I will never run into the same problem that hardcore gamers do because I play too chill and slowly that by the time I catch up, whatever the issue was has been patched to be different.
I've been playing very very casual so I'm just now getting to the trial in Act 2. The honor system is horrible and needs to be reworked. It's a problem that any casual player could easily experience.
I love how Asmon is saying the game isn't that hard when I literally watched him on stream quit playing melee because he was getting absolutely dominated, then switching to a class where combat is completely trivialized and acting like he's a god at the game. Absolutely wild.
He does it all the time. He gets mollywopped in every single Dark Souls game and then when he eventually manages to cheese it or brute force it, he says it's easy. He does it in every game and it's made worse by the fact he is usually pretty bad at them too 😂
@@primary2630remember how he looked when fighting messmer on stream? I felt like he was about to cry. Next stream he showed up with a new build and trivialized the fight completely.
@@MoistYoghurt I mean yeah melee needs some love. I started warrior then switched to Ranger but I'm not gonna sit here and say I'm a god at the game now.
19:25 "have I been lucky the entire game?" OK hold up. Asmon must have a very BAD memory here. He started POE2 as a WARRIOR, LITERALLY could not beat a boss in chapter 1 of the game and could NOT progress, Restarted game as Witch in order to be able to progress. What does he mean, "I didn't have a problem the entire game."? 😂
What people aren’t understanding is.. Kripp is making this criticism video for the devs, not for the players. He is trying help the game by getting the issues fixed before the average gamer catches up. I love the game, and his criticisms are valid.
It ends up nerfing fun mechanics that are not as fun anymore. Especially if the devs are sensitive to criticism. FF14 devs are smarter than that, they don't hot patch a issue right away because they planned and design it's full functionality as much as possible at the start.
anyone thinking that "because this is 'meant' for the devs therefore it shouldn't be a publicly available UA-cam vid..." doesn't understand critique. Then if he did make these suggestions, and Reddit wasn't talking about these things you would just end up with post of "NO ONE IS COMPLAINING ABOUT THIS WHY WAS IT CHANGED" (one third of typical Reddit things). a Video like this also posits the idea for the conversation if it wasn't happening already for the "this is a problem they are right" and "this isn't a problem they are wrong" (the other third of typical Reddit things).
Its weird to see some people get so bent out of shape when ever someone is giving criticism on the game. POE2 is in early access this is the time to critique and give feed back thats how we got the rolling change in the first place.
theres criticism and theres "i feel X just because". also kripp was harping on about being able to buy high lvl gems. as if that didnt happen in poe 1. in fact its worse. here there's very steep lvl requirements and stat req for high lvl gems. in poe 1 i reach maps and i can basically buy a lvl 21 gem off the market. theres some truths to what krip says and theres some out of touch moments.
@@electricant55 very much so. theres proper "hey i think this isnt tuned well enough atm personally". and theres OMG GGG KILLING THE BALANCE WTF ARE THEY THINKING HOW DID THEY NOT TEST ANY OF THIS!!11!!!111 lmao
But he is right. You can animation cancel, move while attacking, huge difference to Poe1. In any game melee is twice the effort (to survive) and particularly in a game that is very micro reliant (he's old). It just get balanced out by the game's sheer difficulty
@fupa1503 animation cancel is not natural in video games. It's just a technique that players find in the game. No game has an intended "animation cancel". Do you think it's natural that a character will leap forward but you can cancel it and your character suddenly stops that jump?
@fupa1503 yes let me animation cancel out of sunder which makes the skill not be used. if i want to commit to damage from sunder. i am standing still for 2 seconds. if i want to cast hammer of the gods, i am casting it for 1 second. the fact that the smoothest clear on a warrior is basic attack with armor explosion, says enough about the slugfest that is the warriors skills.
People need to realize that, while Asmongold has played PoE1 for a long time, he isn't very good at it and only has a surface level understanding of that game. It's highlighted a lot, when he disagrees with Kripp, especially about the skill tree power in PoE1 vs PoE2. Shows how clueless Asmongold is, but then again, he never made his builds himself, never played any challenge mode in that game. He is very much the definition of a casual PoE1 gamer, despite on paper having played for a long time. It's why people need to take his opinion regarding PoE1 with a heavy degree of skepticism.
The complaints I am hearing about death punishment is the reason why Hardcore exists. Losing your character is supposed to be the death punishment in hardcore. For softcore, I paid for 6 portals, I want to use my 6 portals before I lose my map.
Every single thing Kripp said was right. Got to level 70 on monk and the game basically came to a halt. The progress i made would immediately be undone by getting one tapped by a pack of regular mobs. Survivability is super scarce and if you spend all your resources on survivability you're still too squishy and also don't have enough damage. I think everyone saying the game is tuned correctly and isn't too hard, are somewhere through the cruel acts, and think they have experienced a lot of the game.
I'm hardly a poe1 veteran, though i do have a couple hundred hours in it. The campaign in poe2 is way more fun than poe1 IMHO, the only reason people don't complain more about the campaign is that it's shorter and people have found they can speedrun it. Now endgame mechanics in poe2 have me worried. They seem to want a more slower methodological gameplay, but _every single_ endgame mechanic has you dealing with huge waves of enemies with random bullshit attached, and several of them _require_ that you kill as fast as possible with no concern for safety, exactly the opposite of what they seemingly designed the game around. It's honestly bizarre.
They said they only decided like half a year ago to focus on preparing endgame content for the early access instead of finishing the campaign, and I think it really shows. They've just copy pasted over a bunch of league mechanics and map systems from PoE 1, but PoE 2's gameplay is so fundamentally different that it just doesn't suit this type of content at all. Getting swarmed and one-tapped when you're this slow is just crazy and it goes against the more methodical style of combat that you experience during the campaign. I think they have to really rethink the endgame map designs to actually fit PoE 2's systems if they want to make this work.
I think the one thing that can solve this is bringing back POE1 fast pace movement skills. I like the slow pace gameplay and the dodge mechanic but most deaths that I saw was either players get surrounded because they move too slow or boss attacks that hit way harder and harder to dodge because of a slower movement pace. PoE1 dash and travel skills would really help the game but PoE2 would lose it's identity of slow pace but fun gameplay
I like the new asmongold strategy for dealing with idiots by calling the comment low iq and moving on. Greatly improves his well being as well as the flow of the conversation.
15:00 There's way, way less power in the tree than before. Less notables, less high tier nodes. Most nodes are like +10%. Ascendancy nodes are also much, much weaker. 21:00 Ultimatum has 1. One. On-death effect. 37:00 Yes. Stop dying. Please GGG, don't listen to the baldo on this. He's very wrong.
On-On-Death effects were GGGs solution to players blowing up entire screens with little to no interactions with any mobs. Now that mobs pose a threat surely we can get rid of the right?
People just need to learn to play, I have no problem in the maps. Most of his critics are just bad view of the game, they all play it like it is Path of Exile 1, and all those sheep coping their builds that are good up to tier 6-7 maps only.
"Mobs fuckin' dead" Yes. This. I don't want to have to maintain my stressful alert status after stuff has died on my screen. That is when I can relax and breath a sigh of relief. And the fact that you lose everything on the ground on death- and can easily die from the mob dying, which is when they drop loot, is so, so, SO anger inducing for literally no reason.
Add to this that all the monsters will respawn and you have to kill them again. This game is irritating and frustrating. I think I will stop playing it and will be back in a month so maybe they will fix it till then.
The freaking blood pools in the mansion in Act 1, sometimes the mob dies on a corner and you can't see the pool. Just about died opening a chest yesterday
The problem with designing PoE 2 around the dodge roll is that it gives melee classes a huge disadventage. Especially when it comes to the trial and the honor mechanic.
Its terrible. Either remove dodge or give it a cd and balance enemies accordingly so gameplay loop isnt dodge every other input you do as melee. Probably wont happen but oh well
The entire way they have designed this game is fundamentally IMO not going to last nearly as long as poe1. Even if they make changes to the honor system, and the respec cost, and those other issues people have the very barebones fundamental "dodge roll mechanic" that souls games use doesnt really last long term for an arpg. But i could be proven wrong.
