experience from PoE 1, which allowed me to make some decisions which helped me trough the campaign but I'm not a "pro gamer" by any means, all I had in my first playtrough is a bit of basic knowledge, and quick reflexes. Most new players won't have either of those and will get quickly discouraged if people constantly keep saying "skill issue". Ascending is a very frustrating experience I BARELY completed my 3rd trial and I'm not even going to attempt to do the 4th, because I just know that I'm not going to succeed so I'd rather buy a carry or just not bother with the 4th ascension. Trial of Sekhemas' Honor system shouldn't be a thing in my opinion, it completely invalidates your defenses and forces you to lose just for getting hit too much which is stupid. The only way to lose should be death and Honor needs to either be removed or converted to something that just increases your rewards at the end. As for Trial of Chaos it's just way too random. Sometimes it will just give you build-breaking modifiers and you can't do anything about it besides just taking the L and trying again.
My 2 biggest issues with the game right now are, "crafting" at the moment in the game is just an RNG machine. Shouldn't even be called crafting. I hate that there's no currency to reroll blue items anymore, and theres no orbs of scouring. My second issue is to do with the maps. There are so many narrow hallway maps that are just god awful. I play a monk and palm skills frequently hit the air because there's no open path between me and the monsters if they're around a slight corner. And its just not fun to run through a spaghetti map, TOWERS are one of these, and they're very common, and necessary to run.
Same with Merc, nades and bolts literally never hit targets in narrow places unless you are on top of the enemies (because they don't even approach you, they get stuck behind pillars or sum)
seriously playing early game feels like vendor reroll simulator, would be nice if they made a system where we could put in X amount of currency to guarantee a modifier
I think map bosses feel good precisely BECAUSE they're not in every map. If they were everywhere, they'd have to make them less rewarding, which would in turn make them tedious and not nearly as good as they are now. I do agree that other maps should have something to compensate for the lack of bosses, though. Making them into high density "horde" maps is a good idea.
make 1 mob unique like in poe1 and call it a boss . I know its a shitty solution and mb a little boring but thats fast to implement and gives you some purpuse instead of just kill all yellows
@@myckatina It could be done like these small encounters we have during the campaign. Two rares at the same time, this kind of stuff. I feel bosses on every map would be a bit too much.
@@myckatina I prefer killing all rares being the standard. If they are properly spread out you're going to cover most of the map naturally while also having a clear goal you could potentially rush, however for this to properly work map size needs to go down and density needs to go up. Map size is an issue in the entire game, which is compounded by the lack of out of combat mobility, but if anything maps have it better since you get markers to the last few rare monsters, whereas in the campaign you need to look for your objective by manually scouring the map.
They really need to do something about the crafting. At this point, there’s no reason to save exalts for crafting. You’re better off just saving your exalts and buying off the market. I’m sure it’s even worse in SSF. Either bring back orbs of alteration or increase the drop rates of exalts substantially.
I'm currently playing in low maps in SSF, I have a very hard time increasing my resistances and global survivability (I'm playing warrior). I use all my currencies to try to craft something useful but I always find useless affixes. This problem is very hard to solve compared to PoE1, we don't have enough tools for it at the moment. Sad thing is that I have a very good hammer for my level and I am doing a lot of damage, but I can't tweak my character for more survivability. I'm feeling stuck, and it is not viable to die a lot in this game, so I think I will reroll a new character for now ^^
@@noreluss Low tier map loot is crap. Don't worry by the time you get to T13+ they'll have nerfed it after no lifers have been grinding out 1000s of ex for the last week.
Pretty sure 1 portal maps will be the death of this game for any sort of widespread appeal. I’ll get used to it I just don’t think 99% of people are ever going to be willing to permanently lose xp, the map to get in, and the boss they wanted to kill in there and want to keep going. Maybe if they remove some aspect of that but I don’t see any world that entire suite of punishment can stay.
I know it's one hell of a peeve of mine, given how framerate tends to choke for me when after loading into a zone you first meet/engage mobs, which usually gets me killed (pausing doesn't help much). It leads to a bit of a loop of going into a map, having the game freeze the moment mobs first come at you, and then hoping you didn't just die and lose everything in that map. Really hoping they get rid of the 1 portal map thing.
I would guess your right they either need to super tune down just the over all health and damage for mobs or gives us at least 3 portals and for super end game bosses I think they should give 2 or 3 attempts to give a feel for mechanics because they added so many good qol stuff for skills and other small videos but it feels so lame to go to youtube for the endgame bosses so I dont get one shot and have to redo a lot just to try again
@@a22422a yh ikr im playing standard and hc aswell you go through to map and it freeze loads the map or new area then its ok on the xbox x the mobs spawn killing my monk and bumrush the second i start some maps xd this game truly is isometric dark souls but im cool with xp loss i mean. Compared to fromsoft games losing all your xp ,,its nothing to me man im him also dark souls II my favorite
im cool with boss hp . Regen im solo usually for me its just dodge better farm area respec do more dps know when you can exploit attack pattern to counter attack
I would love if the Gem tab also sorted gems as they do now, but with str/int/dex indexes as well. Having all these different gems tossed into the same pile is kinda annoying.
My idea for ~ 15:30 with the gem tab: If they *need* to limit the slots in the gem tab, just have every catagory have its own limit - like if you try to bank a XII uncut and you get a 'full' notice you can go "hey that means i have enough XII, pog". You'd never oversell and be stuck without on an alt or something.
Please! Like you can only have so many gem variants so make it so you cannot have too many duplicates! Uncut gem storage is easy, pretty much as it currently is.
2k+ hours in POE1, and i'm struggling in t5-6 maps. I can't touch breaches or rituals, i instantly get swarmed and instagibbed even after the patch with maxed rez even maxed chaos res (Chayula monk). My gear is kind of shit but nothing has dropped or been crafted better for me because all i can run are normal white t4's and even with 2x towers overlapping buffs, i see less than 10ex per day.
Yes! And the issue is that you need space for combos or setup in most builds but you simply cannot have it. They need to make it so these mechanics have: 1) A bit more space where they spawn 2) Literally do NOT spawn monsters at least 4m around you Rituals are the worst offenders because they spawn in the WORST places.
Since we only have 2 flasks, I would like to see a way to change what they can do. Any class that solves mana basically have a useless mana flask. As an example, infernalist and anything revolving around blood mage or blood magic would love to see a node or a unique that changes how a flask fonctions.
You don't even have to compare loot to D4. We have the most egregious offender which is POE 1. It took a long journey to get there, but in leagues such as Affliction or Necropolis the amount of loot dropped in juiced maps was crashing your client if you accidentally pressed key. You would literally drop 1000 uniques in a single map. I don't think any Diablo game ever had loot-spam of this magnitude. And while these dopamine hits of 87 winged scarab bombs were nice, I soon realized that nothing costs any money because even very rare uniques drop like candy from a pinata. Headhunter was 5 divine orbs in Necropolis. FIVE. Other than that, I agree with most things here, as a SC trade player that's in cruel atm. I rerolled off sorc to a deadeye.
ahahaha I love Poe but affliction was laughable. it was really fun for one league but the sheer amount of clicks and items literally being impossible to pick up because of the number of things on the floor was so stupid. sometimes you couldn't even drop things because the floor hit some capacity or something, was hilarious
@noreluss I was more meaning once we have seasonal leagues it would .ake sense for them to not be as limited as the other functions. If we have so much in maps now they feel full they will feel bloated once season start we have to remember this is early access.
If thats the route they are going that makes a lot of sense, leaving so many blank and just making a bigger pool of events that generate on the map wont feel great IMO especially when league mechanics start sticking around.
Please play as a frost sorc so GGG will see how badly this play style needs help. We have frost walls and frost bomb for dps. It’s been gutted these past two patches and genuinely is in a bad state.
Sorc doesn’t really feel good at all. I’ve tried many builds and respecing. I’m okay with being a glass cannon but there’s no cannon compared to other classes
The game dev that said players are great at IDing problems and terrible at IDing a solution was either Jonathan or Chris in an interview back in like 2019 I believe.
My #1 issue with the game is the trade system, just let us buy items straight from people's stash. I don't want to leave my maps to sell and I don't want to message people, then wait for a minute or more with a 50% chance of being ignored completely. It's a terrible system especially considering it's where almost all my upgrades will come from at this point. The reason I'm watching this vid and not playing rn is how awful it feels to buy items from other players currently.
First time? xD People have been begging for this system for years, we've got the currency trade at least. Maybe in another 10 years they'll figure out how to make item trade possible, but i'm not hopeful.
@@NONAME-ey6qsit's not that they can't figure it out, obviously they can. They don't want to, and never will, clearly stated so many times. Yes it sucks for players, but it's intentional, as it serves 2 purposes: creating friction and time sink in the "upgrading my gear" process, and forcing interaction with other players and their hideouts, so people get exposure to lots of different MTX and maybe want to buy them. It's clever on their part, shame that it comes with the cost of annoyance to everyone who trades.
@@manelbonayaltadill4942 I mean, there are still ways to make it possible within their vision of how the trade should be. I'm honestly fine with the current state of things but I understand the frustration. Buying scarabs/fragments/currency was 10 times worse than trading for items, I can live with having just the currency exchange.
Minions also randomly lose their AI and cannot be moved,. Had half of them do this all the time. And if they go outside of the screen sometimes even 10% off, they will "die" and push the stupid respawn timer. Whats WORSE ABOUT THIS IS YOU CANT USE THIS TO TRIGGER CAST ON MINION DEATH. They somehow literally made repawning minions WORSE than in poe1.
One death and you lose your league mechanics should go bye bye. Im sorry GGG but the endgame becomes useless if you die once. Not only that but we should be able to have them on every map just like you had in poe1.
"I don't like mechanics feeling like a chore" This is exactly what people hate about trials Ziz. You didn't get it in the maxroll podcast but to everyone else they are a necessary chore for your ascendancy. I don't even hate them as I enjoy farming them for gear but needing them for ascendancy sucks ass. Edit: I shouldve finished the video l.lmao xD
Very good vid Ziz, many great points. FYI the reforge bench is 3-1 tool aswell. Delirium "oils" upgrade to the next tier by placing 3 of the same in, same goes with breach but you get a random outcome.
