My take.. a lot of POE1 players are complaining... is exactly because they will face a game for the first time without a buidl pre made and given in a silver plate for them. They fear facing the unknown and having to solve the game themselves.
This excited me quite a bit. I am probably going to have to avoid build guides for PoE2 on every platform. It will be fun to explore the unexplored. PoE2, unlike PoE1, hasn't been completed and won't be for a while.
I can't wait to go in blind and explore poe2. I just don't want to play a souls like slow movement arpg. Hopefully that's not the case, we haven't seen endgame only campaign, but I think this is what most poe1 players are concerned about. I do think the concern is overblown, but not unreasonable considering what we've seen so far. I hope my first campaign play through take 15 hrs, but from exploration and not fram slamming my head against a wall 😅
Absolutely. My brother and I are just super excited to get in on the start of a new game, as opposed to coming into POE1 when we did, which is just like 4 leagues ago...
About the flask system thing, I commented something similar on reddit as I've always been thinking about it since they added tinctures in the base game. I wish they could expand this idea more on poe1 as beta test and rename the 5 flask slots to "accessory slots" Flasks and tinctures now count as accessories and they can add so much more new stuff and Item type like integrating the affliction charms as accessories. This opens up lots of flexibility and will allow us to mix n match. After all, this is poe. Want to stack passive effects? Stack 5 charms in exchange of flask power. I dont even think 5 charms will be broken if you are losing 5 flasks. Flasks are very powerful, and in order to stack charms, there must be heavy tradeoffs. Want to abuse warden? 2 tincutes + 3 flasks or 3 charms. Want to abuse mageblood? 4 magic flasks + tincture/charm. This idea also makes MB not the defacto BiS belt while keeping its power the same. Right now, unless you are using a specific unique belt for a mechanic, MB is always the BiS belt and it makes rare belts kinda obsolete for high investment chars. They can even add cooldown based thrown accessories/grenades for utility. For example, want to freeze a whole pack of pack of monster on emergency while being a pure phys marauder? throw a frozen concoction, this will have a base cooldown of 10 seconds but mods can either lower the cd, add charges, increase aoe etc. How about a pokeball like accessory that allows you to summon a Einhar captured beast for 10 seconds to aid you with 40s cd? So much possibilities and design space here.
12:34 I can tell you straight up I will never touch POE1. I and many of my friends feel like we missed the boat. When they announced POE2 as a separate game, we all got hyped because we can finally get into it. My guess is there's A LOT more people like that than you realize! Great pod -- looking forward to more eps!
No distinction between spell and attack damage is one of the best changes they are making and it gives me full confidence poe2 will be amazing because design philosophy is there.
@@blackomega34 Poe2 seems to just be more about what is happening on the screen and communicating to the player what does what and letting them figure out what to do with it rather than some obscure mechanics you will only discover by chance after 200h or watching loads of yt tutorials. Some people probably enjoy that, and for them poe1 remains alive.
On the deafault attack conversation, I can see it work in order conserving Mana consumption. That video of the Sorceress fight that took nearly 10 minutes had to use the default auto attack (Fireball) was beneficial in conserving mana. Otherwise she would have run out in that fight. Longer boss fights require careful mana consumption or you'd just spamm skills like we do in POE1. Wether or not it's feasible for melee characters, we don't know. I think that's why they mentioned they could be supported by support gems.
Dreamcore has not watched the ziggyd interview Default attack is just another addition to your skill rotation Considering you can't leave boss fights, via portal, and come back to the same fight You need default skills lol
I’m willing to pay a full AAA title price tag for PoE2 simply because it’s such an incredible game and we also get some goodies for it as a supporter (:
@@tiagodagostinisuch a dumbass take. The entirety of ALL of this games content is completely free. I've put over 1300 hours into poe, I'd feel like I'm robbing them if I haven't bought into supporters packs by now. Expecting them to put ALL this work in, over all these years, just to make 0 money because of dweebs like you would mean we'll never get more games from ggg in the future, and both poe1 and 2 would be dead after a month. Christ. They need SOMETHING that makes them money
@@tiagodagostiniearly access behind an active paywall?! Yeah, no buddy, that’s a strategy reserved for the blizzards and ubisofts out there. Gotta be a seasoned veteran for that dogshit monetisation scheme
@@Toxickys I have almost 500 hours in PoE 1, but like they’re saying people don’t even want to touch PoE 1 because how hard it is, but they do want to play PoE 2 even though they never played it. Just by the way it looks, I’m so hyped ! Let’s stay positive here please 🙏
You guys have a great dynamic. The bottom guy (Dreamcore? You really should label their facecams) is very argumentative in a good way. I appreciate having such a point of view so it doesn't just became an absolute glazing fest.
For passive vs active block, the thing that makes the most sense to me in PoE1 terms is that passive is 360 degree but has a block cap/mitigation percentage closer to like 60%, then active block is mechanically like a short duration buff reducing the effective angle down from 360 to like 45 degrees and giving a +30% bonus to block chance and mitigation.
What an amazing podcast! Lots of great discussion! The hot takes at the end were interesting to hear. I also shared Sylver's concern about rushed adaptations of previous league mechanics. I also agree with Dreamcore's concern about too many hotkeys. I was thinking an alternative solution would be a combo building system with skills, like the combat deck system in Absolver (it's like build your own fighting game character). So instead you can have only 2 to 4 hotkeys which have branching combo paths, or even chording to chain or trigger different skills.
Thank y'all for having the deep conversation about flasks, they have been hugely important for me in POE and ARPGs in general and exactly like you said Tri, they are quintessential to ARPGs. The absolute COOLEST thing to me when I first found POE was what they did with flasks, and the first time I seen a unique flask I was losing my mind over the game. Though I do like your idea of having some of the flasks as skills instead. I'd be okay with some sort of middleground there. I think there's a massive lack of variety when it comes to skills that can heal.
The more I think about it, the flask system should just be one button. You can buy a mana+health potion or craft it. But you could also craft/buy something very different in case you specced into mana/health recovery and you don't need those crutches. There could be all sorts of modifiers available to complement the weaknesses of your build, from vendors or from crafting.
With PoE 1 getting Tinctures, I feel like that indicates the team cooking up new things to put in your belt other than elixirs. If I have a rock that I stick in there that just gives me a flat 500 armour, but now I don't need to push a button, I'll take that over a 1500 armour flask that I have to push all the time. I'm guessing we're going to see things like that, where we get a lot of different options.