And after-death effects make it EVEN WORSE for melee builds. On my Warrior I dodge rolled, the enemy died to my AOE and then I was gibbed because I couldn't roll again yet. Ranged characters just don't have to deal with that in the same way.
Nah, you just need to make it so Melee can survive most hits with proper defenses. Having clear animations that can still oneshot you is fine, but an heavily armored/defensive melee should dodge only rarely. They can balance that however they want so elusive character cannot abuse it (Souls-like make the dodge roll very slow and sluggist if you are too heavy from armor).
for me, its the honor mechanic during ascension trials, not only you have to worry abt life and energy shield, you have to watch for honour points too because you can't use flask to replenish honour points, you have to clear altars
My fun in POE 2 is trying skills, gear, stats, passives, etc, and overcoming enemies. I don't remember ever playing a mobile game except candy crush, and POE 2 makes me nostalgic about Diablo 2 and Dark Souls, because in POE 2 you have to either farm better gear (like diablo 2), or learn the mechanics of the bosses/enemies you're dealing with (dark souls).
43:57 Commentor, my guy, Kripp is proving feedback for a game that is literally in testing phase. The whole point of the early access is to test, provide feedback, and fix the game before official launch.
well they have a lot of fixing to do. It’s not fun doing the same build as everyone else. Respecs should be free not a million gold. This game is basically a ranger game bc why woukd anyone wanna play melee. It’s not fun and tedious.
For some people there is no spectrum between being a lover and a hater of something. Or no way they can square loving anc criticising the same thing. If you love something, you should want it to be the best it can be. That kind of apathy towards weaknesses and flaws with the game actually shows a lack of love and appreciation.
Death explosion makes sense if they make the monster flash rapidly to show danger, or a AoE radius. The problem with PoE2 is that enemy AoE does not have any indicators or if so, very restricted to the boss or attacks. Unlike games like FF14 where they teach you mechanics one by one (stacking, tank busters, floor markers, etc). Also, those one tap death attacks, are the devs using player HP% to do damage or is it a set number that is insanely high?
I just wish ARPGs would get over their obsession with one-shot deaths in level-appropriate content Same applies to after-death mob attacks. It forces players to be constantly paranoid and FURTHER PUNISHES MELEE BUILDS.
so you want it to be made so that you cannot die? its designed that way because otherwise you are able to regen to full hp and then theres no chance of dying. on the odd occasion you die from other sources is so rare that with any effort youre essentially immortal. thats what you get when you spec into a character that is close distance. not to mention those effects are a problem to range classes if youre moving remotely efficiently.
I only just finished act 1 but I haven't seen 1 shot deaths so far. You just need to dodge the dangerous looking things, but I found even when I messed up I still was like 10-30% away from dying, so unless you get stunlocked or multiple hits it seems difficult to get one shot.
This problem is in Tales of Maj'eyal where no matter how powerful you get, regions will scale and still have the oppurtunity to snipe you dead. This game you have to spend 5+ hours on a permadeath character, so this constant threat just disrespects your time.
The problem is Armor stat reduces damage, but evasion and energy shield gear also exists, so you end up having lots of glass cannons. You'd want a lot of str as a secondary stat solely for Life capacity. Imagine dark souls, but instead of increasing stats via souls, you have to spend it to buy gems to socket into gear, or learn attribute passives every time you kill a milestone boss. It gimps you in a progressive stage based system.
@@tenkk_ch This is true with some of the comments, where they actually disagreed with the criticisms. Other commenters disagreed with the ACT of criticism, not the content. They say he is a hater, or is taking things too seriously, he should not be doing this, etc., which is an ignorant and destructive mindset. The opposite of love is not hate, it's apathy. If all people felt and acted like these commenters, there would be no feedback at all for the developers and they would be lost and the game would not improve.
@@holysecret2 Yea of course, there are always gonna be bad actors. Some people lack apathy, some genuinely loves the game, some genuinely hates it, some genuinely wants to provide constructive feedbacks but are not great critiques and some are just providing criticism just to show the game is flawed, not because they actually didn't like it. At the end of the day, the decision is in the developers' hands, not the players. They must always take every feedback with skepticism and properly analyze them before making any changes. Any move can easily shift anyone's perspective towards the game because people are just that different from each other, especially when majority of the playerbase are probably not active on the internet so they need to pick their poison... carefully.
as someone who played Diablo 3 since launch and then played Diablo 4 when it launched and never played POE but got POE 2 on release I can confidently say I will never go back to diablo
Try d2 no Kap it's good but stick with POE until your feeling burned out you know. The atmosphere and game in general is far different and spooky. It just feels right. Hard to explain but even the stupidest thing has weight.
@17:15 Kripp is not talking about sockets, only gem leveling - why everybody does this and goes to sockets that were never mentioned - kripp just wants to allow the gem to level up - damn...
Usually these things get noticed when a game dies out or is on its way to die. As cavedwellers have 0 clue that they do not make 90% of the gaming population but go figure
yeah and they could honestly just also make gems level with the current system but you can still upgrade and skip a level with a new uncut. Would totally work without completely reverting the gem system
@@s0613765 You still misunderstood him. In PoE1 gem level with you, so you are always guaranteed to progress, as long as you keep farming. PoE2 skill gem are locked behind drop, so as long as a skill gem doesn't drop your damage doesn't increase. Drop has already been fixed so people probably will never face what Kripp has to face.
2:57 - "stop playing warrior" - this is, in my opinion, the biggest issue with POE2 right now. Not the loot, not the one shots, it's this. If you can't get it to where every character isn't a viable option at least to START, maybe not even be the meta per se, then that is the game's biggest issue.
people will scream "its early access!", and yeah to some extent that's a solid point....but we're also seeing what the devs are thinking, their design logic, or lack thereof....
@@andrewgreeb916 melee is given almost zero chances to actually land hits as you're basically forced to constantly roll out of the way or far away to avoid every single attack the boss has...it's incredibly annoying and frustrating way to play, if you even can play that way
@@Mark-O-V close range is the preferred place to be when fighting bosses, melee is too close, some bosses have melee punish moves, because we're not having a bad enough time...
@@Malum95 the bosses are literally the easiest part of endgame aside from the pinnacle bosses. everyone is dying to attacks and on death effects that you can't even see most of the time
Why do people get so upset about dying a few times to a boss? People weren't like this 10 years ago. You learnt the patterns and over come it eventually. Dying while learning the pattern used to be part of the normal process, now people are raging demanding the whole game be made easy.
I understand having big, one-shot, super telegraphed cleaves in the game, but sometimes, getting instamelted by something I can't even see makes me want to fucking scream.
You xan see it, you just didn't. It's hard that's all. Gotta learn the enemies to know what's coming just like dark souls. I'm mid cruel with no walk through guides or any other game ruining content and loving it.
Yeah, playing minion-witch I can't tell as to what the fuck is even happening half the time as usually half the screen is just filled with constant fire and explosion effects, so I'm essentially left monitoring health and mana-bars while tapping 5 different skills on a loop to make more explosions and fire. This made Act 2 boss-fight especially frustrating as I often could not see the shield-bubble in time because it would get buried under explosions and fire for a while.
I think it is absolutely fine. However, unlike Poe1, you can't build for it. No matter how much health you have, it just gets you. We get it they want the game to be more hardcore, but in this game where death punishes you heavily, you build tanky, yet it doesn't work, even though you sacrifice damage to become tanky thus not zoom maps.
@QUIKB3N Yeah but imagine playing hardcore. Am I expected to beat the game 10 times so I can even attempt to do maps in HC? Why can't we just prepare to deal with such things, since we compromise damage in return.
Its's bkose he got brain washed by hearthstone battlegrounds,Long ago he was a legend in games,i watched him alot,now he just plays autochess card battle crappo blizzard game.🫤
Watching asmon play a game is torture. He literally raged quit the game at Act 1. I'll watch the talking videos, but he's the most casual gamer you'll ever see.
"I like the game a lot, I recommend you play it, but I think you have heard enough positive about the game, let me tell you what I don't like." then chatters at the end "this is more like a critique than review!", "this is all negative and not positive" hmmm its almost like that was the entire premise of the video.