Not only minions and towers, looks like almost every map have too many obstacles. I'm constantly fighting with environment instead of mobs as Monk, even though movement is inherent to Ice Strike. Meanwhile mobs are showering me with projectiles
Have Gems function the same way Support Gems do, but have them automatically change to the lowest equippable level based on Attribute and Player level requirements. That way you can have a 15/20 Ice Strike gem, and when you equip it on a level 24 character it provides the stats as if it was a Lv7/20 gem. This way your 80 Lv15 Uncut Gems can be used on Lv1 characters.
I like this idea. Especially since as u lv up ur gems, it overwrites the equipped one. So if you go lower in attributes, you have to find a lower lv gem somehow.
Here is my current thought on POE2: It is far LESS than the sum of its parts. There are many games where the individual components are not spectacular necessarily but it all adds up to a great game. POE1 is an example. But POE2 has so many fantastic elements that find myself amazed that it all adds up to something that is not all that great, and really not all that much fun (at least for me). Certain things sound SOOO awesome in POE2 but the reality is far off the mark. The uncut, no gem links or gem color system sounds super awesome, but it is one of the weakest elements of the game. It feels super limiting, and "gamey" The fact that gems do not level crushes the feeling of progression and increased power and the reworked support gems just feel lame. When will GGG realize that a positive accompanied by some negative is basically never fun. Dodge roll Hate it and almost single handedly ruining the game for me. First, like gems it sounds cool but plays terribly. The promise was that they add a free on use dodge to better control damage but we did not realize that for that super slow evasion mechanic we lose all the cool movement abilities which actually makes POE2 feel like a much LESS mobile game. And designing EVERY boss around the dodge roll mechanic is just not fun for me. I dislike dark souls so that probably shades my opinion but I am finding the bosses LESS engaging than the bosses in POE1. I HATE the feeling of progression in the game because there really is no feeling of progression. A lvl 20 character largely feels like a level 3 character which feels like a lvl35 character. In fact the game plays like it has Diablo level scaling and I hate it. In POE1 you always feel more powerful. You literally feel more powerful every single level you get. It's awesome. All that is gone in POE2 The passive skill tree is horrible and just feels like a complicated chore rather than an integrated strategic element of your build. Again removing "mandatory" life nodes seems awesome in theory but that balance between life and power in POE1 is what makes it so compelling Who's bright idea was it to take probably the 2 least favorite mechanics in POE1 and make them mandatory for ascension. Again hearing that you no longer had to do the labyrinth was awesome but the reality is that it was replaced with something far far worse. Poll 100 players and I bet 90 would take back the labyrinth system for ascension in a heartbet. POE1 was difficult to get into because of obscure systems with no help in game, terrible UI design, and unneeded complexity, but POE2 just feels penal and harsh and especially annoying intentionally. It almost feels like GGG is trolling us with so many of the design decisions. The level of design quality and graphics is exceptional are the skeleton of a great game is there but for me it is just not hitting the mark at all.
I agree that progression should be XP based. That is a given..the player needs to feel in control. Once you RNG power they are removing control from our character. Again Johnathan said they would never take control of our characters, so he lied.
I'd like to be able to buy gems from vendors for gold, sometimes my stats are literally bound because I run something like grim feast but because I don't have a level 10 specifically i am forced to run a level 13 grim feast, yeah its less survivability but i could get stats on tree and change stuff around to give me better qol for passives.
The main reason why I stopped playing PoE 1 after trying it out for a while was the fact that you couldn't experiment with builds yourself without getting punished. You either had to follow a build or risk bricking your character and having to start over. When I heard that you can respec in PoE 2 I thought that my no.1 issue has finally been fixed. Almost 20 lvls later I realize that my build is not good enough so i have to respec only to see that it will take all my gold. In the end, PoE 2 has the same problem as PoE 1: you're being punished for experimenting in a game all about build crafting.
Sadly I agree with this. It’s not a completely unreasonable amount of gold to respec but the amount certainly doesn’t foster experimentation or taking chances with builds. I hate the idea of following a community build, I almost feel like someone else is just playing for me
Yet thousands fail with the exact same build they are copying from a UA-camr or streamer and complain about not making it farther than X so. May just be an ego thing
Lol conplaining bout that on al lvl 20 char is really not thought through all the way to the end.. you can do csmpaign + cruel basicly on the most fucked up char with ease and things like beetle or mapping allow for quick gold farming to respec, wich has been nerfed by 50% in addition. I think this is complaining on a very high level. Just my 2 cents
I mean they JUST cut the cost of respecing, and even before then you were nowhere near the level of bricked you would have been in poe 1. It's night and day imo.
I feel like a lot of the complaints would die down if everyone knew what the rest of the game had in store. i get the feeling a lot of stuff is kind of bunk or blank because there are still things that have to come out that may affect how that mechanic/skill/choice/etc plays out once the full game is released. A good road map with what we can expect to get on full release would quiet a lot of the rumblings I believe.
One change i would consider for the skill tree is that the small Attribute nods could be interchangeable for a fee, without having to respec the whole line to that nod. This could be of great help especially for leveling early, where you change your gear more often and could potencially be stuck with an item just because of the Attributes.
@ They made an amazing game, and it’s on early release . There’s always going to be minor issues in an ER but GGG has been responding to players and making updates. It’s awesome and isn’t something you see very often.
They could have also listened to the people who foresaw these issues over a year ago at exilecon, when they were criticizing GGG for removing the crafting bench, movement skills, etc.. Now we have massive gearing struggles due to the lack of budget crafting the bench offered, people getting swarmed with no counterplay and massive zones that are a slog to walk through thanks to no movement skills, and other retarded decisions like 1 portal maps and ascendancy being locked behind sanctum and ultimatum of all things.
I would have liked to see them prioritize bringing certain builds UP before trying to hammer other builds DOWN. Some things like the cast on X builds that were crashing servers and playing themselves, sure nerf those. But them prioritizing nerfs over buffing classes that are unplayable just feels like they have the wrong intentions at heart. Like id rather early access first be brought to a point where EVERYTHING is overpowered, then they start nerfing things steadily.
They couldn't do that because people lose their minds at a 5% damage nerf in just about every game. It sucks for us but it's the right choice to start low and build up
@@danielpirez381 "broken mechanics" like arsonists spirit reservation being changed? how is that a broken mechanic? that just a plain old nerf. I'll be the first to say it needed to be nerfed. I would have just liked to see them buff the unplayable things to a better state before they start doing simple number nerfs on other things.
Thank you for these criticisms to the game. I hate these ego gamers auto replying git gud when the little guys criticize the game. Like, all of these problem are true but it just gets drown out by “nahh your wrong, ignored”.
Grim Dawn has a great system where you either destroy the item and keep what you had in the socket, or destroy the socketed item and keep the armor/weapon.
A small bug with Minions - I think this happens with every Bone Offering - if you haven't got your cursor hovering over a minion, the skill will still cast, use mana and go on cooldown, but the offering won't actually appear or be active.
I must be the only person alive that likes the ascendancy. I love how challenging it is and really feels like a milestone when you complete one and get those passive skill points. So rewarding. I do wish they’d give you move speed bonus when outside of combat for a couple seconds so backtracking while mapping doesn’t feel so slow, literally the only complaint I’ve had about the game besides server lag issues. I think combat and difficulty feel amazing best I’ve ever played in a arpg. Actually having to pay attention and dodge certain attacks even from normal mobs is wonderful(maybe they could make some of the animations and telegraphs a bit more noticeable as I think that is a big cause of frustration for people not the actual damage output of the mobs). Over all a 9/10 for me already
i feel like its ok for the 4th ascension to be something really hard because at that point its mostly a min/max thing ... but 1 to 3 should be easy to build char power
A potential solution to the problem of not having a boss in every map would be to make bossless maps unlockable with a notable on the atlas passive tree and make it accessible fairly early on
Good solution for towers would be to actually provide a chest reward at the end. One that has increased loot depending on how fast and how many enemies you kill till you find the stairs.
GGG should reintroduce the skill gem leveling system into POE2 and tie the number of sockets to the level of the skill gem. It would really help fill in the gaps during progression when you don't get many item upgrades and rewards players for efficiently farming XP to a certain point.
Or make it a mastery, using a skill should make you proficient with it so any skill gem of that type gets a bonus in something with benefits from your mastery level. It's similar to PoE1 gem system in that it would require EXP to balance it, but in this case your CHARACTER would carry the benefits, not the gem, kinda like how Albion Online handles their skill tree. A simple example would be something like "+5% increased fire damage with fire skills gems" upon unlocking "Fire Gems Mastery I" , or "Fire Mastery Tier 1". And of course, you could make them specialized for every single gem but I feel like big groups would be better, so one for each tag on the skill gems (fire, cold, lightning, projectile, melee, etc). And you would be expected to have them maxed reaching maps and ending campaign (so at around lvl 65). The only issue would be having less power when you are "new" to the Mastery, so what if cutting gem skills of certain tier allowed you to set your minimum mastery to a certain tier? This way you wouldn't start from zero but from the "standard" expected power level. Hell, you could even make it a "mastery tree", where you could spec the "mastery points" wherever you need. This would be extremely casual un-friendly though, but there is room to do a lot here.