Flasks could be changed to alchemy, they become consumable items but we can unlock recipes like with the crafting bench and different combinations of items make different potions. I'm in favour of changing blight to incorporate something like this. Harvest is another potential candidate for this change. Maybe take heavy inspiration from the witcher with this, so one of the types you could craft makes you deal bonus damage to a certain enemy type; undead, beasts. Another might make your blood toxic to enemies so as you're taking damage it's covering enemies in a stacking poison. Bombs could be another option for this. Oils for your weapon, so you can add flaming damage to your weapon, or electric, or poison etc. Basically keep 5 slots, but drastically expand on what you can put in the slot; traps, mines, snares, potions, maybe flares to blind enemies. It could be used to achieve effects you otherwise can't achieve via the tree or gear, fill in the slots, but increase the player agency and choice. Maybe take inspiration from baldurs gate 3/divinity original sin. A flask for water, or blood, or something that you can throw and then combo with abilities like electrifying the water. Trophies, perhaps one of the slot can be a craftable trophy which is from beast crafting. Currently we have the morrigan which is particularly rare, what if there's a recipe which allows us to craft a trophy using a beast and then it gives you a huge bonus vs beasts from the wilds, the deep, the sands etc. While you wear it, if you're wearing the vivid vulture trophy any deep creature is intimidated by you. These slots don't need to be flasks, they could be anything, permanent or consumable. They could be chase items in their own right and can drastically increase player choice. Currently headhunter gives us certain buffs you can only attain via headhunter, like soul eater or the teleporting one. There's also the enchanting table which gives you envy and wolves. There's definitely room for items that can fit into the 5 slots for flasks that give similar effects. Throwing weapons could be another extra for the slot. Either consumables like broken glass, kunai, daggers, tomahawks. Or an even more interesting option of making your offhand weapon set be throwable and when it lands it unleashes the abilities that's slotted into it, like a frost nova, so that further increases utilising your abilities and an offhand throwable with 6x level 20 gems would be huge damage. I know I'd love this when I'm dealing with an enemy that constantly runs and I'm melee. Pets? Rather than being a cosmetic only thing, maybe make pets a viable option for one of those 5 slots. Another option to improve beast crafting. All the creatures in the game could have a signature passive or active ability that can be used. Also... You're talking about what is the point if I can automate an immunity. What if immunity was on the tree? Maybe between maurauder and templar there's bleed immunity and so on. Currently 2/12 will be DEX 2/12 will be DEX/STR (the classes). What if they made it so there was a fitting immunity to fit somewhere in the middle of your pathing as a keystone, and then it's another thing you make a choice on as a defensive layer? A witch is unlikely to be immune to bleed but maybe is much easier to get poison or corrupted blood immunity thematically. Then the rest of your immunities can be picked up via gear either as a given mod or crafted, or pantheons. What if once you have a certain amount of resistances you become immune to the ailment of that type, I don't know enough about the current state of how ailment resistance works but that makes sense. If you're capped on fire res, you shouldn't ignite. If you're capped on chaos resist you shouldn't be poisoned. What about if they made it tied to armour type, so if your armour is fur it's less likely you can be frozen. There's loads of ways they can address immunities I think. Once thing I think they can play around with is the dodge. Maybe allow you to add support gems to it, like dodge + phasing for a few seconds. Kind of like in Hades where you can get different boons and run a dodge build. The same for what sylver said about auto attack and what Tri said about active block... Dodge, Block, Auto attack, all of these have potential to have their own support gems. Like ice or tempest shield, when you hold your shield up ACTIVELY, when an enemy hits it in melee, a shock explosion. Or perhaps you make a bubble which prevents projectiles, it slows your movement but allows a safe approach. Or maybe it's like a rage shield, where the longer you hold the block the bigger the retalliation explosion will be which can clear trash mobs? The same for a basic charged attack; you have a huge hammer, you see a wave coming towards you and then you unleash a type of slam attack (but its still basic) I dunno, tons of possibility.
I think what they wanted was to have different skills on different base types, since we've seen staves or wands have like fireball or the channeling thingy. also they did say if your auto attack is single target it will do a lot of damage. and you probably won't be playing a pure slam build as efficiently as a build that also has a single target attack, so you actually might want that auto attack to be your single target dps fallback where you put your buffs/debuffs and then leapslam and start whacking a tanky boss.
My hot take is they should remove random (textual) modifiers from magic and rare monsters in PoE2. Things maybe like the Mana Siphon ring are fine since they have a strong visual component, but otherwise, the abilities and characteristics of a monster should be implied by the monster itself, and be intuitive as much as possible (e.g. cannot leach from skeletons; fire monster is weak to cold and resistant to fire, etc). Modifiers are hard to read and also remove monster identity. If there are text modifiers, then it should only refer to their innate characteristics (e.g. crit resistant) as opposed to randomly added. I realize that monster modifiers are an inexpensive way to add content to the game, but really they should just be creating more monsters that fill the gaps. Also, there should be a codex where you can learn about all the characteristics of a monster after you discover them.
I like your take on that one. And i feel like unique enemies should be the strongest enemies, not like in poe 1 where 1 rare 5 mod essence spider could solo all Ubers by itself.
Early launch for everyone is a double edged sword of sorts, as first impression is the key and if first day, days etc. will have login or server issues that might be a really bad situation in comparison with seasoned players who actually expect such a thing and will be fine overall as it's basically a test. So even couple first days for existing old accounts would be way better strat rather than going all in with free for all beta first day experience.
With skill gems out of gear this opens up room for other socketable items for gear this could be used to solve ailment problems could have gems that gives ailment effect reduction or rare ones that give immues like bleed and these sockets can be used for standard stuff like D2 gems like life mana armor and stuff would also be cool to see a POE 2 version of D2 runewords so bassicly collect a base item with sockets add runes to create a unique item so it could be a more fun way to target farm items
I only played poe 1 in beta in 2012 or 2013 but I had fun just never got passed maps but I have been so excited for poe 2 since they showed it off in 2019 or 2020. This launch is going to be an event gamers will remember GGG actually cares about it's game.
i never got past the campaign i was half way through struggling with my weak build i made because i didnt follow any guides im hoping to get further into poe 2...plus i didnt like the outdated look of poe 1 the graphics on poe 2 is more my style....but still things could be improved more i dont like the look of the flasks the ui is abit outdated compared to poe 2 graphics.
1:40:20 this is already in the game. There are already default attacks for the sorc that do different things (Fire Bolt, Lightning Bolt, Ice Shards). The Warrior (mace) basic attack does extra stun buildup. The Monk needs a strike skill if they take the Bell as their first gem skill. If you want to change default skill you do it by changing to a different weapon base. The other interesting feature of the "default attacks" given by weapons is that they level as you play, so new players who fail to understand upgrading skill gems, or use them to level something useless, will still have a fall-back skill that does appropriate damage for where they are in the game.
A fully free to play early access launch would be huge, although selfishly I wouldn’t mind a price tag solely to throttle the influx of new players and keep the servers functioning, lol. I’d be willing to pay up to full price for a game like POE 2, and knowing GGG we’d get dollar value in currency at a bare minimum if not exclusive cosmetics, etc.
Sylver took the words out of my mouth when commenting on his hopes for the shadow playstyle. I'd love it if they brought the 'silent killer' archetype into the game in a way that was really engaging.
imo the main argument on paid vs free is that paid gives them breathing room to not kill the servers too much and test scale. though something they might do is paid like 1 week earlier access since they plan on resetting/legacy realming after early access. I think a 1 week early access that gets legacied would be a nice way to get their cake and eat it, they would rake in the cash, get good testing done and there's not that much issues with earlier access people getting a huge advantage.
As a D4 player who is looking forward to VoH expansion, I am also looking forward to PoE2. I hope it provides what D4 lacks and more. But I hope it also provides strong console, cross platform progression, cross platform trades like D4. I don’t wanna feel left put because I am playing with a console. I got a gaming PC but my PoE1 mtx are all in console.
So I recently returned to POE1 after many years away from Isometric ARPGs (I started POE in 2013 and played a few leagues with mainly Scion). I want that brand new game experience as you only get to play a game for the first time once. I'm going to play slow burn and not rush things and I'll be here for the Story. Spectre Witch all the way!