I don't see any positive poe2 over poe1 from the start except it is better as an arpg, but you know it won't last long because it is not an arpg I think the most attractive reason for the positive views is... it is better than diablo4
@@Fadexpl I feel like that's kinda been the point in most of these games. Getting a build that can play itself for the menial part of the game, and transition into a higher difficulty for the elites and bosses
It's really sad he stopped playing it. I learned so much from watching him. Any smaller channels I ever watch, it's like, "Why would you trade there?!" and stuff like that. I don't watch him anymore because he doesn't do Arena or constructed, and Battlegrounds is just boring giant scaling at this point. Not even Hearthstone.
@@danielmaster8776yes. Some of my fondest memories involve Heathstone and krip. Card games have completely died and with it, so did a part of me. Rip gwent, esl, lor, shadowverse.
I'm in my mid 30s and just don't have the energy for sweaty gameplay like this. It is just demanding and exhausting from the very start, and sorry, I'm a casual player who plays games to relax and have some stupid fun, not to prove myself for bragging rights. It's absolutely right to have super challenging boss fights and maps in there, but it should always be beatable with most at least somewhat competent builds, and such a challenge should be *optional* in the endgame, as a risk / reward mechanic. A new player wants to explore. To mess around with all the skills, to find what's most fun to them. To get an orientation in the game's systems, to learn the game's mechanics. You want a natural progression in difficulty, where you have an introduction first and then build a character you want to play, and later you can choose how much you want to challenge yourself and test the strength of your build. But being stingy about loot from the very start, having worthless passive upgrades in the skilltree that barely improve anything and even if you pay attention to defensives and equipment as intended, that not being enough - that's just frustrating design and bad balancing. While the boss designs and mechanics are spectacular, it's just utter bull to roll and roll around, with barely a second to get a hit in, before the endless onslaught of attacks forces you to roll around again, being unable to actually fight. That is simply not fun and wastes time. Don't get me wrong, the dodge roll itself feels great and paying attention to telegraphed attacks is all fine and fun. But boy is it overdone right now.
@@Mark-O-V Yeah, but what the children who comment snarky stuff like that don't understand is: I don't want the game overall to be easy. I recommend a progression of difficulty, so everyone can have the experience and fun they look for in a game. You start easy, have fun, mess around, and if you want that soulslike hurt, there's optional endgame mechanics for you. Absolutely keep that challenge in the game, but let the players at least experience the story with a bit of chill and get to the point where they have an actual build and got the hang of it.
game doesn't give you a chance to adapt. I don't mind getting killed by bosses or mobs, but I want to know what can I avoid it next time. It might take 500 attempts for the person with slow reaction time like me, but I will learn, if game will give me a chance to. but if everything is unpredictable chaos, no fun.
@@Mark-O-V Those people making those comments are tourists, literally none of them ARPG gamers. Any ARPG gamer knows that in order for a game to be playable every 3 months for a decade, it has to be chill most of the time and the hard content has to be optional so that you can do it at your own schedule when you feel like it. If the game forces you into full focus gaming 24/7, then no one will come back after the first playthrough and a bit of end game.
ngl asmon is on some copium with these takes on poe2. 6:26 "if i blink i could literally die" as a dismiss to poe 1 cuz of it being "too fast". DUDE, thats LITERALLY what happens in poe 2 except your slow and can't evade ground junk or one shot attacks as good!! and even if you died in poe 1, you got 6 portals bro. if you die in poe 2 maps, thats a bricked map, no more progression for you, and clap -15% xp instead of 10%. Ridiculous opinion on poe 1 vs poe 2.
Mechanics with negative/double dipping punishments are bad, period. The punishment in a GAME for failing a task is exactly that - YOU FAILED. It does not need anything else.
On death effect are such an utter shit mechanic. The small little shits that die and leave pools of damaging blood or poison just make it annoying to pick up loot because if i step into it to pick up stuff, I die. So now I have to just sit there and wait 5 seconds for each pool of dicks to fade before i get the loot. It breaks the flow of combat and it's not fun.
The main reason I stopped playing Last Epoch was when you died on their endgame map lost the rewards for it but still had to run it over again. So very not fun. You pretty much have to rerun an area while feeling pissed off.
One of the strange vestigial systems in the game for me is the shops resetting at levelup. Why can't they reset every 15min, or like in D2 via waypoints? Why lock the player out of buying from a shop completely for an entire level if there just happens to be nothing worthy of buying after it resets?
There are many moments when I die without understanding why. The whole screen is often filled with fire, gas, ice, or other effects. One death stands out clearly in my memory: a regular white mob cast a tiny ice bolt that one-shot me, even though my armor, evasion, and resistances are capped. The further I progressed in mapping, the more frequent these small, seemingly insignificant things began to one-shot me. Most of the time, you can’t even see what hit you-just like in Path of Exile 1, you’d have to record your gameplay and analyze the footage frame by frame to understand what happened. Getting one-shot by bosses feels fair to me. I can usually recognize which attacks from the campaign can one-shot me since they’re telegraphed in most cases. However, starting from Tier 11 to Tier 16 maps, you’re constantly overwhelmed by a fullscreen of monsters, any of which can instantly kill you. And when you die, it’s frustrating: you lose your map, your league mechanics progress, and it feels bad. The third and fourth ascensions are another pain point. The amount of time you have to invest to reach the final boss is enormous, and you can lose it all in a moment due to random nonsense. The final bosses in the fourth ascension are absolutely wild, with some very creative mechanics. But don’t even think about attempting them without watching a UA-cam guide first-they can be incredibly confusing, and if you die because of that, you’re forced to repeat another 30 to 60 minutes of content.
To your first point, last epoch literally has a a death text saying what the last hit you was, what ability they used, if it crit or not, and it’s damage type. They do that in 1 sentence. Idk why GGG hasn’t implemented it. It would help tremendously. They also separate packs of monsters much more than PoE does so you don’t get overrun
screen clarity is a huge problem, and one thing on a list of thing that go against their idea of a "soulslike" ARPG.....especially when you have zero clue where your character is when swarmed with mobs, AoE spells, effects, and other bullshit game has an identity crisis
@@Mark-O-V The campaign was incredibly enjoyable, packed with top-tier boss encounters that truly stood out. However, when it comes to the endgame-where are the bosses? Even if you find a map with a boss, one random death, and boom-they're gone, leaving you to hunt for another. Boss fights shine with the slower-paced, pseudo Souls-like combat, but regular trash mobs? They just don’t hit the same.
PoE2 does look great, but the 1 Death = Bricked Map and lost exp mechanic is probably going to limit PoE2's ability to gain/retain new players. Doubly so with how easy it is to get one-shot. It is extremely anti-new-player and anti-experimentation, among other things. Having a semi-hardcore system in the normal softcore mode is going to be heavily demoralizing for many players, and I think some people are severely underestimating its impact due to their (justified) hype and/or 5k+ hours in PoE blinding them. It definitely soured my desire to play, as well as several other people I know. If they remove it, way more people will play and people will play for longer. The problem's not just limited to people who have never played ARPGs, either. For example, I enjoy playing risky builds/styles and such in ARPGs, and this one mechanic basically means you're not allowed to do that if you want to progress unless you're already a god at the game. And casuals are definitely not going to enjoy losing a map to a single death or access to a desired node due to a few deaths on surrounding nodes totally screwing them. This would feel less awful if there weren't so many one shots, but it would still suck. Yeah, it's more skillful to need to manage everything perfectly and not ever die, but enforcing it so harshly is going to drive a lot of people away from what is ostensibly a softcore mode. Hardcore already exists for the people who want that kind of challenge, and many of the people who think it is a good idea are already skilled enough that it doesn't matter nearly as much for them. It will be a nightmare for people who are just learning the game, and doubly so for anyone who has not played an ARPG before. Even top players like Kripp seem to be dying regularly to some of the one-shot mechanics. Anyone who thinks it is a good idea to brick maps with a single death either has an obscene amount of time in PoE, is a Hardcore player, is a gigasweat, is lying for ego, or some combination of the four. Usually they're just talking about punishing mechanics to seem cool, since every instance of this always results in people quitting because getting fucked over isn't fun (see: every unbalanced MMO PvP server ever / OSRS PvP guilds making everyone avoid the wilderness / how much people hate smurfs in any game with matchmaking). Even the honest gigasweats know this is a bad idea. The time loss is more than enough of a punishment. We don't need to lose EXP and maps and such. If it must be in the game, make it an optional semi-Hardcore option to go in-between Softcore and Hardcore.