I don't like the idea of buffing low tier map loot and nerfing high tier maps loot. The reason is that not everyone is running super juiced T15s, I like to alc and go T15s and not having to waste 10 minutes setting up zones before I actually do the "good maps". Alc and go T15 loot is not juicy by any standard and if they nerf it further, it's just not viable anymore and I'll feel forced to juice my maps which I just don't like.
game is a good base only if it stays PoE 2 the more they lean towards PoE 1, the less appealing the game becomes - trials: they should be replaced with a proper lab like mechanic, stop with RNG, i want to ascend, test my skills as a player playing an ARPG - maps: boring, too spread out, no objectives other than wandering around, that's where you need to put the rogue like mechanic, in the endgame, not in the ascend process - endgame: boring PoE 1 zoom zoom, campaign felt like PoE 2, endgame feels like a massive downgrade - boss: they are too weak, watching people kill them in under 5 seconds in maps is so sad, you are in the PoE 1 / D4 territiry, bosses in PoE 2 should be the thing that sells the game, and it only works in the 1st 2 acts, then it becomes false advertising - balance: lol, there is no balance in that game - skills: monk = best designed class in the game, everything else is either too much PoE 1 like, or too generic, go watch the new class Deadeye in BDO, yeah, right, GGG you got a LOT of work to do, don't slack off now
One of the best in-game tutorials they added were the gem videos. I think they should add two other things similar to that: - a bestiary of select monsters, the ones that have distinct base attacks/skills, like the river hag for instance. Videos would show what those attacks/spells look like, what damage effect it has, and if the monster has any implicit resistances etc - a video catalogue of select monster mods. If a player dies to a rare and they hover-over the mods, it would feel encouraging that they could immediately look up those names in-game and understand how volatile crystal bloom, etc, behaves
Good feedback. One I havent heard from anyone - In couch co-op or duo multiplayer allow rezs to occur more easily during a boss fight. If someone dies in duo its almost impossible to rez an ally. Its faster to just restart (and bosses have double HP so its bit of a struggle for the remaining player to finish off the boss).
Yes! And some skills behave terribly in corridors, for example any wall-creating skill (ice, fire, bone, etc) creates a really really reeeally small fraction of the wall that makes it essentially unusable
Gotta remember that ascendency is likely going to change when we get the third trial. We'll likely be able to get 3 of the 4 ascendancy points easily, I don't mind if the 4th is behind some kind of challenge.
PoE 2 has potential to be a very good ARPG but a very bad Path of Exile game. It’s not ever going to be for us older players and that’s fine. They’ll keep supporting both versions of the game to keep everyone happy. Sanctum was designed for PoE 1 builds, speed and movement skills. It was an amazing league that promoted fast, zHP builds with a billion dps. A mechanic designed for PoE 1 does not translate well to PoE 2. They should have just remastered Lab.
That's how I feel there's not really any depth to the systems in the game and alot of the game just feels like a worse poe 1 experience not really different enough
Hey here's a thought for no content maps. What if they contained mirrored versions of the in map content you get in the campaign? LIke the treasure rooms with hidden switches to get to loot, the in map vendors, or even the mini quests, like collecting the mushrooms for quality flasks or grabbing the vaal artifacts that you vendor for gold? I think it would make the maps feel alot less barren.
The not being able to respec ascendancies is whats made me quit for now, i've leveled 4 characters 2 being above 90 and the other two 80 and 75. i just dont want to go through the campaign at all again for now takes way to long (after doing it so many times). so not being able to swap ascendancies kinda really sucks a lot when i want to try other builds out that ive seen people play that look cool but have to lvl a new character through 15+ hrs of campaign.
In my opinion its also pretty overtuned, that when you get hit, you kinda get stuned for half a sec and loose your cast/attack. If there're a few mobs hitting you its almost guaranteed that you will die.
just thought i'd add, when it comes to ascendancies, i've seen people saying it should be hard or challenging to get ascendancies. To this I say so many builds require the ascendancies to even function and i'd say most people play this game to play specific builds. Making builds not function till Tier 14+ or even lvl 90+ is a bit extreme and I'd like to see them in a similar state to POE where early maps you can get your fourth an play the endgame maps system with the build you'd intended to play.
It was great to hear a player talk who was concerned with the balance of the game instead of only their own build and anti-nerf. The guys on Reddit have something to learn from you.
As someone that plays with friends, there are some insane MP choices they have made. In the campaign you HAD to be revived by a party member NO MATTER WHAT. That makes sense in boss encounters, but if we are just in a zone wtf? Also even in a party, if you die in a map you can't even be revived. It really seems like they DON'T want us to play MP!
I'd like the mana donut to scale based on how long you're in it. As soon as you step out, it resets to zero. Makes positioning matter without unduly punishing certain builds.
The fear I have with respeccing ascendancy and free skill tree respec (I think current cost after the buff is good) is that people will just all switch to the same builds and there won’t be any variety
Variety is a choice you make, who cares if half the players are playing comet. You don't have to if you dont want to, them doing it doesnt affect you in any way.
Generally agree all around. RE minion timer, I'd like to see it where if more than 50-66% of your total minions (in terms of spirit) are dead, the timer will not reset upon further minion deaths.
nice review. agree with almost everything, except for the boss part. if you put a boss in every map, you hurt build that are not made for bosses. like this (as it is right now) people have more choice in the build and what to do in the game. One thing, would be really nice if they put the travel checkpoint on maps, the backtrack is so boring.
The entire point of the game is to smoke bosses, it’s a damage check and if you can’t do it your build is shit. If you love clearing trash so much go play an MMO
@garonaxel7297 please just stop saying how people should play the game, thank you. And no, the game is not just about bosses, other wise would be a souls like game.
I like the idea of being able to skip bosses because there are builds that rely on corpses and have no boss damage. it’s really nice to focus solely on mapping. If it the boss was near enemies or adds that would help. Or make it so map completion don’t require a boss kill
Diablo 4 competitor rather than a PoE sequal, those of us who enjoyed the more in depth ARPG style with fast pace now have no enjoyable future coming up. if you liked the streamline youd play Diablo 4 if you liked the slower pace and harder bosses, you pick a souls-like If you enjoyed the power creep and faster Pace, its PoE Now the future of the latter is just Diablo 4 clones. and we are all different, some like that but for those like me... its fucking ass and outright boring. now looking to the future of the Genre there isnt really anything for me. I guess just wait for the PoE 1 remaster in 10 years
@@danielpirez381 an old game getting seasons that in the next 2 years will cease. then again as I stated, those of us who enjoy that subgenre of game wont have anything to look forward to, one would have assumed PoE 2 would be clsoe to that. little hot tip for you too trooper, I can bitch and complain where ever I like. Remember my name, you might see me talking shit somehwere else and you wont have to waste your time commenting as youd know I dont give a fuck
There’s a minor QoL feature I would like to see added and curious on your thoughts on it. I wish they would simply auto refill your flasks upon entering town. I can’t tell you how many times my ADD kicks in when going back specifically to refill up, get distracted by vendors, and then die to the boss on my return because I completely forgot to fill back up in town.
I think that Sanctum and Ultimatum aren't good for trial. They were push your luck mechanic but with the use in poe2 as trial, you force players to complete them to get reward and it break that risk/reward loop. I miss the exploration of poe1 lab and the fact that if your build had a harder time with it, you could take it slow and explore more for more buff.
minions getting stuck on doors all the time combined with them dying when you're far away combined with the lack of convocation is the worst part of playing a summoner. Imo apart from solving the getting stuck issues, I think convocation should be a free skill you get if you have a permanent minion, no support, no heal or anything, just teleport all to me
The biggest thing for me, having not gotten to maps yet, has to be move speed. It really sucks getting a pair of boots that are overall better than my current ones only to stash or salvage them because they don’t have move speed. The switch to no move speed in conjunction with how massive some of the maps are just feels horrible. I’d like to see either move speed be an implicit like you said, or give us some sort of out of combat speed boost
The 'Salvage Bench' should disenchant as well. I cannot be the only one thinking this.
Then disenchanting might as well also work as a salvage bench. Would be nice, but it'd make one of the 2 redundant.
the running around, especially in the act3 camp is really bothering
Don't care about that in the slightest. What's annoying is that we can't salvage quality flasks for glassblower shards.
@@bickboose9364They should be combined. It's very silly that they're two different tools.
@@critormiss6084 Agreed.
Ascending should be one of the most exciting things for a player, it’s your first chance to change up the class in some way. Instead I groan when I have to deal with the mechanic.
I honestly think they addressed the pain points in the most recent patch. I like doing them now. They struck the fair feeling challenge vibe way better with the update.
At this point I'm pretty happy with the game. Looking forward to the added content. For $30 what it is now I think its worth honestly. Lots to do in the game, and its very well made.
Fuck trials. I'll do my third ascendency with like 10 levels extra and just forgoe the fourth one completly until it's reworked/fixed. Chaos feels so bad to play, you just take one debuff after another for shit items. And the honour system makes you just waste 30 minutes of your fcking life because of one slip up or because the boss is throwing a million things at you and you didn't have time to learn its pattern yet. Have fun farming the fcking coin again just to learn it some more.
What is excitement to you? While I think both trials need working in I think they really are exciting. It ramps in difficulty and ends with a big all-or-nothing boss fight. I can’t say the same for putting poelab (ily suitsizesmall) on my second monitor and running top right for every difficulty.
It's easy.
@@thepunisherxxx6804I want to love Ascending. Trials are more interesting than Lab, for sure. The Rogue-like nature is neat and I think it could be expanded on in the future for people who want to dedicate their playtime in Trials/Ulti. But so much of PoE 2 is “damn, THIS time for sure!” not being able to try again immediately sucks. When I failed against a boss when playing blind, I threw my head at the problem again and again without a worry. But the two tries I’ve had with Trials resulted in a “yeah, that’s enough Poe 2 for tonight” when a mechanic I had not seen before killed me even though I was enjoying the challenge.
1:02 - Respec Ascendancy
1:40 - Resocket Runes
2:38 - Combine Skill Gems to "Overlevel" for HC to an extent
3:30 - Shift-Click Identify
4:10 - Minion QoL
6:22 - On Death Effects Trolling
7:30 - Energy Shield WITH Grim Feast too OP
8:25 - Charm Issues
10:18 - UI changes
11:25 - Map Bosses in every Map
13:00 - Towers Incentivization
14:40 - Black Maps
15:07 - Gem Slots
15:40 - Strongboxes and Expedition Locker
16:20 - Affinity for Waystones & Fragments
16:44 - Boot Changes
17:05 - Sanctum and Ultil TOO Hard
18:26 - Loot Drops
19:05 - Tiered Items
21:20 - Map Zoom and Map Filter
21:50 Outro
o7
D4 Bad
Respec
@@primetime6a_328 Nah, he's saying you gotta *respect* that Ascendancy choice!