I can clearly remember playing the game for the first time, I played through the 3 difficulties till like act 2 and went from caustic arrow to ice shot piercing on my ranger back in ambush league. tbh I kinda miss the more difficulty with the campaign, I wish they make a twisted campaign for poe 2 as a side game mode, where all the bosses are their map variants, especially since they have the tech to randomize the campaign. like imagine if you had a T16-T17 campaign that was similarly rewarding to doing maps, I think it would probably still be niche like delve but a lot fewer people would have issues with it. I think the main issue with the campaign is that you don't get rewards that matter compared to endgame.
I will go ahead and just comment on the auto attack, since that's where it feels like you all missed the point. First, revealed content has already shown differing implicit skills on wands and staves so, while it's not guaranteed, it's certainly likely that there will be variety in the auto attacks for other weapon types as well. Second, supportable auto attacks directly plays into the "build-your-own-skill" feel that you all spoke highly of earlier in the podcast. The supports will undoubtedly exist to address the "problems" you're imagining. If you're playing slam, I bet there could be a slam support that allows you to use it at the same effective range. It's a situational blank slate to help fill roles in your build without being burdened by extra costs and effects that are unnecessary or ineffective for your build. It turns an otherwise useless necessity (something to do when you're tapped out for whatever reason) into a tool that's available if you need it and don't just ignore it out-of-hand. Third, it allows a minor alternative axis of power scaling, since its skill level will likely be tied to weapon base type. Fourth, it hopefully teaches people about situational effectiveness. Many players given opportunity to exclusive access have played early game combat using skills that were less effective in the situation they were in because "eww, auto attack" or alternatively overused it because they failed to synergize skill use and came to the false conclusion that auto attack for an entire boss fight was just their best option. Finally, as mentioned in your discussion, it likely connects to a unique design space that may be capitalized on by encounter design, uniques, ascendancies, and who knows what else.
I am pretty sure that default attack / auto attack is weapon based. Like you equip a 2handed Warhammer, it has a Heavy Attack skill on it, and THAT is your default / auto attack, there is nothing else, no (bonk I hit you with my weapon). It's a builtin skill gem
how about 2 potion slots that can either be health, mana or hybrid flasks (so essentially you still get to decide how much you need one or the other, which is the biggest advantage of the multiple flasks system; maybe you don't need a full mana flask on you so you go with a health and hybrid flask instead), but then make those flasks also roll with those utility effects like removing conditions on use
Life and mana flask already roll ailment removal in poe1‘s 5 flask system so it wouldn’t be anything new nor problem solving. But then again flask automation is something that can be crafted in game so 5 flasks don’t require key activation every so and so seconds. I’m guessing the main concern is if you would need high flask uptime to even make it through acts (in poe1 this is not the case so maybe it won’t be in poe2 as well)
This will happen for sure. The KING MAKER. If you know who he is you know. Will blow this game up. I bet we see numbers in the millions. The price. I think i agree, we dont know. They might actually not know. I would say free would be the best.
I think the number of hotkeys is a genuine concern, but you also probably won't use more than 2-3 for a regular pack, and maybe 2 more for a boss at specific intervals in the fight. and the rest are for very specific situations. The "number of hotkeys" does not matter *nearly* as much as "how many are you actively pressing in a short amount of time", because if you're only using 2 abilities at any given time, out of your arsenal of like 8 or 9, does it matter *in this moment* if you do them by pressing these 2 buttons or that other set of 2 buttons? (i guess maybe if you're specifically comparing how comfortable pressing RMB is compared to some other key or whatever) What I hope is that using those conditional skills will feel like you did a good job at properly executing them in the situation they're made for, rather than feeling like you're forced to use them in that particular situation; the satisfaction of having made the right choice, in both your build as well as in-the-moment thinking, instead of "I guess I will use this now since the enemy is suffering that one condition"
I think it’s very very hard for us to manage expectations. It’s easy to speculate that silence has been because they want something big to reveal and have tons of awesome stuff but what if silence has been because they’ve been scrambling to connect the dots. That may or may not come together to the extent they hope despite having delayed the game.
I have to burn PTO because I can't burn it for Christmas, so I will be using some of it for POE2. If I could, it would be using it all for Christmas, though. I remember my character being terrible by Act 3. It felt impossible to fix the character; the first character was a dualist or shadow. I remember starting my character and doing much better the second time around. I only remember a few early leagues from 2014 to the end of 2016. I draw blanks. I remember 2017 Leagues. It was godly to play during college like summer or winter break would no life it. Those are some of my best memories. Delirum and Settlers of Kalguur are two favorite leauges.
They said that you can't portal out of a boss fight in poe 2 anymore to refill flasks, you have to beat it in one go and i think that is fine. However i think they should allow you to portal out of a fight but if you do that the boss resets.
the support gem change is the best thing they could have done. it allows finally for totally overpowered and support gems with very limited usecases to life alongside each other
Regarding the supportable basic attacks Caster weapons already grant you a spell on the weapon itself, why couldn't melee weapons also do the same? (and ranged weapons, for that matter, but focusing on melee right now) Maces could very reasonably just grant you heavy strike, while swords have double strike or whatever It would both achieve the idea of you having an additional free-to-use, simple melee attack, while also thematically linking it to each weapon category and making each one feel more unique and interesting mechanically as well. And it literally opens up all the same questions that caster weapons get: - More space for different bases in a certain category to come up with slightly different skills (while still having a standard for a particular category to lean on, i.e heavy strike for maces) - Utility-focused skills present on some bases in a particular category for those that don't care for the weapon's own "basic attack" - Much bigger precedent for unique items to come with their own skills (as in, it was entirely possible before, but with this it would be more expected) Some examples for the points above that I've come up with while writing this comment: - An axe base type that comes with a utility skill that instantly grants some amount of rage on use, and then goes on cooldown - A unique mace with a strike skill that deals 2 additional delayed hits against whatever you hit - A magic infused two-handed sword base type (or unique) that literally just comes with a spell - A rune dagger that comes with a short-range teleport on a cooldown So, one of many edits: it turns out i didn't watch far enough into the video and these points were brought up. So, just echoing it again, i suppose. It'd be my preferred implementation of it.
really enjoyed listening to this, however the kingsmarch music is great but maybe a little softer for the show. Its a little distracting for background music
Another completely separate thought is PvP. I wish they would introduce something like FF14 has for pvp where you have certain skills specific to pvp and a sort of leveled playing field for gear. You join the pvp thing and its giant fights with lots of people, maybe it doesn't have to be lots of people, but this system where it's more level for anyone who wants to play. It would be completely unfair if my 10D build is pvping against 10 mirror builds. Each league you can get cosmetics or things specific to that league by competing in PVP. At the moment people kind of quit the league because they've done everything they can vs the bosses/ubers, there's nothing left for them in the PVE side of things. Well why not make PVP something they can do and have it be rewarding. We already have guilds in the game, so why not further lean into that, allowing guild vs guild scrims/fights, factions. Maybe bring the masters into it, when you're on Einharrs side you're charging into battle alongside beasts and players, but Jun's side rocks up with the safehouse crew, and Niko rocks up with some of the rogue exiles from the mines. Kirac could be another group?