Unpopular opinion, but I can't agree that POE2 gem system is better. Everyone seems to be loving it, but most of those people are still low levels and don't realize how incredibly difficult is to get a 6-link in POE2. Getting a 4-link now is 1ex, getting a 5-link is 16ex and 6-link is more than 60ex. I can get a 6-link crap body armor in a new POE1 league, 1 week into it, for less than 5c, which is as cheap as it gets. Color matching is fairly easy and cheap and you get an enormous boost in power. They need to increase the drop rate of the jeweler orbs.
@@nagatodan its not a loot problem its a system problem. players will soon hit a wall in endgame, probably not making it close to where kripp made it unless you are following a meta build guide. and guess what? you literally cant get any stronger because you arent at a high enough map tier to get the drops in the first place, not because the drop rates are too low. you can farm for the ex but it will take probably hundreds of hours since you are farming "lower" level content with bad drops considering you need 77 per skill, most builds will have 2-3 core skills so 154-231ex. and they already buffed the drops, they probably wont do it again. and its a player driven economy. buffed loot = loot has less value so you need more loot anyways
@@DioBrando-iq9no okay, so that does sound like a loot problem since you're not getting enough better loot to progress, and doesn't sound like the loot still isn't close to what player wants for balance sakes. And I get the problem is as same as Destiny 2 having to grind the same area/strike on hours and hours on end for slightly higher gear level
@@nagatodan it is just that - endless grinding to brute force your way into 6-links. And I can't think of a way for them to fix this with the current system. If they make the orb drops too frequent, then the whole gem system is basically bypassed and everyone will get 6-links for every single spell, if they keep it like this - it forces grinding. Having the sockets in gear was a balance between having a good gear with good sockets and just having the good sockets for the sake of boosting your way to higher level content so you can get a better piece. It gave you options.
@@bulelf mmm yeah that's true, still need a lot of balancing from the team but i think they can make it work somehow, they could potentially implement more systems by the end of early access. Progression would be different but I expect GGG would balance it out
Yeah, poe2 is on the ruthless side. You ever BRICKED a character and hard to make a new one in D4? No, re-speccing is easy. I do like poe2 though, re-spec just needs to be more affordable.
One solution is to have a version of the game that is balanced completely around playing single self found...an especially tuned game for no-trade gameplay..
They make their money with whales who buy stashes, that are needed for intense trading. So their "live support" from poe1 will doom poe2 from the get go, because everything is balanced around trading your way up
from what i am hearing it sounds like the big mistake GGG made was calling the game "Path of Exile 2". the name made people think it was going to be an extension of the first game instead of being it's own game with different mechanics and gameplay. i think the "2" on the end is the problem. there would probably be less complaining if the "2" was replaced with some other word or reference to the PoE universe. them calling it a sequel as opposed to a separate game set in the same universe, seems to be causing unnecessary problems.
but i have an idea for the one hit kills: scale the damage down away from center. the further you are away from the epicenter of the hit, the less damage you take
@Ambander-p3x haha you're definitely not wrong. still, there could be some directional vector detection in that case distinguishing direct hits from glancing hits. in this case there are two centers, your center and the projectile path's center and the closer they are when the hit connects can determine parameters influencing the rng for damage calc. it's not perfect but it's preferable to being one pixel too close killed.
@@MatthewKelley-mq4ce it could just be that players complaining of those one pixel deaths are just building glass cannons... and yet it could just be that such a thing actually is standard, but a lot of skills were left out in the published build. this can be the case when initial testing checked for hit detection but only inferred damage based on surrounding code since it's faster than testing every case. when you're dealing with so much rng in a test build it's insanely easy to miss something subtle like that when 60 QA folks each say it works but privately they called it a fluke. nobody is doing 100 iterations to test a code they are confident with. and this is GGG. they knew from the beginning people would complain about difficulty and trainwrecks. sure, they can easily automate rng testing but you'd be surprised how often those tools are left in the box
My dude, if Kripp says theres not alotnof power in the passive tree. Then trust him. That dude has played every arpg to the highest of all levels. He knows games more than you know yourself.
How I feel after 120 hours in Pros -Boss Design Cons -Campaign(Too difficult for newbies, a total slog fest for veterans) -Trading(Couldn’t they just make an auction or players can take the item I am selling without me portalling halfway through my maps or trials?) -Endgame(Unless you’re in the race for 100 you’ll burn out in 50-100 hours above level 88/89) -Level Design(Too big, too many backtracking) -Bricking Assistance(Respec too expensive) -Survivability(Investing into survivability late game almost grants you no survivability either way unless you’re an ES cuck) -Loot(Identify still sucks and have no reason to be there other than wasting our time or missing good loot) -Balancing Issues(Nerfing, trigger happy nerfs in a non PvP game. None of my chars were warrior or sorc but seeing them so concerned about nerfs instead of focusing on other major issue in the game is befuddling) Here is the tldr, I feel like new players won’t like the game and old players rather have a graphic overhaul in PoE 1
@@PalmsDesign Just because a game released 11 years ago was bad at the start doesn’t mean the next iteration have to follow its footsteps, I would like PoE 2 to be good as well but right now the game doesn’t capture majority of the playerbase and the flaws were so obvious it was like they didn’t even test the game out themselves.
@@burgerboi0689 Great, it was somewhat decent at the start from the hype and excitement of the launch. But you have to go through the same thing for every character you create and every new league to experience new things added in leagues. So in your case that is like 60-70 hours of the same playthrough every 3-4 months?
@@sljk the game is not going to remain the same at its first two weeks of early access for the next ten years is it, I also only ever have one character on video games and i play with trade off so no alts needed
36:15 I really don't agree with this. The reason it's easier is because you have gotten better and have a stronger build. The same goes for the Artorias example. For many people in Elden ring the hardest boss for them was the Tree Sentinel in the beginning of the game. They then got better and things became easier this way, it's not that the bosses or mobs are easier it's that you get stronger and better at the game.
9:00 I've basically taught myself to wait a few seconds before walking over where a rare died because I can't see any possible on-death effects underneath my lingering skill effects and loot, I hope they don't go down this route of "difficulty" again.
Asmon not liking the "gem system" in poe1 is insane to me. The mechanic is a perfect encapsulation of GGG's core philosophies, initially it comes across as overly-complex but the more you interact with it the more intuitive it is. Especially considering how similar it is to the current iteration of the system in poe2. They moved the UI off your gear and your gears' connection to the system was severed, removed the concept of colouring your sockets, and "fused" the fusing orb into the new jewellers orb. Personally, out of those changes I am not a huge fan of any of them - MAYBE the UI change, but removing your gear from the gem equation entirely has not felt good to me. In poe1 chromes retain value for benchcrafts/corrupted item socket colouring, jewellers have huge value in early league scenarios and end up being converted to fusings late league which retain value pretty well considering the RNG nature of the linking process/the high bench cost of a 6l. There was way more to the system, and while I understand they're attempting to dull it down I have not enjoyed the implementation so far as it completely sanitized a number of vectors for character customization and the currency they provide to fuel a complex player-run economy in the name of chasing the dragon that is mainstream success. What makes GGG great is their ability to continue to niche down on who it is that enjoys their content year after year after year. They don't know how to back away from the compounding complexity problem they have created for themselves, which is a real problem, but it doesn't feel like that is an accurate assessment of what they have put forward with this early access. It feels like a fundamental restructuring of their core philosophies to appeal to a wider audience, which I do not like, frankly. I agree that poe1 could be reigned in a bit and I absolutely love the idea of slowing the game down, but the gem changes in particular represent a change that is truly headed backwards for my personal preferences. As a fan of real music, this is parallel to something I have had a lot of interesting discussions on. When a band has an opportunity to break into the mainstream, they generally take the shot and in doing so most bands will dumb down what makes them unique to appeal to a wider audience. But if you listen to Napalm Death or Immortal Technique or Geordie Greep, or anything that has any kind of rigidity when it comes to bending the knee to expectations... you just kinda laugh at the idea of appealing to the mainstream. The mainstream doesn't want what they bring to the table, even if they are massively successful in their own way they will never break that veil and connect with as wide an audience because they connect much MORE with the audience they do connect with. To me this is a very scary crossroads moment for GGG, they could very easily remove all the complexity from poe for the sequel and in doing so they may end up attracting a lot of the more mainstream audience and alienating their traditional audience - especially considering the potential 10¢ influence. Only time will tell. I'm still hopeful, but things are kind of grey rn, feels like a very important 3-6 months, and not for the same reasons I was expecting.