@@bighat4742 You will respec mah ascendensahhh
D4 bad
@@ruibarian5187shut up cartman
One thing i dont see people talking about is to turn off auto-aim , I'm playing monk and oh god placing the Bell and hiting some random mob feel so bad
Yeah, namelocking using the shotgun crossbow skills is pretty annoying as well
The game ABSOLUTELY needs better and dynamic targeting. Trying to hit the right enemy with contagion is impossible and having to let go of left click with high firerate shotgun crossbows feels super unintutive, especially when you're focusing on avoiding lots of deadly mechanics. Just copy Grim Dawn's homework on this, GGG.
how to miss a falling thunder you did take 10s to stack 8 power charge x)
Not being able to change runes is driving me freaking nuts, who tf was the genius lol
Yes that can't stay like that
I remeber before EA, Jonathan was saying it didn't feel like an issue during testing
diablo 2 was the genius
You can remove runes and gems in Diablo2. They're just destroyed. @@seba.4926
GaMe WoUlD bE tOo EaSy OtHeRwIsE
I like the idea of having small bosses in all maps, and having big boss map locations with just a big boss, no map to have to explore. I would not oppose it. I kind of liked idea of not all maps not having bosses in theory, giving you choice of running bosses or not, but way system is right now, if all you do is want to run bosses you can't, you have to get through non-boss maps and that isn't fun if that's not what you want to do. Downside is, GGG will nerf boss drops if they put bosses in all maps, they have said keeping bosses limited lets them buff their loot.
I think not having bosses in every area by default is the correct desicion from GGGs perspective. Having bosses in every map will mean easier bosses with less loot, so everyone can run them. The reason bosses right now are pretty cool is because they are "challenging" and have good loot. Said that, I don't think people that just want to kill bosses had to be forced to run non boss maps either, I would say add a keystone to the boss atlas tree, something like: "Maps are 100% more likely to include a boss, 50% less quantity of items dropped by non-boss enemies". I'm pulling these numbers out of my bottom, but having it as a keystone will make the balancing process easier.
@@germalganisbosses drop the loot. Why would I want to waste my time running maps with inferior loot? Everyone is just rushing bosses and running low tier maps for trash nodes to get to a boss map
All good points! Also what really gets to me is the loading screen on opening the map (by pressing "u" or on the waypoint). why does the map need to load for so long?
I don't understand that one either, and sometime it can take a long fucking time too, and this game's on a SSD too.
And some times instant. This one is pretty wierd.
I also dont understand why we are not allowed to teleport to our hideout with trial/sekhemas waypoint and forcing us to literally go to another waypoint just to do it, what kind of braindead decision was this made by?
On death effects almost made me quit. Losing the map because of something you don't even see due to all the grass or whatever was defeating. With the latest patch it seems to be better.
And there's really good ones if they still want them, like the big round fat guys that explode, making annoying noises helps
The periodically explodes modifiers need to spread out more in a circle around the mob instead of all spawning on you and shotgunning
On-death effects should have an indicator on the floor like any other aoe attack. I mean the rings that build up, before the explosion
Gas Nades ALWAYS cover mobs doing on Death cast and 90% of the time that shit you HK you
Everyone knew that unsocketable runes were garbage even before we played the game. I don't understand the thought process behind this decision
The only reason they should be unsocketable is on corrupted items, that's it.
Because currently I'm not using them to fix res, I'm ALWAYS saving the good ones (defenses/life) UNTIL I get an item that fixes my res's WITHOUT the runes
how do you guys not think it would feel overpowered to be able to runeswap 24/7. Oh this map has burning ground? time to put 3 fire runes in.
giga boring and you should be more careful about putting runes into gear before you have rez figured out.
its ok for things to have weight in a game and for decisions to matter
@@vitas5333 Burning ground is a hilarious example because no matter how much resistances you have, its practically an always skip mod thanks to the 15% hp/second damage it deals. Another thing with this example - no one is gearing like this, 75% resistances is pretty much a baseline for mapping, or more so end game maps in this version of PoE, no one is gonna be reactively swapping out like this, they are just gonna go for 75% all res.
It should just be a bandaid fix for your build early on, then when your resistances and gear are more solid you can swap out the resistance runes for something more valuable like life or chaos resistance.
@@vitas5333 Not sure if you're trolling but
- Changing runes\cores could always be balanced around rarity or a cost to do so as long as the item isn't corrupted.
- swapping runes every couple of maps is annoying so people won't do it too much, and it becomes irrelevant after some maps because item can have 120+ total res from only suffixes
- And unless I'm forgetting something the entire point of socket system is to replace the crafting bench from the first game and to be flex able and currently they are more hard locked than modifiers
@@vitas5333 runes is pretty much crafting bench from poe1, i think its totally fine if you can remove it. It just makes you more flexible with ur gear
Ascendancies should not be as difficult as they are, and the reliance on RNG is very silly fore core character progression.
I shouldn't need a perfect character PRIOR to getting my 3rd(melee lol), and even final ascension.
The only reason the 3rd ascendancy is hard is because we don't have the 3rd trial's (quest) ascendancy yet. The 4th, i genuinely think GGG just wants that to be hard uber content and that's that.
It's EA.
@@mcgruber Yes its EA so the perfect time to give feedback, like OP did!
And now think about Blood Mage where you basically need 6 points to finish a path of your ascendancy
@@janb.6434 yes, but maybe try to think about it next time b4 u wrtie/open ur mouth, as ppl said we are missing 3rd option which with current functionality will give u 3rd one and last one being harder significantly and complain about 4th being difficult imo is bs since for ur build to function at all and needing all 4 of em sounds like build issue. Kind of in a realm of 2nd, 3rd or later builds after u do ur league start farm up a bit and then just blast with new character.
I also would add player collisions from party play should be removed! It's so annoying getting stuck in some areas while in party.
Love the minion section feedback! They are handicapped by the bad AI and collisions in tight spaces.
I also would like them to remove most of the on death effects. I understand why they are in Poe 1 but I believe the Poe 2 design is much different and other ways of challenging players are available.
a choice to reduce animations/on screen affects would be a good choice to have I think.
Party collosion is why I stopped playing with my friends. With all the stupid maps with tight corridor, playing with a monk for example that places his bell in the corridor or doorway traps the rest of the party out. If we had flame dash like in poe 1 I wouldn't mind as much but rolling through the damn thing is near impossible, and led to multiple instance of rubberbanding into death.
My minions like to get stuck in small doorways.
it seems they fcked up collisions in general :D i also struggle as support in party and summoner on my other character, collisions are super annoying
@@hunterbidenshogagreed! one of the act 3 bosses has a crapton of fire particle effects, my laptop was keeping a stable 50C before she transformed and after trying to fight her through the insane stutters from throttling and finally winnning i checked the temps, 97C. and there was no option to lessen the amount of the stuff
I'm surprised nobody has dinged GGG for the continued reliance on external apps and web tools like Filterblade, Path of Building, Awakened PoE, PoEDB, and the Trade website. It's never been a great look to encourage someone getting into PoE to explain how they'll need to open 10+ tabs open at all times and and download a handful of apps to get the most out of their experience.
I was hoping PoE 2 was taking all this extra Dev time to bring those resources into the game (and simplify mechanics in such a way that such in-game tools wouldn't be overwhelming). Aside from the gem system... I'm not seeing the Quality of Life upgrades I had hoped for.
back in the day they said they were planning so people wouldn't need to use such things (specially tft, pob and filters) but i guess with poe 2 they really had to put way more effort into the release of the game than that
@setcamper I agree, loot filter and trade board especially should just be in the game. Don't even want an AH, could work exactly as the trade site does just put it in the game.
@@girthpapi you mean broken every couple of hours because of server stability 😂
@@madsealion3863 currency exchange makes tft pointless imo for the average player.
Okay this is a dumb complaint, no one is forcing you to use the third party tools, they’re made because they do something extremely convenient, but no where in the game is it needed. If you think you NEED it, I got some news for you, it’s a skill issue quite literally if you suck more without them. Trade website I can understand though, that should have the same auction house feature from Poe 1 console edition, it works on there so I know they can do it.
5:08 minions in tower doorways is like in Simpsons when the doctor talks about Mr Burns' diseases
So you're saying I'm indestructible.
Same happens with enemies. They can get stuck in doorway towers or narrow bridge. Making them easy to kill.
LMAO
maybe:
- all maps with normal poe1-like bosses (unaffected by bossing atlas)
- the "special"/more powerful bosses in every tower (affected by the bossing atlas)
no just give us the ability to use the towers to control how many maps are boss maps ... or the atlas tree
my absolute biggest issue is how you can’t zoom out further. I play ranger and get 1-2shot by most boss attacks, not being able to see wtf the boss is actually doing is extremely annoying and also makes it hard to dodge attacks. This is especially annoying when im south of the boss, and he’s hidden behind the health bar.
also extra annoying on controller. if you're too far away from enemies your skills end up shooting right in front of you because it won't target lock on
they said that this is deliberate so that people can't offscreen kill bosses. and tbf most boss somehow feel easier in melee/mid range rather than far away
make your game windowed and stretch it vertically ( till u start seeing a bit of black bars on the sides, then stop, it can't go any further ). you will see more
This. Rathbreaker on ranger with a controller is much more difficult than it should be since your arrows keep targeting the hyenas offscreen down the cliff rather than the boss.
I just fight bosses in mid-close range, usually slightly south of them. This makes them easier to see, I don't have any issues dodge rolling attacks, and certain bosses won't use their big heavy hitting abilities that hit you from far away, so it makes them easier. It's why I took Point Blank on the ascendancy as well.
Best suggestion I've heard for towers from a friend who also does not enjoy them is to help give players direction/agency in the endgame. Make it so you don't need to clear them, you can put a tablet in if you want right away. But if you choose to put a waystone in and get to the top, the tower creates a marker that points to the nearest uncleared citadel so you can actually work towards the damn pinnacle boss without it feeling so aimless.
Yeah, a mechanic like that would be great, maybe not necessarily telling you where your objective is but at least tell you the general direction of where the closest one is, exactly like how Minecraft Ender Pearls work would be perfect.
Also, maybe tablets roll with implicit that allow you to select which objective to look for, so for example a citadel tablet would find citadels.
What about all the gimmicky one-shot mechanics unless you have a super tanky overly defensive build, endgame is a disaster, getting one shot by white mobs from off screen is the worst most idiotic game design I've ever seen. Running anything over tier 7-8 is an RNG disaster. Can say skill issue or whatever you want to say to make yourself feel better about the state of the endgame but it's atrocious. Don't see it going very far for most players after the campaign is over.