When you reach the hot takes discussion at the end of the podcast something just occurred to me about the bosses when you say "it will take too long" and start discussing that. All the changes they've made so far and their philosophy so far has been to increase build diversity. Sure, that's great, but now I'm thinking is the increase of bosses is going to shrink player choice completely. Currently, certain builds are advertised as bossers or mappers. Well if my build is a mapper, my experience playing will be miserable. So now I have to build bossers, which means for general blasting (even scaled down to whatever blasting means in poe2) it's going to be miserable because the average magic mob is as hard as uniques or rares in POE1. You can't have your character be too heavily leaning on bossing or mapping because you'll end up suffering. So that means we will see less highly focused characters. Another concern of mine is with running duos, they've been culling group play over the years (see empyrions videos on this) and something I've noticed quite a lot is when people play coop for poe2 when one of the people dies it takes too long to get the dead person back alive again. Having to try to time it so the boss is away from your downed ally and hope the boss doesn't nuke you, not dealing damage to the boss while trying to get your buddy back up. If these bosses have energy shield regen or life regen, even worse. Plus, the bosses are harder cause your buddy is here, but your buddy is dead and not helping you so it's just harder. Is group play viable in poe2? I know it's functional, but is it viable is the question.
If it’s not free that will be a huge point of contention and change the amount of criticism on the game imo. Most peoples argument for Poe1 vs its competition is “free game btw”. They’ve got to be careful here with pricing.
The "Under estimating players" take at the end has some merit. When ruthless released they said it would take 3 weeks to get to maps. I got to maps on day 3. And I suck. It was also the last time I played ruthless because it's awful.
I think it was Quin that Mentioned aswell that just testing out an Estus System, Where you can Allocate your Life/Mana Flasks (and have nodes on tree that would increase the # of flasks/ quality of flasks similar to how they improve in Elden Ring but tied to ascendancy/tree/currency). And then having a Physick that can be slightly altered to match needs.
POE 2 on Steam will peak 400.000~ max, that's the truth, a huge and good number still, now with the consoles included? that would be at least 50% to 100% that number maybe, POE 2 despite looking good is still a massive niche game, and 80% of the players who's gonna play are already players who are either active or who has stopped playing long time ago.
About free or not free. I think it’s deeper than that, and they understand that “free” has a negative reaction from gamers a lot of the time. They don’t want to put people off before the game is even out.
Regarding default attack..... Meta gems guys, meta gems... You can stuff meta gems into all skills and just have them all fire off the default attack skill.
I really hope they dont keep flasks the way they are, I feel like everyone is just forgetting how much it sucks to use a mana flask in poe 1. We do anything to stop using it. It will feel the same in poe 2
Your basic attack arguments are all missing one key point that chat brought up. Basic attack has no mana cost. It is always the zero mana cost option and allowing it to be supportable just give your "out of mana" situations more options to not feel as shit if/when you have to use it...
I worry PoE2 bosses will be the single biggest reason people quit (out of frustration). And while I shouldn't care, I want GGG to be successful with a larger audience. So it is tough to balance ... make them too easy and they are boring/annoying, make them too hard and people will get very frustrated. Yes they become easier as you learn them ... but if half the people quit before doing that, does it matter? I also worry about mapping in endgame and having to do heavily "phased boss fights" each map. In PoE1 now we all avoid them (ex: kitava, innocence, etc). It's fine for pinnacle bosses since that is the entire encounter. But every, single, map ... it will get tedious if it isn't highly rewarding.
Regarding PoE1 Necropolis league: The issue was that GGG haven't removed the wealth gathered by using those broken systems. That made everything more expensive and no opportunity to gain the similar amount of wealth. Resulting a lower satisfaction in trade league.
i srsly think elden ring like flasks even with an animation could work really well in POE2. flasks in its current form failed. they got automated in POE1 cause ppl dont want to bother and in POE2 it will be even worse cause all of the buttons we have to press already which will result in ppl wanting automation which will result in a failure of the intended purpose again.... just remove a system that does not work. im really down for 1 flasks slot.
I’m calling it now, Quin will be losing his mind in a long queue after a disconnect and he will say, “I want to smash my head on my headboard”, at least twice.
They just need to make it so maps drop nothing until the boss is killed so not only do you not have to worry about pickign up things while in the map but also avoids the problem of people skipping the boss
Undecember is an excellent ARPG with a total of 8 flask/potion slots and 8 active abilities. That game gets around the piano play issue by using a combination of automation and active use skill and potions/flasks. They essentially solved this problem years ago and added just as much complexity as other ARPGs without being burdensome to use a potion and shoot a bow/swing a sword.
My take.. a lot of POE1 players are complaining... is exactly because they will face a game for the first time without a buidl pre made and given in a silver plate for them. They fear facing the unknown and having to solve the game themselves.
This excited me quite a bit. I am probably going to have to avoid build guides for PoE2 on every platform. It will be fun to explore the unexplored. PoE2, unlike PoE1, hasn't been completed and won't be for a while.
I love i make my own build, sometimes i use parts of a buildguide but tweak it compeletly different
I can't wait to go in blind and explore poe2. I just don't want to play a souls like slow movement arpg. Hopefully that's not the case, we haven't seen endgame only campaign, but I think this is what most poe1 players are concerned about. I do think the concern is overblown, but not unreasonable considering what we've seen so far. I hope my first campaign play through take 15 hrs, but from exploration and not fram slamming my head against a wall 😅
Absolutely.
My brother and I are just super excited to get in on the start of a new game, as opposed to coming into POE1 when we did, which is just like 4 leagues ago...
Perfectly said
About the flask system thing, I commented something similar on reddit as I've always been thinking about it since they added tinctures in the base game.
I wish they could expand this idea more on poe1 as beta test and rename the 5 flask slots to "accessory slots"
Flasks and tinctures now count as accessories and they can add so much more new stuff and Item type like integrating the affliction charms as accessories.
This opens up lots of flexibility and will allow us to mix n match. After all, this is poe.
Want to stack passive effects? Stack 5 charms in exchange of flask power. I dont even think 5 charms will be broken if you are losing 5 flasks. Flasks are very powerful, and in order to stack charms, there must be heavy tradeoffs. Want to abuse warden? 2 tincutes + 3 flasks or 3 charms. Want to abuse mageblood? 4 magic flasks + tincture/charm. This idea also makes MB not the defacto BiS belt while keeping its power the same. Right now, unless you are using a specific unique belt for a mechanic, MB is always the BiS belt and it makes rare belts kinda obsolete for high investment chars.
They can even add cooldown based thrown accessories/grenades for utility. For example, want to freeze a whole pack of pack of monster on emergency while being a pure phys marauder? throw a frozen concoction, this will have a base cooldown of 10 seconds but mods can either lower the cd, add charges, increase aoe etc.
How about a pokeball like accessory that allows you to summon a Einhar captured beast for 10 seconds to aid you with 40s cd?
So much possibilities and design space here.
12:34 I can tell you straight up I will never touch POE1. I and many of my friends feel like we missed the boat. When they announced POE2 as a separate game, we all got hyped because we can finally get into it. My guess is there's A LOT more people like that than you realize! Great pod -- looking forward to more eps!
There definitely are! I’ve numerous friends and family with a similar mindset.