PoE1 was FF7's item socketing with FF10s sphere grid in the D2 frame. It is the closest thing to a perfect game that I have ever played. PoE2 feels bad in comparison.
Well PoE 1 is still up and available to play. Why would they just reskin PoE to canibalize their own niche audience ? PoE 1's playerbase is very much composed of the same peolpe for the past many years I'm pretty sure. This is because the game is extremely unaccesible to new players. I am someone who has been playing games for 30 years and spend a lot of time on it as my primary hobby; and even for me getting into PoE 1 years ago was a huge hurdle. I am pretty sure my first 500 hours were spent more on a browser than actually playing. The game is bloated, no 2 ways around it. Thus it just makes logical sense to make PoE 2 different to try to appeal to a different crowd while also having PoE 1 for the playerbase that loves it for what it is. PoE1 need to accept that this is PoE 2 and not PoE 2.0 . The game might not be for them and that's fine, you still have a place to go back to. Also people are being way too dramatic and overly-critical for being 1 week into early access. We have peoiple complainign about the endgame when I'm sure 90% of people haven't even finished the campaign. Patience is a dead virtue my lord. Remember the early days of PoE 1, it didn't become what it is in 1 day. 6-12+ motns of EA is a long time for many things to change. And as for you music paralel. You say going mainstream but ARPGs are already outside the mainstream in my opinion and a game like PoE 2 will over time build it's own niche community that may or may not have some overlap with the PoE1 community. If anything it's more like a member of the band goes solo and there will be fans that still like him and some that will hate him. I'm all for feedback but I don't like how people keep trying to push this to just be poe1 with a coat of paint. Their philosophies shoudl change, they should take risks and innovate. If they were to stagnate they could just push new poe1 leagues for the next 10 years, make money and call it a day.
@@Borsecann Firstly, I wouldn't call any sequel inheriting the audience of its predecessor as "cannibalizing" it, that just feels like a complete mischaracterization. Is Hades 2 currently "cannibalizing" the first games' audience? That just isn't how it works really. Most ppl who play poe WANT to like poe2, and it is completely fair to expect GGG to consider those ppl when making poe2 instead of just pointing to the first game in response to criticism. I know a lot of ppl have interpreted GGG's statements about alternating league launches to imply that is a long term vision - I didn't see it like that personally. I do not think the end goal here is to have one zoomer gamer in poe and one slow game in poe2, each of which is built on opposing foundational design pillars to one another, I think that is the short term to solution to keep the first game on life support and buy time for its successor to find the elusive middle ground. Poe is my fav game of all time and it isnt even close - when they nail poe2 and get it right, I see no reason why I would want to divert resources into maintaining the first games content cadency. The second game is an iteration on the first, an attempt to rehash any mistakes, and if they do address those issues the game should appeal to fans of the first game because we know about those flaws more than anyone. Poe shouldn't go anywhere, but it is crazy to expect them to continue league content for poe1 and 2, that would require a significant boost in dev manpower OR a drop in frequency which is much more likely. They have already proven to have real trouble keeping up with the schedule of launching the game alongside poe1 leagues - there will not be any news regarding 3.26 until late January, which will be over 5 months since Settlers' launched and it is only an ANNOUNCEMENT of the league mind you. That the price of investing energy into poe2 - you would think a poe fan would understand opportunity cost. ;) I love zooming, I think I speak for like 90% of the zoomers I've played with over the years when I say most of us would trade it all for more substantial combat, with certain stipulations of course. The issue there is that is borderline impossible - you cannot create content that accounts for the range of player power found in the game, simultaneously the player power itself is what makes the game so loved by the dedicated fanbase it has cultivated over time. That is what poe is to a lot of ppl, slowly building a character that can eventually trivialize the content that once was so difficult. I don't know how you "solve" that problem when that is to most fans of the game the entire point of playing, lol. Wouldn't it be kinda crazy to invest hundreds of hours and divines into a character and still have a tough time killing the same bosses you were having a tough time with before all that investment? Then what was the investment for? I'm ngl, I just don't really understand a lot of the criticism about how poe eventually becomes trivialized, anything that you do for hundreds of hours is going to be trivialized. Does that mean the goal is not to attract ppl to invest hundreds of hours? That just feels like an impossible ask, waiting to not only appeal to both sides of the aisle but to win in both directions, it is a borderline impossible design problem to solve for and they are taking a real crack at it. I applaud it... but I also don't expect them to "solve the problem" tbh I just don't think there's a solution, I think it's kind of a pick a lane situation and I do not expect them to long term be ok with having two different lanes like you are suggesting. I'll be honest, saying that I was "trying to push this to just be poe1 with a coat of paint" when I said in my comment "I agree that poe1 could be reigned in a bit and I absolutely love the idea of slowing the game down", "They don't know how to back away from the compounding complexity problem they have created for themselves, which is a real problem", and "while I understand they're attempting to dull it down I have not enjoyed the implementation so far" is kind of hilarious to me. I do agree that there are a very loud minority of ppl out there being obnoxious and rejecting change - I am not that person. Bring on the change, but I am going to speak my mind on it, and there is lots of space to improve despite it already being quite impressive. I ended my comment pretty positively, stating I am hopeful. GGG has more than earned this shot at realignment... I'm just worried they are going to end up pointing in a direction that I personally vibe with less. As I said, we will find out in the coming months.
15:36 the reason why theres far less power in the passive tree is because grinding levels doesnt give you much real power and takes a very long time. I got stuck on geonor's last phase as warrior. All my skills were max level and I was using the shop for gear but after that, there wasn't many faculties i could reach into, to give my character more tangible power.
I think a logical fix with one shots is every class gets a deaths door mechanic. A hit that would kill you from nearly full health leaves you with 10% health and has a long cooldown in the world and 1 use with bosses. A second to roll or heal could go a long way affter receiving a 1 shot hit and gives the player more opportunity to learn mechanics and fights or to barely make it out of a overwhelming or ambush encounter. Also agree get rid of after death dmg from enemies, its just martyrdom basically, cheap and lazy method of creating "difficulty" while also slowing the game down.The game needs to be difficult though. If every player could breeze through all content they would move on to something else sooner and negativly impact the player numbers and in game community. Very hard balance in keeping players, too hard and players leave, too easy and players complete and leave. I hope they figure it out though because theres a great game here but hindered by poor or not completely thought out mechanics. I think the devs obviously care and we will see improvements.
I hate the first ascendant honor system.. Im a monk and currently have super low evasion and never get orbs to help increase it. Even though I destroy mobs with ease using tempest fury/bell/falling thunder with killing palm and stagger fist or whatever alongside some weaker ranged attacks for openers and I can’t get through the boss because it drains the dumb honor so easy.. my character is admittedly weak at bosses with no mobs but the fact that Im using a build that is made to take hits and recover health with hits atm means it’s nearly impossible to even beat it… the story is easy though because my build works. I started over with a witch just to see if it makes it doable.
@ are you talking about the frozen melee combo? I haven’t picked that up.. I figured I’d lean mostly towards lightening because falling thunder.. so you think frozen lotus, glacial freeze?? And the ice staff combo are the way to go?