Im playing LA with 2k life. Never die in maps.
@@FreeDom-nm5tuI mean that is most certainly a skill issue or perhaps a build issue. To be fair I die a decent amount in endgame but I recognize I lack health and not maxed res yet, and need to get better. But you are pretty much asking for end game to be easy mode where dying is hard?
Perhaps if you gave more specific examples, I don’t see ppl dying from across the screen though
Agree on many of these points, Ziz. As a HC (most often SSF) player, you may not have noticed that in its current state the game really only has one mode: softcore trade. There just aren’t enough ways to address gearing issues without trade right now and that’s not good. It’s made softcore feel like “medium core” and I can’t imagine trying to play SSF in a league right now. We need more crafting/gearing options!
The one portal per map adds to the medium core feeling too
Trade was always OP but SSF is basically impossible. It feels like it would take 100 bases and 300 exalts to make a single good item.
Exactly my feelings! I'm playing a "simulated" SSF because my characters are now in trade just for the currency trade. Mostly buying exalts to slam gear and jeweler orbs that are so rare
The game is really missing middle game crafting atm so reading becomes the only choice. I really hope they add it somehow. I miss my crafting bench
Big true. For starts, just bring back the crafting bench in some capacity. Runes are cool, and I'd actually love to see them fleshed out more (just steal runewords at this point, Diablo doesn't deserve it), but they aren't a good replacement for the bench.
i just really dislike all the backtracking i have to do because maps are so humongous with a lot of dead ends.
100%. I played coop with my son and we both kept looking at each other... going through the campaign was fun but the maps had us just laughing and eventually he started to lose interest and it took a toll on me also.
I've not even done maps I mostly just start new characters and this is my main issue. The checkpoints help for certain areas.
No movement speed can feel horrible during the campaign.
I really hope they create a pure mode for solo/coop that allows some customization.
Specially when everything is rippy and with a single chance. For maps quest progression, I literally skip ALL content that is not completing the map (specially breaches, strongbox, and rituals) and then mayyyybe I come back once I complete the map
They just need to show the elites on the map as soon as you get into the map, then at least we can path where we need to go
@justanormalguy4885 they should have options in the node board imho.
Even light radius... make it so an endgame build can have more fun but keep lot of the difficulty.
@erick_ac I have avoided maps like I said and glad I did. Even in poe1 I just love leveling characters and then not play the game for months, hopefully poe2 has some good seasons but would love more quality of life and options for solo players and those who are playing coop and such.
I quit the game at maps because it was such a bad time. I don't want to feel constantly stressed out playing a game, and one portal with no room for error is a big miss for me.
I plan to stop at maps and just not do them, and instead begin again with a new class. I like the game but it is just too,punishing/Not Fun
Maps are just way to boring not for me anymore
Spawn walk 5 feet, hasted range mobs. Die. That has been my poe 1 and 2 experience that just kills the fun.
A friend and I finally got to maps last night. We were doing decent on the campaign with okay weapons and a few decent armor pieces. First map we got deleted because we got swarmed by 2 rares + other monsters. Second map, I got killed by being on a narrow ramp without seeing a ground effect because of the angle, he managed to finish the map. Third map, i got killed because i was close to a rare that did a big frost explosion and just one shot. He finished the map. Managed to finish the 4th map together, finally. It just felt so bad having one life. Sure we weren't in full upgrades from trade/vendors, but we havent been getting that much loot to actually spend. We thought doing T1 white maps would have been fine coming out of campaign but apparently not.
@@msmopie Thats what im doing right now.rerolling again. Both my highest chars are 71, barely did t2 maps, but the constant stress of not dying is too much. i play poe to relax and have fun, but carefully watching every mob/step i make is not fun.
Movement speed on boots need to be an implicit 100%. When taking into consideration the increased size of maps, the removal of movement skills, the rare hunting mechanic, and activities like delirium it seems almost down right malicious. Having to choose between boots with good stats but no movement speed boost, or boots with max movement speed boost and garbage stats is not fun nor engaging. If I’m being honest give everyone the 30% movement speed buff baseline, and remove it from equipment entirely unless it’s a unique.
Also god damn it I have to do a fourth sanctum run to get my final ascendancy point. Honestly doesn’t seem worth. I’m more than fine with 3 for my gemling mercenary.
It's such a critical stat, u can't even argue that it isn't mandatory
Movement speed is the most important stat in this game given how everything endgame one shots every character.
Here's my very popular opinion: if they keep this garbage backtrack for elite mechanics to complete the absolutely massive map than they need to give us something like: "after running uninterrupted for 4 seconds, your movement speed gradually increases up to an additional 50%. This effect is canceled upon using a skill or when an enemy enters your presence." Especially If i have deli, breach, and expedition in my waystones. Deli wants me to go fast, expedition wants me to be methodical, and breach ends up spewing loot everywhere and takes forever to pickup. I am going back and forth constantly and it does not feel good. great video btw ziz
This is actually one of the best criticisms/feedback I’ve seen that I 100% agree with. I see a lot of complaints about difficulty and normal enemy mob strength and ascendancy struggles that I disagree with. But this, your cooking with this one
See a dash action or your suggestion would be so nice
put the a few of the checkpoint things on each map and let people teleport with them like campaign.
Not having quicksilver flasks and general mobility skills just feels so bad. With how massive the maps are, even with checkpoints. You walk around a lot just trying to get to a damn door.
This is a genius idea.
The tiered item system needs to be the baseline of loot throughout the entirety of the game. Its an awesome concept but relegating it to only sometimes happening in endgame is pretty poor.
Itd help fix the huge unecessary issue of finding what would have been a nice upgrade in the campaign but it rolled the lowest possible modifier tier on 2 of the mods...
They need to aggressively cull low tiers based on item level. Brackets of 3 tiers "high, mid low".
Would help loot feel WAY better. Cause right now it feels terrible.
They did say there would be less but better loot. But right now its just less.
Key phrase here is "what a wonderful base to enhance the game on". This is going to be really epic with tunements. I love it allready.
Fully agree with the vast majority of what you said here.
Biggest issues: ascendancy system, map layouts, certain monster balance, endgame (mapping) feels undercooked. Special note: Consoles **NEED** filters.
Tbh they basically said specifically, endgame was undercooked. That's the biggest test point of EA and was probably the least worked on. Lots needs to be changed lol
It IS undercooked… it’s Early Access.
they did admit that they kinda half assed the current mapping system just to give people something to do while they work on stuff
Console needing filter for sure. Also I am not sure why it keeps happening but there is a high probability of crashing when opening the menu inside the endgame ziggurat area.
Biggest issue: Poe players being the same condescending elitists gatekeeping the many many people who gave a chance to this game
doesn't change the mechanics of them but it would be neat if tower's background terrain actually matched the biome.
I agree,my first mountain tower I was like oooo what's this one gonna look like *toucan flys over the tropical trees again*
17:00 Huge respect for recognizing that you're better than most of the playerbase (not trying to glaze, that's just a fact because Ziz just played more poe than most people) while still keeping in mind that you're not someone who the game should be balanced around, it annoys me so much when I see someone struggling with something (even if it's something as trivial as beating the very first boss of the game) asking for advice just to get a "skill issue" response. PoE 2 is a difficult game there's no doubt about that, the fact that so many people struggle to even START THE DAMN GAME clearly shows that the game is NOT just a cake walk like some of the elitist people are saying. While I didn't have much trouble with most bosses in acts on my very first playtrough I'm also aware that I have prior experience from PoE 1, which allowed me to make some decisions which helped me trough the campaign but I'm not a "pro gamer" by any means, all I had in my first playtrough is a bit of basic knowledge, and quick reflexes. Most new players won't have either of those and will get quickly discouraged if people constantly keep saying "skill issue". Ascending is a very frustrating experience I BARELY completed my 3rd trial and I'm not even going to attempt to do the 4th, because I just know that I'm not going to succeed so I'd rather buy a carry or just not bother with the 4th ascension. Trial of Sekhemas' Honor system shouldn't be a thing in my opinion, it completely invalidates your defenses and forces you to lose just for getting hit too much which is stupid. The only way to lose should be death and Honor needs to either be removed or converted to something that just increases your rewards at the end. As for Trial of Chaos it's just way too random. Sometimes it will just give you build-breaking modifiers and you can't do anything about it besides just taking the L and trying again.
My 2 biggest issues with the game right now are, "crafting" at the moment in the game is just an RNG machine. Shouldn't even be called crafting. I hate that there's no currency to reroll blue items anymore, and theres no orbs of scouring. My second issue is to do with the maps. There are so many narrow hallway maps that are just god awful. I play a monk and palm skills frequently hit the air because there's no open path between me and the monsters if they're around a slight corner. And its just not fun to run through a spaghetti map, TOWERS are one of these, and they're very common, and necessary to run.
Same with Merc, nades and bolts literally never hit targets in narrow places unless you are on top of the enemies (because they don't even approach you, they get stuck behind pillars or sum)
I never thought i'd miss alteration and scouring orbs so much.
seriously playing early game feels like vendor reroll simulator, would be nice if they made a system where we could put in X amount of currency to guarantee a modifier
I think map bosses feel good precisely BECAUSE they're not in every map. If they were everywhere, they'd have to make them less rewarding, which would in turn make them tedious and not nearly as good as they are now.
I do agree that other maps should have something to compensate for the lack of bosses, though. Making them into high density "horde" maps is a good idea.
make 1 mob unique like in poe1 and call it a boss . I know its a shitty solution and mb a little boring but thats fast to implement and gives you some purpuse instead of just kill all yellows
@@myckatina It could be done like these small encounters we have during the campaign. Two rares at the same time, this kind of stuff. I feel bosses on every map would be a bit too much.
What about a positive buff or modifier that carries over to the surrounding nodes on the atlas.
@@myckatina I prefer killing all rares being the standard. If they are properly spread out you're going to cover most of the map naturally while also having a clear goal you could potentially rush, however for this to properly work map size needs to go down and density needs to go up. Map size is an issue in the entire game, which is compounded by the lack of out of combat mobility, but if anything maps have it better since you get markers to the last few rare monsters, whereas in the campaign you need to look for your objective by manually scouring the map.