Same I’ve tried poe multiple times but can’t make it more than an hour in. I’m super excited for poe2
No distinction between spell and attack damage is one of the best changes they are making and it gives me full confidence poe2 will be amazing because design philosophy is there.
based
Nah, maybe top 5... Do not forget... No more socket on gear and every socket are white is so much better then Damage type.
That sounds risky, sounds like they're losing design space by doing that.
@@blackomega34 Poe2 seems to just be more about what is happening on the screen and communicating to the player what does what and letting them figure out what to do with it rather than some obscure mechanics you will only discover by chance after 200h or watching loads of yt tutorials. Some people probably enjoy that, and for them poe1 remains alive.
@@tenmamut That's Last Epoch's thing though, I think peeowee can afford to do more.
"Will the early access get delayed?... not a chance... zero percent" That aged well
I was looking for a comment like this! 👍
On the deafault attack conversation, I can see it work in order conserving Mana consumption. That video of the Sorceress fight that took nearly 10 minutes had to use the default auto attack (Fireball) was beneficial in conserving mana. Otherwise she would have run out in that fight. Longer boss fights require careful mana consumption or you'd just spamm skills like we do in POE1. Wether or not it's feasible for melee characters, we don't know. I think that's why they mentioned they could be supported by support gems.
Dreamcore has not watched the ziggyd interview
Default attack is just another addition to your skill rotation
Considering you can't leave boss fights, via portal, and come back to the same fight
You need default skills lol
I'm hoping it'll be like Palworld when it first came out and break the internet.
I’m willing to pay a full AAA title price tag for PoE2 simply because it’s such an incredible game and we also get some goodies for it as a supporter (:
I would as long as I get some tabs alongside it. Like a pack with 8 tabs and more character slots and early access .. ok.
@@tiagodagostinisuch a dumbass take. The entirety of ALL of this games content is completely free. I've put over 1300 hours into poe, I'd feel like I'm robbing them if I haven't bought into supporters packs by now. Expecting them to put ALL this work in, over all these years, just to make 0 money because of dweebs like you would mean we'll never get more games from ggg in the future, and both poe1 and 2 would be dead after a month. Christ. They need SOMETHING that makes them money
@@tiagodagostiniearly access behind an active paywall?! Yeah, no buddy, that’s a strategy reserved for the blizzards and ubisofts out there. Gotta be a seasoned veteran for that dogshit monetisation scheme
You didn't even played the game
@@Toxickys I have almost 500 hours in PoE 1, but like they’re saying people don’t even want to touch PoE 1 because how hard it is, but they do want to play PoE 2 even though they never played it. Just by the way it looks, I’m so hyped ! Let’s stay positive here please 🙏
You guys have a great dynamic. The bottom guy (Dreamcore? You really should label their facecams) is very argumentative in a good way. I appreciate having such a point of view so it doesn't just became an absolute glazing fest.
I will next time!
excellent. would love to see more of these podcasts leading up to early access
For passive vs active block, the thing that makes the most sense to me in PoE1 terms is that passive is 360 degree but has a block cap/mitigation percentage closer to like 60%, then active block is mechanically like a short duration buff reducing the effective angle down from 360 to like 45 degrees and giving a +30% bonus to block chance and mitigation.
Man what a good chat. Great stuff lads
What an amazing podcast! Lots of great discussion! The hot takes at the end were interesting to hear. I also shared Sylver's concern about rushed adaptations of previous league mechanics. I also agree with Dreamcore's concern about too many hotkeys. I was thinking an alternative solution would be a combo building system with skills, like the combat deck system in Absolver (it's like build your own fighting game character). So instead you can have only 2 to 4 hotkeys which have branching combo paths, or even chording to chain or trigger different skills.
Thank y'all for having the deep conversation about flasks, they have been hugely important for me in POE and ARPGs in general and exactly like you said Tri, they are quintessential to ARPGs. The absolute COOLEST thing to me when I first found POE was what they did with flasks, and the first time I seen a unique flask I was losing my mind over the game.
Though I do like your idea of having some of the flasks as skills instead. I'd be okay with some sort of middleground there. I think there's a massive lack of variety when it comes to skills that can heal.
After 13k + hours of Poe 1 only on Steam, since closed beta i am ready fot this, can t wait
Thank you so much guys, its a hard time waiting for poe 2 but you are helping
The more I think about it, the flask system should just be one button. You can buy a mana+health potion or craft it. But you could also craft/buy something very different in case you specced into mana/health recovery and you don't need those crutches. There could be all sorts of modifiers available to complement the weaknesses of your build, from vendors or from crafting.
Just use a macro, ggg even stated they won't ban you
With PoE 1 getting Tinctures, I feel like that indicates the team cooking up new things to put in your belt other than elixirs. If I have a rock that I stick in there that just gives me a flat 500 armour, but now I don't need to push a button, I'll take that over a 1500 armour flask that I have to push all the time. I'm guessing we're going to see things like that, where we get a lot of different options.
Flasks could be changed to alchemy, they become consumable items but we can unlock recipes like with the crafting bench and different combinations of items make different potions. I'm in favour of changing blight to incorporate something like this. Harvest is another potential candidate for this change.
Maybe take heavy inspiration from the witcher with this, so one of the types you could craft makes you deal bonus damage to a certain enemy type; undead, beasts. Another might make your blood toxic to enemies so as you're taking damage it's covering enemies in a stacking poison.
Bombs could be another option for this.
Oils for your weapon, so you can add flaming damage to your weapon, or electric, or poison etc.
Basically keep 5 slots, but drastically expand on what you can put in the slot; traps, mines, snares, potions, maybe flares to blind enemies. It could be used to achieve effects you otherwise can't achieve via the tree or gear, fill in the slots, but increase the player agency and choice.
Maybe take inspiration from baldurs gate 3/divinity original sin. A flask for water, or blood, or something that you can throw and then combo with abilities like electrifying the water.
Trophies, perhaps one of the slot can be a craftable trophy which is from beast crafting. Currently we have the morrigan which is particularly rare, what if there's a recipe which allows us to craft a trophy using a beast and then it gives you a huge bonus vs beasts from the wilds, the deep, the sands etc. While you wear it, if you're wearing the vivid vulture trophy any deep creature is intimidated by you.
These slots don't need to be flasks, they could be anything, permanent or consumable. They could be chase items in their own right and can drastically increase player choice.
Currently headhunter gives us certain buffs you can only attain via headhunter, like soul eater or the teleporting one. There's also the enchanting table which gives you envy and wolves. There's definitely room for items that can fit into the 5 slots for flasks that give similar effects.
Throwing weapons could be another extra for the slot. Either consumables like broken glass, kunai, daggers, tomahawks. Or an even more interesting option of making your offhand weapon set be throwable and when it lands it unleashes the abilities that's slotted into it, like a frost nova, so that further increases utilising your abilities and an offhand throwable with 6x level 20 gems would be huge damage. I know I'd love this when I'm dealing with an enemy that constantly runs and I'm melee.
Pets? Rather than being a cosmetic only thing, maybe make pets a viable option for one of those 5 slots. Another option to improve beast crafting. All the creatures in the game could have a signature passive or active ability that can be used.