Nobody ever mentions TQ even though imo it has the best arpg campaign to date. If tq2 even just meets the level of tq1 with upgraded graphics I'm gonna be very happy.
Grim Dawn is the best ARPG of all time and it's not even close. I have a 1000 hours in GD, starting all the way back in its Early Access back in 2014 or so, I have around 90 hours in PoE and around 50 hours in PoE 2. They don't grip me nearly as much as GD does. And PoE's gem system honestly makes me want to tear my hair out. It's good that PoE 2 is getting rid of the PoE 1 bloat and gem socket bullcrab, but it seems like it's going to be a LONG time until PoE 2 is properly balanced. And even then, having skills tied to specific weapons only is just as dumb as it is restrictive and unfun.
I fellike a lot of his problems early on are "first character problems" as you go threw on your second toon its so much easier having the gold and gems alredy avalible
Not to mention you can bench gear for them as they progress lmao. I've got 2 just starting into 3 stash tabs of random gear for Warrior, Ranger, Merc, and Sorc. It's going to be a BREEZE to play through the campaign on any of those classes now.
I've played a witch, merc and monk. And so far, I've yet to clear the Devourer in Mud Burrow...with any character. It feels like a Soul's game in a Diablo format, lol. If this is their intention and/or vision moving forward, then POE 2 is not for me. It's all good though, there's still the original POE and Last Epoch.
Two points that really are concerning: Gems would have their own leveling so you can grind allowing you to beat harder bosses even if your build sucks. The dodge roll really makes me think they wanted to make a “Souls like of ARPGs” rather than “Diablo like of ARPGS”
@@Johan-hm5uc Everything. ARPGs are infinitely replayable games because its mostly chill content and the hard content is in specialized endgame dungeons that you CAN go into when you feel like doing the hard content and focusing a lot. When you make the whole game require your full focus, people will beat the game once or twice like a Souls game and then never come back. That is not a good model for a F2P game trying to make a profit from selling MTX skins to endlessly returning players.
@@Johan-hm5uc in arpgs it’s about your character building skills but in souls like it’s about your timing and strategy of which move to use when, its fine to have roll to assist but what Kripp is saying makes me worried that no matter what you do with your build to will still die if you don’t roll at the right time, I don’t play Arpgs for that, I rather grind and over power myself P.S I love Sekiro and esp. bloodborne got the full ending even
@@kilodi Even Souls games are far more RPG than PoE2, you can make incredibly powerful builds in them with some build designing skills and 1 shot any boss with a single attack or spell. You can get like 98% flat physical damage reduction in Elden Ring with a specific low life build that scales your defenses the more the less HP you are at, so at 18% or lower HP with that shield and regen items you actually have millions of eHP and any hit you take instantly gets regenerated. You cant even build enough defenses in PoE2 to tank enemy hits, the entire game is balanced around the dodge roll mechanic lmao. This isn't an RPG...
getting one hit leaves no room to learn something, "oh i died" .... "how".... "dont know"...... "how can i change my tactic so it doesnt happen again ?" .... "dont know because i dont know how i died"..... "hope it doesnt happen again then" - PoE 1
Every game I try out, I want it to be like Diablo 2. I know the game is old and outdated but I feel like the character stats and the way the skill tree with synergies works, how you can hit certain break points with faster cast rate or IAS, there was just so much perfection in that game and I wish they basically remade that game with the end game content of poe1 and 2.
i know man, nothing compares to d2, just an accidental masterpiece...but i cant play that game anymore after what has to be thousands of hours. poe 2 is good, they just need to tune some things.
@@TristanaYordel-n6n Definitely an accidental masterpiece. I had been playing since launch day, 1000s and 1000s of hours over the life of the game. I'll take longgg breaks nowadays but I do find that eventually, especially with how nice the graphical upgrade of D2R is, I'll eventually go back and do another hardcore SSF run :)
@@thelitmango6333grimdawn is awesome, there's definitely not the complete freedom of builds but with the 36 or more class combinations and multiple build types per class it's pretty amazing. The late game nemesis mobs do make some builds a bit unviable though. After a few too many close calls I put my dagger/frost sin on the backburner. I can't deal with losing another 60+ character.
Asmond: "I hate getting killed in one hit, it feels very unfulfilling" 99.9% of All deaths in PoE2 are one shot kills. Also Asmond "I think that sucks, one shot kills... even in elden ring you have to fuck up 2 or 3 times." Also Asmond: "i like how they designed the balance of PoE2 around dodge roll." Bravo. Youve just countered your own argument. 😂
Literally everyone that I talk to tells me that they’re playing a Merc and it just make me not want to play because I know that anything I play won’t even come close to a merc. Takes me almost 20-30min to deal with some bosses on my ranger, warrior, or monk but then my buddy who is a merc literally downs bosses in less than a few minutes with zero deaths and it just destroys my confidence and moral and makes me not want to even play. Ik some will say “stop worrying about others and just play”. Well that’s not possible in this day and age where we have the ability to easily watch others gameplay and hear about other’s experiences
I'm only level 47 and I'm so god damn tired of being ganked by some off screen ranged mobs or post-death bombs I can't even see, or getting zerg rushed by 30 mobs that push me around like a hockey puck while stun-locking me, or every single mob being twice as fast as me so range doesn't mean anything unless everything dies before reaching you. I loathe to think what mapping will be like. I'm already struggling to find the willpower to finish the campaign.
@ yeah I remember. I don’t think the game is hard. It’s just annoying and frustrating. Which I guess is up some people’s alley, but I’m honestly kinda done.
That's pretty normal. Getting stunned feels unfair because you are unable to do anything but watch yourself die. Stunning a powerful enemy makes you feel powerful instead.
I feel like the stagger/stun system made Armored Core 6 worse, so I kind of get what he's saying. Though I think he liked it in that game lol. And I also think he meant the flinch, some enemies when they hit you will interrupt your skills sometimes multiple times in a row. It can be annoying and get me killed, but for the most part when it does I know it was my fault for trying to commit so hard.
The complaints about sometimes getting one-shot by bosses are pretty much nullified by the fact that shields give you complete damage immunity and you get s when dodging. The whole point is that you're supposed to take an active role in damage reduction and play cautiously to not get overwhelmed, not just dive right into a swarm and let your stats do the work for you. And the fact that he specifically says that high HP works for tanking damage in high-level maps means that passive defenses work to some extent, which is the opposite of what he's arguing. I'd agree that attacks that are going to one-shot you should be telegraphed better and attacks that are harder to avoid should do less damage. Attacks being nearly unavoidable goes against their new design philosophy.
I think it's neat that PoE2 is making me want to play PoE 1 again alongside it because they're so different. Satisfying in different ways. (and imagine where PoE2 will be in a couple years)
But PoE1 will never make you feel like coming back to play PoE2. Thats a problem... that just tells us this game isn't all that good... I dont imagine this game will be anywhere in 2 years unless they scrap all the systems its built on and make it a lot more like a true ARPG, like PoE. Dodge roll is awful and has to go, gem system has to get back its complexity from PoE, talent tree has to become interesting and powerful again theres literally nothing fun to take on it, and so many other things about this game are just severely flawed.
@Ambander-p3xpoe1 makes me want to play a game where I’m more actively engaged with mobs and bosses after a solid session But I’m not the biggest poe1 veteran super fan
@Ambander-p3x it sounds like you just like poe1 ? so go play that ? PoE1 is inaccessible to 90% of new players and for those that do manage to put in the hunderds of hours to learn it, it becomes a turn of brain and zoom around the map game. Don't get me wrong, I love PoE 1 but I don't want this to be the same. There's a reason both games are available to play. Also maybe you don't remember how poe1 started and how long it took to get to where it is. We're 1 week into early access for christ's sake.
@@Borsecann Tbf they've also had 10 years to learn from the mistakes of PoE1 and in a lot of ways that matter most I don't think they really have at all.
Nah Kripp is exactly right. The dodge roll is one of the worst parts of the game and will negatively impact everything going forward. Every single endgame boss / mechanic for the lifespan of the game is going to come down to "perfectly dodge roll these frame perfect one-shot mechanics 80 times in a row." By the time the game releases, build diversity will be limited to offense only.