They really need to do something about the crafting. At this point, there’s no reason to save exalts for crafting. You’re better off just saving your exalts and buying off the market. I’m sure it’s even worse in SSF. Either bring back orbs of alteration or increase the drop rates of exalts substantially.
Adding notes/bookmarks on the atlas (which you can click and they navigate you across the atlas) would be amazing - "Tainted here", "Boss here"
Sounds like I need to get to T13+ maps. Gearing in low maps in SSF has felt tough. I agree with most points brought up, thanks for the video!
I'm currently playing in low maps in SSF, I have a very hard time increasing my resistances and global survivability (I'm playing warrior).
I use all my currencies to try to craft something useful but I always find useless affixes.
This problem is very hard to solve compared to PoE1, we don't have enough tools for it at the moment. Sad thing is that I have a very good hammer for my level and I am doing a lot of damage, but I can't tweak my character for more survivability.
I'm feeling stuck, and it is not viable to die a lot in this game, so I think I will reroll a new character for now ^^
@@noreluss Try gambling more and crafting less.
@@noreluss Low tier map loot is crap. Don't worry by the time you get to T13+ they'll have nerfed it after no lifers have been grinding out 1000s of ex for the last week.
@@ZyICjdUXAHCwLUDHlFk5yFVe I've spent over 1mil on gambling and gotten exactly one upgrade to my gloves. It's crap. We need real crafting.
@@nfefx f the ex i wanna just have fun lul had a c orb drop at level 6 though on hc xd
Pretty sure 1 portal maps will be the death of this game for any sort of widespread appeal. I’ll get used to it I just don’t think 99% of people are ever going to be willing to permanently lose xp, the map to get in, and the boss they wanted to kill in there and want to keep going. Maybe if they remove some aspect of that but I don’t see any world that entire suite of punishment can stay.
I know it's one hell of a peeve of mine, given how framerate tends to choke for me when after loading into a zone you first meet/engage mobs, which usually gets me killed (pausing doesn't help much). It leads to a bit of a loop of going into a map, having the game freeze the moment mobs first come at you, and then hoping you didn't just die and lose everything in that map.
Really hoping they get rid of the 1 portal map thing.
I would guess your right they either need to super tune down just the over all health and damage for mobs or gives us at least 3 portals and for super end game bosses I think they should give 2 or 3 attempts to give a feel for mechanics because they added so many good qol stuff for skills and other small videos but it feels so lame to go to youtube for the endgame bosses so I dont get one shot and have to redo a lot just to try again
@@a22422a yh ikr im playing standard and hc aswell you go through to map and it freeze loads the map or new area then its ok on the xbox x the mobs spawn killing my monk and bumrush the second i start some maps xd this game truly is isometric dark souls but im cool with xp loss i mean. Compared to fromsoft games losing all your xp ,,its nothing to me man im him also dark souls II my favorite
im cool with boss hp . Regen im solo usually for me its just dodge better farm area respec do more dps know when you can exploit attack pattern to counter attack
maybe they make another ruthless then like a easy mode lul with no xp loss and double xp or something really people like choices,6am ideas
I would love if the Gem tab also sorted gems as they do now, but with str/int/dex indexes as well. Having all these different gems tossed into the same pile is kinda annoying.
My idea for ~ 15:30 with the gem tab: If they *need* to limit the slots in the gem tab, just have every catagory have its own limit - like if you try to bank a XII uncut and you get a 'full' notice you can go "hey that means i have enough XII, pog". You'd never oversell and be stuck without on an alt or something.
Please! Like you can only have so many gem variants so make it so you cannot have too many duplicates!
Uncut gem storage is easy, pretty much as it currently is.
2k+ hours in POE1, and i'm struggling in t5-6 maps. I can't touch breaches or rituals, i instantly get swarmed and instagibbed even after the patch with maxed rez even maxed chaos res (Chayula monk). My gear is kind of shit but nothing has dropped or been crafted better for me because all i can run are normal white t4's and even with 2x towers overlapping buffs, i see less than 10ex per day.
Yes! And the issue is that you need space for combos or setup in most builds but you simply cannot have it. They need to make it so these mechanics have:
1) A bit more space where they spawn
2) Literally do NOT spawn monsters at least 4m around you
Rituals are the worst offenders because they spawn in the WORST places.
What build/ class you running? T5 shouldn't be too bad. Honestly there's not much of a difference between the tiers of maps.
Since we only have 2 flasks, I would like to see a way to change what they can do. Any class that solves mana basically have a useless mana flask. As an example, infernalist and anything revolving around blood mage or blood magic would love to see a node or a unique that changes how a flask fonctions.
there is a unique mana flask that does a different effect. i think over time we will see stuff like that more
Convocation = set your 2nd weapon set to 0 minions, press x twice. Minions respawn right next to you.
Thats smart :)I think they will bring back skill from poe 1 in future
I do the same, but as far as I know it don't work if there is enemies around, so only good to unstuck dumb minions
You don't even have to compare loot to D4. We have the most egregious offender which is POE 1. It took a long journey to get there, but in leagues such as Affliction or Necropolis the amount of loot dropped in juiced maps was crashing your client if you accidentally pressed key. You would literally drop 1000 uniques in a single map. I don't think any Diablo game ever had loot-spam of this magnitude.
And while these dopamine hits of 87 winged scarab bombs were nice, I soon realized that nothing costs any money because even very rare uniques drop like candy from a pinata. Headhunter was 5 divine orbs in Necropolis. FIVE.
Other than that, I agree with most things here, as a SC trade player that's in cruel atm. I rerolled off sorc to a deadeye.
ahahaha I love Poe but affliction was laughable. it was really fun for one league but the sheer amount of clicks and items literally being impossible to pick up because of the number of things on the floor was so stupid. sometimes you couldn't even drop things because the floor hit some capacity or something, was hilarious
I feel like the map problem will be much less once leagues start and they have the mechanic of the leauge in all maps.
yes my maps are lacking a lot of league content
@noreluss I was more meaning once we have seasonal leagues it would .ake sense for them to not be as limited as the other functions. If we have so much in maps now they feel full they will feel bloated once season start we have to remember this is early access.
If thats the route they are going that makes a lot of sense, leaving so many blank and just making a bigger pool of events that generate on the map wont feel great IMO especially when league mechanics start sticking around.
Please play as a frost sorc so GGG will see how badly this play style needs help. We have frost walls and frost bomb for dps. It’s been gutted these past two patches and genuinely is in a bad state.
Specially when walls are terrible in narrow maps, they don't even explode well and even worse, they end up BLOCKING where you are tying to go
Sorc doesn’t really feel good at all. I’ve tried many builds and respecing. I’m okay with being a glass cannon but there’s no cannon compared to other classes
@@nicholasgeorge7192sorc is the meta class atm lmao
@@archiewall582 that would be witch
@@nicholasgeorge7192 isn't stormweacer the most popular class atm
Being able to change runes and having a boss in every map would make this game feel so much better hopefully they take these into consideration
I love the gameplay, i love the sounds, i love the effects, i love the campain. For me this is a special game.
The game dev that said players are great at IDing problems and terrible at IDing a solution was either Jonathan or Chris in an interview back in like 2019 I believe.
My #1 issue with the game is the trade system, just let us buy items straight from people's stash. I don't want to leave my maps to sell and I don't want to message people, then wait for a minute or more with a 50% chance of being ignored completely.
It's a terrible system especially considering it's where almost all my upgrades will come from at this point. The reason I'm watching this vid and not playing rn is how awful it feels to buy items from other players currently.
First time? xD
People have been begging for this system for years, we've got the currency trade at least. Maybe in another 10 years they'll figure out how to make item trade possible, but i'm not hopeful.
@@NONAME-ey6qsit's not that they can't figure it out, obviously they can. They don't want to, and never will, clearly stated so many times. Yes it sucks for players, but it's intentional, as it serves 2 purposes: creating friction and time sink in the "upgrading my gear" process, and forcing interaction with other players and their hideouts, so people get exposure to lots of different MTX and maybe want to buy them. It's clever on their part, shame that it comes with the cost of annoyance to everyone who trades.
@@manelbonayaltadill4942 I mean, there are still ways to make it possible within their vision of how the trade should be. I'm honestly fine with the current state of things but I understand the frustration. Buying scarabs/fragments/currency was 10 times worse than trading for items, I can live with having just the currency exchange.
Minions also randomly lose their AI and cannot be moved,. Had half of them do this all the time. And if they go outside of the screen sometimes even 10% off, they will "die" and push the stupid respawn timer. Whats WORSE ABOUT THIS IS YOU CANT USE THIS TO TRIGGER CAST ON MINION DEATH. They somehow literally made repawning minions WORSE than in poe1.
One death and you lose your league mechanics should go bye bye. Im sorry GGG but the endgame becomes useless if you die once. Not only that but we should be able to have them on every map just like you had in poe1.
get good
@@ripcord6721grow up
Gatekeeping the one thing you can do good in your life is crazy
@@ripcord6721 get good? Im in t16s, killed the arbiter. How about you get a life lol bad game design is bad game design.
MVP comment
"map bosses in every map" This, so that i would not feel bad running maps without any node on it.
"I don't like mechanics feeling like a chore" This is exactly what people hate about trials Ziz. You didn't get it in the maxroll podcast but to everyone else they are a necessary chore for your ascendancy. I don't even hate them as I enjoy farming them for gear but needing them for ascendancy sucks ass.
Edit: I shouldve finished the video l.lmao xD
They merged the two which Is cool I guess but really need to chill for the ascension. Honour in that one is horrible.
You do it once and you forget about it. These crappy towers you will have to do over and over, 10s of them per day.
Very good vid Ziz, many great points. FYI the reforge bench is 3-1 tool aswell. Delirium "oils" upgrade to the next tier by placing 3 of the same in, same goes with breach but you get a random outcome.
The number one issue for me is the absurd one attempt per map. Utterly insane.
Can you go back to empty inventory atleast?
@@CL-ty6wp Yes, you can still use your extra portals to haul back loot/trade/whatever else you might need to do.