Also... You're talking about what is the point if I can automate an immunity. What if immunity was on the tree? Maybe between maurauder and templar there's bleed immunity and so on. Currently 2/12 will be DEX 2/12 will be DEX/STR (the classes). What if they made it so there was a fitting immunity to fit somewhere in the middle of your pathing as a keystone, and then it's another thing you make a choice on as a defensive layer? A witch is unlikely to be immune to bleed but maybe is much easier to get poison or corrupted blood immunity thematically. Then the rest of your immunities can be picked up via gear either as a given mod or crafted, or pantheons.
What if once you have a certain amount of resistances you become immune to the ailment of that type, I don't know enough about the current state of how ailment resistance works but that makes sense. If you're capped on fire res, you shouldn't ignite. If you're capped on chaos resist you shouldn't be poisoned. What about if they made it tied to armour type, so if your armour is fur it's less likely you can be frozen. There's loads of ways they can address immunities I think.
Once thing I think they can play around with is the dodge. Maybe allow you to add support gems to it, like dodge + phasing for a few seconds. Kind of like in Hades where you can get different boons and run a dodge build. The same for what sylver said about auto attack and what Tri said about active block... Dodge, Block, Auto attack, all of these have potential to have their own support gems. Like ice or tempest shield, when you hold your shield up ACTIVELY, when an enemy hits it in melee, a shock explosion. Or perhaps you make a bubble which prevents projectiles, it slows your movement but allows a safe approach. Or maybe it's like a rage shield, where the longer you hold the block the bigger the retalliation explosion will be which can clear trash mobs? The same for a basic charged attack; you have a huge hammer, you see a wave coming towards you and then you unleash a type of slam attack (but its still basic) I dunno, tons of possibility.
I think what they wanted was to have different skills on different base types, since we've seen staves or wands have like fireball or the channeling thingy.
also they did say if your auto attack is single target it will do a lot of damage.
and you probably won't be playing a pure slam build as efficiently as a build that also has a single target attack, so you actually might want that auto attack to be your single target dps fallback where you put your buffs/debuffs and then leapslam and start whacking a tanky boss.
My hot take is they should remove random (textual) modifiers from magic and rare monsters in PoE2. Things maybe like the Mana Siphon ring are fine since they have a strong visual component, but otherwise, the abilities and characteristics of a monster should be implied by the monster itself, and be intuitive as much as possible (e.g. cannot leach from skeletons; fire monster is weak to cold and resistant to fire, etc). Modifiers are hard to read and also remove monster identity. If there are text modifiers, then it should only refer to their innate characteristics (e.g. crit resistant) as opposed to randomly added. I realize that monster modifiers are an inexpensive way to add content to the game, but really they should just be creating more monsters that fill the gaps. Also, there should be a codex where you can learn about all the characteristics of a monster after you discover them.
Great suggestion. Agreed!
I like your take on that one. And i feel like unique enemies should be the strongest enemies, not like in poe 1 where 1 rare 5 mod essence spider could solo all Ubers by itself.
Awesome podcast.
Thanks guys. Cant wait for PoE2!
Limit to 3 flaks . Save 2 button. Player decide if he wants 2 life 1 mana 2 mana 1 life etc... still space for SOME ailment handling
Early launch for everyone is a double edged sword of sorts, as first impression is the key and if first day, days etc. will have login or server issues that might be a really bad situation in comparison with seasoned players who actually expect such a thing and will be fine overall as it's basically a test. So even couple first days for existing old accounts would be way better strat rather than going all in with free for all beta first day experience.
best way to do fusings would be basically like prophecy uniques, make some interesting leveling uniques usable endgame.
Great insight, great discussion. My only comments is that I want more. More please. thank you
With skill gems out of gear this opens up room for other socketable items for gear this could be used to solve ailment problems could have gems that gives ailment effect reduction or rare ones that give immues like bleed and these sockets can be used for standard stuff like D2 gems like life mana armor and stuff would also be cool to see a POE 2 version of D2 runewords so bassicly collect a base item with sockets add runes to create a unique item so it could be a more fun way to target farm items
I can see passive block be like glancing blows, your armor blocking some hits. (though that's basically a different flavor of evasion at this point)
my main trick for smoother transition is binding my movement skill to space in poe 1.
I only played poe 1 in beta in 2012 or 2013 but I had fun just never got passed maps but I have been so excited for poe 2 since they showed it off in 2019 or 2020. This launch is going to be an event gamers will remember GGG actually cares about it's game.
i never got past the campaign i was half way through struggling with my weak build i made because i didnt follow any guides im hoping to get further into poe 2...plus i didnt like the outdated look of poe 1 the graphics on poe 2 is more my style....but still things could be improved more i dont like the look of the flasks the ui is abit outdated compared to poe 2 graphics.
1:40:20 this is already in the game. There are already default attacks for the sorc that do different things (Fire Bolt, Lightning Bolt, Ice Shards). The Warrior (mace) basic attack does extra stun buildup. The Monk needs a strike skill if they take the Bell as their first gem skill. If you want to change default skill you do it by changing to a different weapon base.
The other interesting feature of the "default attacks" given by weapons is that they level as you play, so new players who fail to understand upgrading skill gems, or use them to level something useless, will still have a fall-back skill that does appropriate damage for where they are in the game.
If monks take the bell, they can autoattack the bell, not much of an issue i wager.
A fully free to play early access launch would be huge, although selfishly I wouldn’t mind a price tag solely to throttle the influx of new players and keep the servers functioning, lol. I’d be willing to pay up to full price for a game like POE 2, and knowing GGG we’d get dollar value in currency at a bare minimum if not exclusive cosmetics, etc.
Sylver took the words out of my mouth when commenting on his hopes for the shadow playstyle. I'd love it if they brought the 'silent killer' archetype into the game in a way that was really engaging.
imo the main argument on paid vs free is that paid gives them breathing room to not kill the servers too much and test scale.
though something they might do is paid like 1 week earlier access since they plan on resetting/legacy realming after early access.
I think a 1 week early access that gets legacied would be a nice way to get their cake and eat it, they would rake in the cash, get good testing done and there's not that much issues with earlier access people getting a huge advantage.
As a D4 player who is looking forward to VoH expansion, I am also looking forward to PoE2. I hope it provides what D4 lacks and more. But I hope it also provides strong console, cross platform progression, cross platform trades like D4. I don’t wanna feel left put because I am playing with a console. I got a gaming PC but my PoE1 mtx are all in console.
Its confirmed to be fully crossplatform, crossprogression ❤
I played PoE a little bit in 2013-2014, haven't played since. Looking forward to getting in on the ground floor of PoE2.
Do you think the poe2 tenure will last more from what you’ve seen so far? If ye, curious to know why if you could 🤔🙂
Tried POE1 again after a couple years, and it was just as impossible to begin as before, so I'm looking forward to trying POE2.
It is not beginner friendly but that doesn't make it impossible to play, you just don't want to invest the time, and that's fine.
They have already stated if you paid 500 bucks in entire life of game you will get access. If they do that they are NOT letting everyone in for free.
So I recently returned to POE1 after many years away from Isometric ARPGs (I started POE in 2013 and played a few leagues with mainly Scion). I want that brand new game experience as you only get to play a game for the first time once. I'm going to play slow burn and not rush things and I'll be here for the Story. Spectre Witch all the way!