They have to make the Roll more powerful and customised with different affixes and properties, so the roll feels engaging and rewarding. You should be able to change the element and velocity or other parameters with gems/perks
22:35 Sanctum as melee is cancer. Looks like they're trying to make thorns a thing, probably for Templar. How tf is a build like that going to make it through.
Sanctum should not be tied to ascendancy. It should be a game mechanic to check out for ranged builds, and melee should be able to completely ignore that content.
Nah bro this game is frustrating especially for people that have never played POE. Ive gotten hard stuck a few times, then you have to grind to hopefully find better gear, or get shit to upgrade gear w, i dont wanna spend hours running around looking for loot.
Yeah kripp is mostly known for his bad luck and salt, but he actually almost always has a deep understanding of the games he plays and makes valid comments on them.
Thank you lord I thought it was just bugged out. I didn't pay much attention to what was added like right when they released all those notes and what was coming later. Orbs feel better though
losing the map on death adds a constant pressure of not making a single mistake which over time just is too much tbh. a lot of ppl will be annoyed by that some sooner some later. i hope they´ll change that
One of the more frustrating things is also losing a potential elite mob spawn that you know you could have killed but just happened to die to because you either didn't understand what killed you or being too careless. I wish there was some middle-ground between a) not being blocked completely by a rare pack and b) not being able to kill that rare pack that you were about to kill but wasn't able to kill at the last sliver of health (and potentially lost loot that dropped).
He was wrong about act 2, he himself admitted he had a level 6 spirit gem which you can only get in act 2. He forgot he got it and then complain about not getting it in act 2. There is a guaranteed level 6 spirit gem drop in act 2, so the fix he asked for was already in the game when he played.
@@Johan-hm5uc i have a storage full of level 1 skill gems.............everytime i thought something higher had dropped it was a level 1 skill gem im on act 3............the skill gem levels the amount sucks.......i dont care what bs you say.......my rng is bad!!!!!! and to top it off my damage sucks...im stuck and cant progress and i only got here by playing with other people in groups all the time...not on my own!!
I had this map run going incredibly smooth at one of those mirror events. Then I got flinched 3 times back to back and fucking died.. to a pack of 3 mobs. Lost everything. Extremely shit design
Jesus man stop acting like it is easy, you literally deleted your warrior because you couldn’t handle it.
Thats fair lmao
We need to upvote this and get him to comment
Well it's easy as long as you aren't a warrior kek
I mean to counter your point, his other characters completely blitzed the game with ease.
Warrior is so good lol, can't even bother to try other classes atm
I will never run into the same problem that hardcore gamers do because I play too chill and slowly that by the time I catch up, whatever the issue was has been patched to be different.
Same, got it on ea release still act 1.
Yup.
I've been playing very very casual so I'm just now getting to the trial in Act 2. The honor system is horrible and needs to be reworked. It's a problem that any casual player could easily experience.
@@GoadedGoblinin a game where you can spec into a build where you take damage and regen it fire idk why they made honour like this
opposite. I tore through elden ring and then they nerfed almost all of the hard BS bosses i complained about on my playthrough.
I love how Asmon is saying the game isn't that hard when I literally watched him on stream quit playing melee because he was getting absolutely dominated, then switching to a class where combat is completely trivialized and acting like he's a god at the game. Absolutely wild.
He does it all the time. He gets mollywopped in every single Dark Souls game and then when he eventually manages to cheese it or brute force it, he says it's easy. He does it in every game and it's made worse by the fact he is usually pretty bad at them too 😂
Like the other 80% of melee users lmao
@@primary2630remember how he looked when fighting messmer on stream? I felt like he was about to cry. Next stream he showed up with a new build and trivialized the fight completely.
@@MoistYoghurt I mean yeah melee needs some love. I started warrior then switched to Ranger but I'm not gonna sit here and say I'm a god at the game now.
That's why you never play melee in any game :^) Ranged superiority eyyyy
19:25 "have I been lucky the entire game?"
OK hold up. Asmon must have a very BAD memory here. He started POE2 as a WARRIOR, LITERALLY could not beat a boss in chapter 1 of the game and could NOT progress, Restarted game as Witch in order to be able to progress. What does he mean, "I didn't have a problem the entire game."? 😂
Thats equivalent to not using Pikachu for the first gym and switching to Squirtle to win easily
He’s probably making a joke bro
Asmond "i didbt even know you could die"
Also Asmond : Rage quits warrior
What people aren’t understanding is.. Kripp is making this criticism video for the devs, not for the players. He is trying help the game by getting the issues fixed before the average gamer catches up. I love the game, and his criticisms are valid.
I thought it was valuable to me as a player as well.
It ends up nerfing fun mechanics that are not as fun anymore. Especially if the devs are sensitive to criticism.
FF14 devs are smarter than that, they don't hot patch a issue right away because they planned and design it's full functionality as much as possible at the start.
anyone thinking that "because this is 'meant' for the devs therefore it shouldn't be a publicly available UA-cam vid..." doesn't understand critique. Then if he did make these suggestions, and Reddit wasn't talking about these things you would just end up with post of "NO ONE IS COMPLAINING ABOUT THIS WHY WAS IT CHANGED" (one third of typical Reddit things). a Video like this also posits the idea for the conversation if it wasn't happening already for the "this is a problem they are right" and "this isn't a problem they are wrong" (the other third of typical Reddit things).
To the dev’s for the players 🎉
balancing the game by nerfing/buffing certain builds or removing bugs isn’t ruining the fun, nor was kripp complaining about that
Its weird to see some people get so bent out of shape when ever someone is giving criticism on the game. POE2 is in early access this is the time to critique and give feed back thats how we got the rolling change in the first place.
theres criticism and theres "i feel X just because". also kripp was harping on about being able to buy high lvl gems. as if that didnt happen in poe 1. in fact its worse. here there's very steep lvl requirements and stat req for high lvl gems. in poe 1 i reach maps and i can basically buy a lvl 21 gem off the market. theres some truths to what krip says and theres some out of touch moments.
Feedback is completely different from screaming that GGG is killing the game after every minor inconvenience
@@electricant55 very much so. theres proper "hey i think this isnt tuned well enough atm personally". and theres OMG GGG KILLING THE BALANCE WTF ARE THEY THINKING HOW DID THEY NOT TEST ANY OF THIS!!11!!!111 lmao
@@lodsup Can you give a timestamp of when kripp did that?
the problme is that its morons like Krip, half of us wont make it to the amount of play time he has until this beta verson has many MANY fixes..
"I don't even think it's that sluggish personally" He says after rage quitting warrior class and while now running a minions build mkay.
But he is right. You can animation cancel, move while attacking, huge difference to Poe1. In any game melee is twice the effort (to survive) and particularly in a game that is very micro reliant (he's old). It just get balanced out by the game's sheer difficulty
@fupa1503 animation cancel is not natural in video games. It's just a technique that players find in the game. No game has an intended "animation cancel". Do you think it's natural that a character will leap forward but you can cancel it and your character suddenly stops that jump?
@@farlonmuentes6004 the devs literally were bragging that you can animation cancel while presenting the game, what are you talking about
@@electricant55 and you think that's a good design? your character swinging then just goes to idle animation. That's natural to you?
@fupa1503 yes let me animation cancel out of sunder which makes the skill not be used. if i want to commit to damage from sunder. i am standing still for 2 seconds. if i want to cast hammer of the gods, i am casting it for 1 second. the fact that the smoothest clear on a warrior is basic attack with armor explosion, says enough about the slugfest that is the warriors skills.
People need to realize that, while Asmongold has played PoE1 for a long time, he isn't very good at it and only has a surface level understanding of that game. It's highlighted a lot, when he disagrees with Kripp, especially about the skill tree power in PoE1 vs PoE2. Shows how clueless Asmongold is, but then again, he never made his builds himself, never played any challenge mode in that game. He is very much the definition of a casual PoE1 gamer, despite on paper having played for a long time. It's why people need to take his opinion regarding PoE1 with a heavy degree of skepticism.