I like that. But it shouldn't wipe the reward off the area, and waystone drops need to be buffed hard.
I think it is amazing to have one attempt per map. Makes survivability actually matter.
@@aeggeska1 Then play hardcore
Not only minions and towers, looks like almost every map have too many obstacles. I'm constantly fighting with environment instead of mobs as Monk, even though movement is inherent to Ice Strike. Meanwhile mobs are showering me with projectiles
Have Gems function the same way Support Gems do, but have them automatically change to the lowest equippable level based on Attribute and Player level requirements.
That way you can have a 15/20 Ice Strike gem, and when you equip it on a level 24 character it provides the stats as if it was a Lv7/20 gem.
This way your 80 Lv15 Uncut Gems can be used on Lv1 characters.
I like this idea. Especially since as u lv up ur gems, it overwrites the equipped one. So if you go lower in attributes, you have to find a lower lv gem somehow.
Here is my current thought on POE2: It is far LESS than the sum of its parts. There are many games where the individual components are not spectacular necessarily but it all adds up to a great game. POE1 is an example. But POE2 has so many fantastic elements that find myself amazed that it all adds up to something that is not all that great, and really not all that much fun (at least for me). Certain things sound SOOO awesome in POE2 but the reality is far off the mark. The uncut, no gem links or gem color system sounds super awesome, but it is one of the weakest elements of the game. It feels super limiting, and "gamey" The fact that gems do not level crushes the feeling of progression and increased power and the reworked support gems just feel lame. When will GGG realize that a positive accompanied by some negative is basically never fun.
Dodge roll Hate it and almost single handedly ruining the game for me. First, like gems it sounds cool but plays terribly. The promise was that they add a free on use dodge to better control damage but we did not realize that for that super slow evasion mechanic we lose all the cool movement abilities which actually makes POE2 feel like a much LESS mobile game. And designing EVERY boss around the dodge roll mechanic is just not fun for me. I dislike dark souls so that probably shades my opinion but I am finding the bosses LESS engaging than the bosses in POE1.
I HATE the feeling of progression in the game because there really is no feeling of progression. A lvl 20 character largely feels like a level 3 character which feels like a lvl35 character. In fact the game plays like it has Diablo level scaling and I hate it. In POE1 you always feel more powerful. You literally feel more powerful every single level you get. It's awesome. All that is gone in POE2
The passive skill tree is horrible and just feels like a complicated chore rather than an integrated strategic element of your build. Again removing "mandatory" life nodes seems awesome in theory but that balance between life and power in POE1 is what makes it so compelling
Who's bright idea was it to take probably the 2 least favorite mechanics in POE1 and make them mandatory for ascension. Again hearing that you no longer had to do the labyrinth was awesome but the reality is that it was replaced with something far far worse. Poll 100 players and I bet 90 would take back the labyrinth system for ascension in a heartbet.
POE1 was difficult to get into because of obscure systems with no help in game, terrible UI design, and unneeded complexity, but POE2 just feels penal and harsh and especially annoying intentionally. It almost feels like GGG is trolling us with so many of the design decisions.
The level of design quality and graphics is exceptional are the skeleton of a great game is there but for me it is just not hitting the mark at all.
I agree that progression should be XP based. That is a given..the player needs to feel in control. Once you RNG power they are removing control from our character. Again Johnathan said they would never take control of our characters, so he lied.
I'd like to be able to buy gems from vendors for gold, sometimes my stats are literally bound because I run something like grim feast but because I don't have a level 10 specifically i am forced to run a level 13 grim feast, yeah its less survivability but i could get stats on tree and change stuff around to give me better qol for passives.
Yo Indoor maps are S tier
Signed
- everyone with pierce and wall chain
The main reason why I stopped playing PoE 1 after trying it out for a while was the fact that you couldn't experiment with builds yourself without getting punished. You either had to follow a build or risk bricking your character and having to start over.
When I heard that you can respec in PoE 2 I thought that my no.1 issue has finally been fixed. Almost 20 lvls later I realize that my build is not good enough so i have to respec only to see that it will take all my gold.
In the end, PoE 2 has the same problem as PoE 1: you're being punished for experimenting in a game all about build crafting.
Sadly I agree with this. It’s not a completely unreasonable amount of gold to respec but the amount certainly doesn’t foster experimentation or taking chances with builds. I hate the idea of following a community build, I almost feel like someone else is just playing for me
Yet thousands fail with the exact same build they are copying from a UA-camr or streamer and complain about not making it farther than X so. May just be an ego thing
They added gold respecs to PoE1 too you know. But the cost was so bad no one used it. We saw this from a mile away.
Lol conplaining bout that on al lvl 20 char is really not thought through all the way to the end.. you can do csmpaign + cruel basicly on the most fucked up char with ease and things like beetle or mapping allow for quick gold farming to respec, wich has been nerfed by 50% in addition. I think this is complaining on a very high level.
Just my 2 cents
I mean they JUST cut the cost of respecing, and even before then you were nowhere near the level of bricked you would have been in poe 1. It's night and day imo.
Convocation hack, have a second weapon set with no minions. If they get stuck you just weapon swap to make them spawn on you.
I feel like a lot of the complaints would die down if everyone knew what the rest of the game had in store. i get the feeling a lot of stuff is kind of bunk or blank because there are still things that have to come out that may affect how that mechanic/skill/choice/etc plays out once the full game is released.
A good road map with what we can expect to get on full release would quiet a lot of the rumblings I believe.
One change i would consider for the skill tree is that the small Attribute nods could be interchangeable for a fee, without having to respec the whole line to that nod. This could be of great help especially for leveling early, where you change your gear more often and could potencially be stuck with an item just because of the Attributes.
They were. Since the launch.
@@arieltavitian9892 This is already a thing my guy haha
What’s awesome is we know GGG is watching all of these reviews, and actually listening to feedback. A very unique strategy in the gaming industry 🤔
They could have also just made an enjoyable game.
@ They made an amazing game, and it’s on early release . There’s always going to be minor issues in an ER but GGG has been responding to players and making updates. It’s awesome and isn’t something you see very often.
@@snaxximan5737it's still topping every chart with all positive reviews. Go back to d4
They could have also listened to the people who foresaw these issues over a year ago at exilecon, when they were criticizing GGG for removing the crafting bench, movement skills, etc..
Now we have massive gearing struggles due to the lack of budget crafting the bench offered, people getting swarmed with no counterplay and massive zones that are a slog to walk through thanks to no movement skills, and other retarded decisions like 1 portal maps and ascendancy being locked behind sanctum and ultimatum of all things.
I hope not. It they listen to community it will be the same thing as with poe1. From strong good game to ez diablo3 clone for kids.
Honestly I’ve been finding the skill tree boring as well it’s more of an illusion of choices
I would have liked to see them prioritize bringing certain builds UP before trying to hammer other builds DOWN. Some things like the cast on X builds that were crashing servers and playing themselves, sure nerf those. But them prioritizing nerfs over buffing classes that are unplayable just feels like they have the wrong intentions at heart. Like id rather early access first be brought to a point where EVERYTHING is overpowered, then they start nerfing things steadily.
They couldn't do that because people lose their minds at a 5% damage nerf in just about every game. It sucks for us but it's the right choice to start low and build up
It's a test stage. Strong builds are not getting nerfed, broken mechanics are getting nerfed.
@@danielpirez381 "broken mechanics" like arsonists spirit reservation being changed? how is that a broken mechanic? that just a plain old nerf. I'll be the first to say it needed to be nerfed. I would have just liked to see them buff the unplayable things to a better state before they start doing simple number nerfs on other things.
Thank you for these criticisms to the game. I hate these ego gamers auto replying git gud when the little guys criticize the game. Like, all of these problem are true but it just gets drown out by “nahh your wrong, ignored”.
Grim Dawn has a great system where you either destroy the item and keep what you had in the socket, or destroy the socketed item and keep the armor/weapon.
A small bug with Minions - I think this happens with every Bone Offering - if you haven't got your cursor hovering over a minion, the skill will still cast, use mana and go on cooldown, but the offering won't actually appear or be active.
I must be the only person alive that likes the ascendancy. I love how challenging it is and really feels like a milestone when you complete one and get those passive skill points. So rewarding. I do wish they’d give you move speed bonus when outside of combat for a couple seconds so backtracking while mapping doesn’t feel so slow, literally the only complaint I’ve had about the game besides server lag issues. I think combat and difficulty feel amazing best I’ve ever played in a arpg. Actually having to pay attention and dodge certain attacks even from normal mobs is wonderful(maybe they could make some of the animations and telegraphs a bit more noticeable as I think that is a big cause of frustration for people not the actual damage output of the mobs). Over all a 9/10 for me already
i feel like its ok for the 4th ascension to be something really hard because at that point its mostly a min/max thing ... but 1 to 3 should be easy to build char power
melee still sucks at lv3+
@@toukoenriaze9870 ok my personal experience 1 and 2 wasn’t too difficult. I will admit that 3 was a huge spike in difficulty
@@toukoenriaze9870 I think when acts 4-6 come out the 3rd point should be easier as there will be a quest version for the 3rd method.
Not the only ones. Timmys hate it, I loved it.
A potential solution to the problem of not having a boss in every map would be to make bossless maps unlockable with a notable on the atlas passive tree and make it accessible fairly early on
"this is the worst state poe2 will have ever been in"
I would not take that bet
In b4 another lake
@@soulstealer5625Lake was still heaps better than anything POE was in its first year..
Good solution for towers would be to actually provide a chest reward at the end. One that has increased loot depending on how fast and how many enemies you kill till you find the stairs.
Trying to do 3rd round of Ascendancy with warrior even after changes is AWFUL especially cause I’m on PS5
my main problem with minions is that dying is an expectation and so building a revive time IS MANDATORY instead of just being a pity mechanic
If hardcore exists how is dying a mandatory mechanic
@@Avenger99 MINIONS dying
The runes resocket option you mentioned @1:40 is how Grim dawn did it, no?
GGG should reintroduce the skill gem leveling system into POE2 and tie the number of sockets to the level of the skill gem. It would really help fill in the gaps during progression when you don't get many item upgrades and rewards players for efficiently farming XP to a certain point.