I can clearly remember playing the game for the first time, I played through the 3 difficulties till like act 2 and went from caustic arrow to ice shot piercing on my ranger back in ambush league.
tbh I kinda miss the more difficulty with the campaign, I wish they make a twisted campaign for poe 2 as a side game mode, where all the bosses are their map variants, especially since they have the tech to randomize the campaign.
like imagine if you had a T16-T17 campaign that was similarly rewarding to doing maps, I think it would probably still be niche like delve but a lot fewer people would have issues with it. I think the main issue with the campaign is that you don't get rewards that matter compared to endgame.
I will go ahead and just comment on the auto attack, since that's where it feels like you all missed the point. First, revealed content has already shown differing implicit skills on wands and staves so, while it's not guaranteed, it's certainly likely that there will be variety in the auto attacks for other weapon types as well. Second, supportable auto attacks directly plays into the "build-your-own-skill" feel that you all spoke highly of earlier in the podcast. The supports will undoubtedly exist to address the "problems" you're imagining. If you're playing slam, I bet there could be a slam support that allows you to use it at the same effective range. It's a situational blank slate to help fill roles in your build without being burdened by extra costs and effects that are unnecessary or ineffective for your build. It turns an otherwise useless necessity (something to do when you're tapped out for whatever reason) into a tool that's available if you need it and don't just ignore it out-of-hand. Third, it allows a minor alternative axis of power scaling, since its skill level will likely be tied to weapon base type. Fourth, it hopefully teaches people about situational effectiveness. Many players given opportunity to exclusive access have played early game combat using skills that were less effective in the situation they were in because "eww, auto attack" or alternatively overused it because they failed to synergize skill use and came to the false conclusion that auto attack for an entire boss fight was just their best option. Finally, as mentioned in your discussion, it likely connects to a unique design space that may be capitalized on by encounter design, uniques, ascendancies, and who knows what else.
I am pretty sure that default attack / auto attack is weapon based. Like you equip a 2handed Warhammer, it has a Heavy Attack skill on it, and THAT is your default / auto attack, there is nothing else, no (bonk I hit you with my weapon). It's a builtin skill gem
Great cast gents. Good chemistry.
It’s going to be nice to have poe and poe 2 both free and available. Both games look dope af in the near future
how about 2 potion slots that can either be health, mana or hybrid flasks (so essentially you still get to decide how much you need one or the other, which is the biggest advantage of the multiple flasks system; maybe you don't need a full mana flask on you so you go with a health and hybrid flask instead), but then make those flasks also roll with those utility effects like removing conditions on use
Life and mana flask already roll ailment removal in poe1‘s 5 flask system so it wouldn’t be anything new nor problem solving. But then again flask automation is something that can be crafted in game so 5 flasks don’t require key activation every so and so seconds. I’m guessing the main concern is if you would need high flask uptime to even make it through acts (in poe1 this is not the case so maybe it won’t be in poe2 as well)
This will happen for sure. The KING MAKER. If you know who he is you know. Will blow this game up. I bet we see numbers in the millions.
The price. I think i agree, we dont know. They might actually not know. I would say free would be the best.
I think the number of hotkeys is a genuine concern, but you also probably won't use more than 2-3 for a regular pack, and maybe 2 more for a boss at specific intervals in the fight. and the rest are for very specific situations. The "number of hotkeys" does not matter *nearly* as much as "how many are you actively pressing in a short amount of time", because if you're only using 2 abilities at any given time, out of your arsenal of like 8 or 9, does it matter *in this moment* if you do them by pressing these 2 buttons or that other set of 2 buttons? (i guess maybe if you're specifically comparing how comfortable pressing RMB is compared to some other key or whatever)
What I hope is that using those conditional skills will feel like you did a good job at properly executing them in the situation they're made for, rather than feeling like you're forced to use them in that particular situation; the satisfaction of having made the right choice, in both your build as well as in-the-moment thinking, instead of "I guess I will use this now since the enemy is suffering that one condition"
I think it’s very very hard for us to manage expectations. It’s easy to speculate that silence has been because they want something big to reveal and have tons of awesome stuff but what if silence has been because they’ve been scrambling to connect the dots. That may or may not come together to the extent they hope despite having delayed the game.
I have to burn PTO because I can't burn it for Christmas, so I will be using some of it for POE2. If I could, it would be using it all for Christmas, though.
I remember my character being terrible by Act 3. It felt impossible to fix the character; the first character was a dualist or shadow. I remember starting my character and doing much better the second time around. I only remember a few early leagues from 2014 to the end of 2016. I draw blanks. I remember 2017 Leagues. It was godly to play during college like summer or winter break would no life it. Those are some of my best memories. Delirum and Settlers of Kalguur are two favorite leauges.
They said that you can't portal out of a boss fight in poe 2 anymore to refill flasks, you have to beat it in one go and i think that is fine. However i think they should allow you to portal out of a fight but if you do that the boss resets.
the support gem change is the best thing they could have done. it allows finally for totally overpowered and support gems with very limited usecases to life alongside each other
I don’t want another poe1, I mean we want a new game, better! Super hyped 💪🏽
@TalkativeTri on the Orb of fusing being a character powerup.... (Hot take) Fusing skill tree nodes? 😲
Regarding the supportable basic attacks
Caster weapons already grant you a spell on the weapon itself, why couldn't melee weapons also do the same? (and ranged weapons, for that matter, but focusing on melee right now)
Maces could very reasonably just grant you heavy strike, while swords have double strike or whatever
It would both achieve the idea of you having an additional free-to-use, simple melee attack, while also thematically linking it to each weapon category and making each one feel more unique and interesting mechanically as well.
And it literally opens up all the same questions that caster weapons get:
- More space for different bases in a certain category to come up with slightly different skills (while still having a standard for a particular category to lean on, i.e heavy strike for maces)
- Utility-focused skills present on some bases in a particular category for those that don't care for the weapon's own "basic attack"
- Much bigger precedent for unique items to come with their own skills (as in, it was entirely possible before, but with this it would be more expected)
Some examples for the points above that I've come up with while writing this comment:
- An axe base type that comes with a utility skill that instantly grants some amount of rage on use, and then goes on cooldown
- A unique mace with a strike skill that deals 2 additional delayed hits against whatever you hit
- A magic infused two-handed sword base type (or unique) that literally just comes with a spell
- A rune dagger that comes with a short-range teleport on a cooldown
So, one of many edits: it turns out i didn't watch far enough into the video and these points were brought up. So, just echoing it again, i suppose. It'd be my preferred implementation of it.
tri and sylver examine look like postive guys
really enjoyed listening to this, however the kingsmarch music is great but maybe a little softer for the show. Its a little distracting for background music
Do we have infos on how poe2 will run, are they using the same engine, cause I always had a shitty performance on poe 1 with an okayish pc.
Another completely separate thought is PvP. I wish they would introduce something like FF14 has for pvp where you have certain skills specific to pvp and a sort of leveled playing field for gear. You join the pvp thing and its giant fights with lots of people, maybe it doesn't have to be lots of people, but this system where it's more level for anyone who wants to play. It would be completely unfair if my 10D build is pvping against 10 mirror builds.