Or make it a mastery, using a skill should make you proficient with it so any skill gem of that type gets a bonus in something with benefits from your mastery level. It's similar to PoE1 gem system in that it would require EXP to balance it, but in this case your CHARACTER would carry the benefits, not the gem, kinda like how Albion Online handles their skill tree.
A simple example would be something like "+5% increased fire damage with fire skills gems" upon unlocking "Fire Gems Mastery I" , or "Fire Mastery Tier 1". And of course, you could make them specialized for every single gem but I feel like big groups would be better, so one for each tag on the skill gems (fire, cold, lightning, projectile, melee, etc). And you would be expected to have them maxed reaching maps and ending campaign (so at around lvl 65).
The only issue would be having less power when you are "new" to the Mastery, so what if cutting gem skills of certain tier allowed you to set your minimum mastery to a certain tier? This way you wouldn't start from zero but from the "standard" expected power level.
Hell, you could even make it a "mastery tree", where you could spec the "mastery points" wherever you need. This would be extremely casual un-friendly though, but there is room to do a lot here.
@@erick_ac Terrible idea..
I don't like the idea of buffing low tier map loot and nerfing high tier maps loot. The reason is that not everyone is running super juiced T15s, I like to alc and go T15s and not having to waste 10 minutes setting up zones before I actually do the "good maps". Alc and go T15 loot is not juicy by any standard and if they nerf it further, it's just not viable anymore and I'll feel forced to juice my maps which I just don't like.
you can ctrl+left click on the NPC, Doryani, to identify all the items in your inventory.
game is a good base only if it stays PoE 2
the more they lean towards PoE 1, the less appealing the game becomes
- trials: they should be replaced with a proper lab like mechanic, stop with RNG, i want to ascend, test my skills as a player playing an ARPG
- maps: boring, too spread out, no objectives other than wandering around, that's where you need to put the rogue like mechanic, in the endgame, not in the ascend process
- endgame: boring PoE 1 zoom zoom, campaign felt like PoE 2, endgame feels like a massive downgrade
- boss: they are too weak, watching people kill them in under 5 seconds in maps is so sad, you are in the PoE 1 / D4 territiry, bosses in PoE 2 should be the thing that sells the game, and it only works in the 1st 2 acts, then it becomes false advertising
- balance: lol, there is no balance in that game
- skills: monk = best designed class in the game, everything else is either too much PoE 1 like, or too generic, go watch the new class Deadeye in BDO, yeah, right, GGG you got a LOT of work to do, don't slack off now
One of the best in-game tutorials they added were the gem videos. I think they should add two other things similar to that:
- a bestiary of select monsters, the ones that have distinct base attacks/skills, like the river hag for instance. Videos would show what those attacks/spells look like, what damage effect it has, and if the monster has any implicit resistances etc
- a video catalogue of select monster mods. If a player dies to a rare and they hover-over the mods, it would feel encouraging that they could immediately look up those names in-game and understand how volatile crystal bloom, etc, behaves
The monster mod catalogue sounds good.
dont know if you know this but you can learn all of this by just playing the game, crazy concept but very doable
@@David-ry4rcmaking the game feel less like a chore to learn isn't a bad thing.
Good feedback. One I havent heard from anyone - In couch co-op or duo multiplayer allow rezs to occur more easily during a boss fight. If someone dies in duo its almost impossible to rez an ally. Its faster to just restart (and bosses have double HP so its bit of a struggle for the remaining player to finish off the boss).
NPCs get stuck on each other, too. It's not just a minion problem. Watch mobs in tower or augry, they also get stuck.
Yes! And some skills behave terribly in corridors, for example any wall-creating skill (ice, fire, bone, etc) creates a really really reeeally small fraction of the wall that makes it essentially unusable
Gotta remember that ascendency is likely going to change when we get the third trial. We'll likely be able to get 3 of the 4 ascendancy points easily, I don't mind if the 4th is behind some kind of challenge.
PoE 2 has potential to be a very good ARPG but a very bad Path of Exile game. It’s not ever going to be for us older players and that’s fine. They’ll keep supporting both versions of the game to keep everyone happy.
Sanctum was designed for PoE 1 builds, speed and movement skills. It was an amazing league that promoted fast, zHP builds with a billion dps.
A mechanic designed for PoE 1 does not translate well to PoE 2. They should have just remastered Lab.
That's how I feel there's not really any depth to the systems in the game and alot of the game just feels like a worse poe 1 experience not really different enough
Hey here's a thought for no content maps. What if they contained mirrored versions of the in map content you get in the campaign? LIke the treasure rooms with hidden switches to get to loot, the in map vendors, or even the mini quests, like collecting the mushrooms for quality flasks or grabbing the vaal artifacts that you vendor for gold? I think it would make the maps feel alot less barren.
The not being able to respec ascendancies is whats made me quit for now, i've leveled 4 characters 2 being above 90 and the other two 80 and 75. i just dont want to go through the campaign at all again for now takes way to long (after doing it so many times). so not being able to swap ascendancies kinda really sucks a lot when i want to try other builds out that ive seen people play that look cool but have to lvl a new character through 15+ hrs of campaign.
In my opinion its also pretty overtuned, that when you get hit, you kinda get stuned for half a sec and loose your cast/attack.
If there're a few mobs hitting you its almost guaranteed that you will die.
Thats actually just the stun mechanic, and you can use passives or gear to mitigate it.
just thought i'd add, when it comes to ascendancies, i've seen people saying it should be hard or challenging to get ascendancies. To this I say so many builds require the ascendancies to even function and i'd say most people play this game to play specific builds. Making builds not function till Tier 14+ or even lvl 90+ is a bit extreme and I'd like to see them in a similar state to POE where early maps you can get your fourth an play the endgame maps system with the build you'd intended to play.
"ES is pretty balanced if you remove Grim Feast"
Me, sweating bullets looking at my Eternal Youth Pathfinder...
"Yeah, yeah, it's, uh...fine."
is anyone calling for removing grim feast???
It was great to hear a player talk who was concerned with the balance of the game instead of only their own build and anti-nerf. The guys on Reddit have something to learn from you.
As someone that plays with friends, there are some insane MP choices they have made. In the campaign you HAD to be revived by a party member NO MATTER WHAT. That makes sense in boss encounters, but if we are just in a zone wtf? Also even in a party, if you die in a map you can't even be revived. It really seems like they DON'T want us to play MP!
how the christ does this guy have 18 arsonists after the spirit increase
visual bug he has way less
Bug, he doesn't actually. Randomly it'll bug out and pretend you have double of everything you have.
I'd like the mana donut to scale based on how long you're in it. As soon as you step out, it resets to zero. Makes positioning matter without unduly punishing certain builds.
The fear I have with respeccing ascendancy and free skill tree respec (I think current cost after the buff is good) is that people will just all switch to the same builds and there won’t be any variety
There is already no variety, aside from there isn't much to go with, everyone play meta
Variety is a choice you make, who cares if half the players are playing comet. You don't have to if you dont want to, them doing it doesnt affect you in any way.
Generally agree all around. RE minion timer, I'd like to see it where if more than 50-66% of your total minions (in terms of spirit) are dead, the timer will not reset upon further minion deaths.
nice review. agree with almost everything, except for the boss part. if you put a boss in every map, you hurt build that are not made for bosses. like this (as it is right now) people have more choice in the build and what to do in the game. One thing, would be really nice if they put the travel checkpoint on maps, the backtrack is so boring.
The entire point of the game is to smoke bosses, it’s a damage check and if you can’t do it your build is shit.
If you love clearing trash so much go play an MMO
@garonaxel7297 please just stop saying how people should play the game, thank you. And no, the game is not just about bosses, other wise would be a souls like game.
I like the idea of being able to skip bosses because there are builds that rely on corpses and have no boss damage. it’s really nice to focus solely on mapping. If it the boss was near enemies or adds that would help. Or make it so map completion don’t require a boss kill
Diablo 4 competitor rather than a PoE sequal, those of us who enjoyed the more in depth ARPG style with fast pace now have no enjoyable future coming up.
if you liked the streamline youd play Diablo 4
if you liked the slower pace and harder bosses, you pick a souls-like
If you enjoyed the power creep and faster Pace, its PoE
Now the future of the latter is just Diablo 4 clones. and we are all different, some like that but for those like me... its fucking ass and outright boring. now looking to the future of the Genre there isnt really anything for me. I guess just wait for the PoE 1 remaster in 10 years
Poe 1 is still getting seasons, we are giving feedback to improve the game, not for bitching.
@@danielpirez381 an old game getting seasons that in the next 2 years will cease. then again as I stated, those of us who enjoy that subgenre of game wont have anything to look forward to, one would have assumed PoE 2 would be clsoe to that.
little hot tip for you too trooper, I can bitch and complain where ever I like. Remember my name, you might see me talking shit somehwere else and you wont have to waste your time commenting as youd know I dont give a fuck
@@a_turn_of_events8390 Why would you assume something the creators specifically said wouldn't happen?
Room temperautre IQ right there.
There’s a minor QoL feature I would like to see added and curious on your thoughts on it.
I wish they would simply auto refill your flasks upon entering town.
I can’t tell you how many times my ADD kicks in when going back specifically to refill up, get distracted by vendors, and then die to the boss on my return because I completely forgot to fill back up in town.
I think that Sanctum and Ultimatum aren't good for trial. They were push your luck mechanic but with the use in poe2 as trial, you force players to complete them to get reward and it break that risk/reward loop. I miss the exploration of poe1 lab and the fact that if your build had a harder time with it, you could take it slow and explore more for more buff.
minions getting stuck on doors all the time combined with them dying when you're far away combined with the lack of convocation is the worst part of playing a summoner. Imo apart from solving the getting stuck issues, I think convocation should be a free skill you get if you have a permanent minion, no support, no heal or anything, just teleport all to me
No map boss in every single map. I like how map boss rush is a unique mechanic finally and rewarding
The biggest thing for me, having not gotten to maps yet, has to be move speed. It really sucks getting a pair of boots that are overall better than my current ones only to stash or salvage them because they don’t have move speed. The switch to no move speed in conjunction with how massive some of the maps are just feels horrible. I’d like to see either move speed be an implicit like you said, or give us some sort of out of combat speed boost