Each league you can get cosmetics or things specific to that league by competing in PVP. At the moment people kind of quit the league because they've done everything they can vs the bosses/ubers, there's nothing left for them in the PVE side of things. Well why not make PVP something they can do and have it be rewarding. We already have guilds in the game, so why not further lean into that, allowing guild vs guild scrims/fights, factions. Maybe bring the masters into it, when you're on Einharrs side you're charging into battle alongside beasts and players, but Jun's side rocks up with the safehouse crew, and Niko rocks up with some of the rogue exiles from the mines. Kirac could be another group?
no i dont like pvp....thats why im happy for poe2 i dont want to be force into guild and pvp i had enough of throne and liberty lately and quit it.
When you reach the hot takes discussion at the end of the podcast something just occurred to me about the bosses when you say "it will take too long" and start discussing that. All the changes they've made so far and their philosophy so far has been to increase build diversity. Sure, that's great, but now I'm thinking is the increase of bosses is going to shrink player choice completely.
Currently, certain builds are advertised as bossers or mappers. Well if my build is a mapper, my experience playing will be miserable. So now I have to build bossers, which means for general blasting (even scaled down to whatever blasting means in poe2) it's going to be miserable because the average magic mob is as hard as uniques or rares in POE1. You can't have your character be too heavily leaning on bossing or mapping because you'll end up suffering. So that means we will see less highly focused characters.
Another concern of mine is with running duos, they've been culling group play over the years (see empyrions videos on this) and something I've noticed quite a lot is when people play coop for poe2 when one of the people dies it takes too long to get the dead person back alive again. Having to try to time it so the boss is away from your downed ally and hope the boss doesn't nuke you, not dealing damage to the boss while trying to get your buddy back up. If these bosses have energy shield regen or life regen, even worse. Plus, the bosses are harder cause your buddy is here, but your buddy is dead and not helping you so it's just harder.
Is group play viable in poe2? I know it's functional, but is it viable is the question.
If it’s not free that will be a huge point of contention and change the amount of criticism on the game imo. Most peoples argument for Poe1 vs its competition is “free game btw”. They’ve got to be careful here with pricing.
55 days people!
Poe2 will have more Players on Steam than any other Release this year.
They should put cameras in office and start a YT channel.. obv this won’t happen but I’d def watch it
What about channelling skills?
Orb of fusing : more than 6 socket on skills
You get up to 12 skills or something bonkers
But you lose a socket slot, so down to 8 skills
pick earthquake fuse with add cold = icecrash hu3
The "Under estimating players" take at the end has some merit. When ruthless released they said it would take 3 weeks to get to maps. I got to maps on day 3. And I suck. It was also the last time I played ruthless because it's awful.
Think of what diablo 2's flask system was, ggg will expand on that system without picking up potions
love the podcast
One of the reasons GGG might now know if it will be free is.. EXACTLY they do not know if they will have ENOUGH servers for the incomming swarm.
Bro Novem,eber feels so far away, I NEEEEEEED to get my hands on this game.
parry mentioned!
On the topic of WHy woudl you not use the skill in order to use the standard attack? They answred that! It uses NO MANA!
Daymn d4 new dlc looks good
I think it was Quin that Mentioned aswell that just testing out an Estus System, Where you can Allocate your Life/Mana Flasks (and have nodes on tree that would increase the # of flasks/ quality of flasks similar to how they improve in Elden Ring but tied to ascendancy/tree/currency). And then having a Physick that can be slightly altered to match needs.
POE 2 on Steam will peak 400.000~ max, that's the truth, a huge and good number still, now with the consoles included? that would be at least 50% to 100% that number maybe, POE 2 despite looking good is still a massive niche game, and 80% of the players who's gonna play are already players who are either active or who has stopped playing long time ago.
I think its status as a niche game will change dramatically with the release of POE2
About free or not free. I think it’s deeper than that, and they understand that “free” has a negative reaction from gamers a lot of the time. They don’t want to put people off before the game is even out.
Regarding default attack..... Meta gems guys, meta gems... You can stuff meta gems into all skills and just have them all fire off the default attack skill.
Look mom, I'm in a Podcast
Why the voice of dreamcore is so unique?
I really hope that PoE2 is ble to keep to its own track and not slowly turn into an updated PoE1 over time.
I really hope they dont keep flasks the way they are, I feel like everyone is just forgetting how much it sucks to use a mana flask in poe 1. We do anything to stop using it. It will feel the same in poe 2
First to greatness
With a ranged weapon your default skill will be ranged.. Not melee... Why do you even imagine a ranged weapon would have a melee default attack?
I want to press skills not friggin' flasks... !
Your basic attack arguments are all missing one key point that chat brought up. Basic attack has no mana cost. It is always the zero mana cost option and allowing it to be supportable just give your "out of mana" situations more options to not feel as shit if/when you have to use it...
does that song need to be playing all the time? couldnt watch more than 10 minutes i was going crazy
I worry PoE2 bosses will be the single biggest reason people quit (out of frustration). And while I shouldn't care, I want GGG to be successful with a larger audience. So it is tough to balance ... make them too easy and they are boring/annoying, make them too hard and people will get very frustrated.
Yes they become easier as you learn them ... but if half the people quit before doing that, does it matter?
I also worry about mapping in endgame and having to do heavily "phased boss fights" each map. In PoE1 now we all avoid them (ex: kitava, innocence, etc). It's fine for pinnacle bosses since that is the entire encounter. But every, single, map ... it will get tedious if it isn't highly rewarding.
Regarding PoE1 Necropolis league:
The issue was that GGG haven't removed the wealth gathered by using those broken systems.
That made everything more expensive and no opportunity to gain the similar amount of wealth.
Resulting a lower satisfaction in trade league.
Complexity is a very good thing, that's one of the reasons why POE has been so popular for so many years!
Flasks need a rework for sure.
the flasks look abit old fashioned like the ones from old mmos i use to play way back when
the background music is too loud.
Noted for next time!
Dude, I'm like delirious with excitement.
i srsly think elden ring like flasks even with an animation could work really well in POE2. flasks in its current form failed. they got automated in POE1 cause ppl dont want to bother and in POE2 it will be even worse cause all of the buttons we have to press already which will result in ppl wanting automation which will result in a failure of the intended purpose again.... just remove a system that does not work. im really down for 1 flasks slot.
I’m calling it now, Quin will be losing his mind in a long queue after a disconnect and he will say, “I want to smash my head on my headboard”, at least twice.
Let's see if the servers will accommodate so many players on lunch. I doubt it :)
They just need to make it so maps drop nothing until the boss is killed so not only do you not have to worry about pickign up things while in the map but also avoids the problem of people skipping the boss
What 😂
Lol what a bad idea, turn maps into Diablo immortal dungeons…
that sounds absolutely dumb lol
@@Stank0ndahanghi it does but its one way to get people to not skip the map bosses am i wrong?
Who hurt bro with an auto attack?
Undecember is an excellent ARPG with a total of 8 flask/potion slots and 8 active abilities. That game gets around the piano play issue by using a combination of automation and active use skill and potions/flasks. They essentially solved this problem years ago and added just as much complexity as other ARPGs without being burdensome to use a potion and shoot a bow/swing a sword.
‘an excellent arpg’ it’s definitely not
I heard that POE 1 lacks WASD controls and I like Diablo 3, so I'm not going to play POE 1.
Can't wait to see all the difficulty andys cry when the only change is the wealth gap 😂