The complaints I am hearing about death punishment is the reason why Hardcore exists. Losing your character is supposed to be the death punishment in hardcore. For softcore, I paid for 6 portals, I want to use my 6 portals before I lose my map.
Every single thing Kripp said was right. Got to level 70 on monk and the game basically came to a halt. The progress i made would immediately be undone by getting one tapped by a pack of regular mobs. Survivability is super scarce and if you spend all your resources on survivability you're still too squishy and also don't have enough damage. I think everyone saying the game is tuned correctly and isn't too hard, are somewhere through the cruel acts, and think they have experienced a lot of the game.
Eh im 74 and im still not having to many issues unless I get a crazy breach. But I can tell when I get to even higher maps it may get tough.
Idk I'm having a good time with my monk character
70 titan 2h stun build…i have problem with trials but thats all
Probably a "you" (build) problem.
I'm Merc at lvl 75 and game just feels zoom zoom like POE 1.
i'd like to correct Kripp, there's no Polish in game, it's all English
👩🏻🦲
"hello, Saitama? yes found something that you can punch and feel satisfied from it. Sending you the adress soon"
Subtle.
Hold on there buddy.
Hi dad
I'm hardly a poe1 veteran, though i do have a couple hundred hours in it. The campaign in poe2 is way more fun than poe1 IMHO, the only reason people don't complain more about the campaign is that it's shorter and people have found they can speedrun it.
Now endgame mechanics in poe2 have me worried. They seem to want a more slower methodological gameplay, but _every single_ endgame mechanic has you dealing with huge waves of enemies with random bullshit attached, and several of them _require_ that you kill as fast as possible with no concern for safety, exactly the opposite of what they seemingly designed the game around. It's honestly bizarre.
They said they only decided like half a year ago to focus on preparing endgame content for the early access instead of finishing the campaign, and I think it really shows. They've just copy pasted over a bunch of league mechanics and map systems from PoE 1, but PoE 2's gameplay is so fundamentally different that it just doesn't suit this type of content at all. Getting swarmed and one-tapped when you're this slow is just crazy and it goes against the more methodical style of combat that you experience during the campaign. I think they have to really rethink the endgame map designs to actually fit PoE 2's systems if they want to make this work.
This was such a good critique, hope more people see this
I suspect that they did a lot of testing on poison huntress
I think the one thing that can solve this is bringing back POE1 fast pace movement skills.
I like the slow pace gameplay and the dodge mechanic but most deaths that I saw was either players get surrounded because they move too slow or boss attacks that hit way harder and harder to dodge because of a slower movement pace.
PoE1 dash and travel skills would really help the game but PoE2 would lose it's identity of slow pace but fun gameplay
Interesting critique
I like the new asmongold strategy for dealing with idiots by calling the comment low iq and moving on. Greatly improves his well being as well as the flow of the conversation.
15:00 There's way, way less power in the tree than before. Less notables, less high tier nodes. Most nodes are like +10%. Ascendancy nodes are also much, much weaker.
21:00 Ultimatum has 1. One. On-death effect.
37:00 Yes. Stop dying.
Please GGG, don't listen to the baldo on this. He's very wrong.
On-On-Death effects were GGGs solution to players blowing up entire screens with little to no interactions with any mobs. Now that mobs pose a threat surely we can get rid of the right?
nah ppl are blowing up the screen on poe2
People just need to learn to play, I have no problem in the maps. Most of his critics are just bad view of the game, they all play it like it is Path of Exile 1, and all those sheep coping their builds that are good up to tier 6-7 maps only.
Yeah, you're not a sheep. You're special lone wolf man >:^) @Zemlja_je_ravna
"Mobs fuckin' dead" Yes. This. I don't want to have to maintain my stressful alert status after stuff has died on my screen. That is when I can relax and breath a sigh of relief. And the fact that you lose everything on the ground on death- and can easily die from the mob dying, which is when they drop loot, is so, so, SO anger inducing for literally no reason.
You can relax just a few seconds later after a final post death alert check. It's fine. It becomes second nature real quick.
Add to this that all the monsters will respawn and you have to kill them again.
This game is irritating and frustrating. I think I will stop playing it and will be back in a month so maybe they will fix it till then.
Skill issue cry more
The freaking blood pools in the mansion in Act 1, sometimes the mob dies on a corner and you can't see the pool.
Just about died opening a chest yesterday
The problem with designing PoE 2 around the dodge roll is that it gives melee classes a huge disadventage. Especially when it comes to the trial and the honor mechanic.
Its terrible. Either remove dodge or give it a cd and balance enemies accordingly so gameplay loop isnt dodge every other input you do as melee.
Probably wont happen but oh well
Depends on boss some are easier as mele, easier to doge huge smash because they have cone shape.
The entire way they have designed this game is fundamentally IMO not going to last nearly as long as poe1. Even if they make changes to the honor system, and the respec cost, and those other issues people have the very barebones fundamental "dodge roll mechanic" that souls games use doesnt really last long term for an arpg. But i could be proven wrong.
And after-death effects make it EVEN WORSE for melee builds.
On my Warrior I dodge rolled, the enemy died to my AOE and then I was gibbed because I couldn't roll again yet.
Ranged characters just don't have to deal with that in the same way.
Nah, you just need to make it so Melee can survive most hits with proper defenses. Having clear animations that can still oneshot you is fine, but an heavily armored/defensive melee should dodge only rarely. They can balance that however they want so elusive character cannot abuse it (Souls-like make the dodge roll very slow and sluggist if you are too heavy from armor).
for me, its the honor mechanic during ascension trials, not only you have to worry abt life and energy shield, you have to watch for honour points too because you can't use flask to replenish honour points, you have to clear altars
The worst for melee. Not fun at all.
They should just take out the honor and put bosses each stage for challenge imo.
I just tired the ascendancy thing for the first time and I absolutely hate it.
It also means you have to solo it because the honor drains from both players :(
You should get something like 20% honor resist if you play melee
People who think there should be moments of no fun in games grew up with mobile games
A wild take that could only be made by someone that didn't play games before mobile games.
Dying because of a difficult boss to overcome it is FUN
Like everything else in life the lows make the highs feel better. Barraging people with "fun" is how you get a watered down shit game.
My fun in POE 2 is trying skills, gear, stats, passives, etc, and overcoming enemies. I don't remember ever playing a mobile game except candy crush, and POE 2 makes me nostalgic about Diablo 2 and Dark Souls, because in POE 2 you have to either farm better gear (like diablo 2), or learn the mechanics of the bosses/enemies you're dealing with (dark souls).
43:57 Commentor, my guy, Kripp is proving feedback for a game that is literally in testing phase. The whole point of the early access is to test, provide feedback, and fix the game before official launch.
well they have a lot of fixing to do. It’s not fun doing the same build as everyone else. Respecs should be free not a million gold. This game is basically a ranger game bc why woukd anyone wanna play melee. It’s not fun and tedious.
For some people there is no spectrum between being a lover and a hater of something. Or no way they can square loving anc criticising the same thing. If you love something, you should want it to be the best it can be. That kind of apathy towards weaknesses and flaws with the game actually shows a lack of love and appreciation.
I agree, but this video is basically for the devs. He is a star tester and they’ll take his critiques more seriously than 95% of you
@@wavyhermit5230been playing lightning monk and it’s not that hard
3 deaths in maps so far, every single one was a monster with corpse explosion.....
Most annoying thing in any arpg is corpse explode
Yup
On death effects made me stop playing 1, the only game on death effects are fun is Noita
classic
Death explosion makes sense if they make the monster flash rapidly to show danger, or a AoE radius.
The problem with PoE2 is that enemy AoE does not have any indicators or if so, very restricted to the boss or attacks.
Unlike games like FF14 where they teach you mechanics one by one (stacking, tank busters, floor markers, etc).
Also, those one tap death attacks, are the devs using player HP% to do damage or is it a set number that is insanely high?
I just wish ARPGs would get over their obsession with one-shot deaths in level-appropriate content
Same applies to after-death mob attacks. It forces players to be constantly paranoid and FURTHER PUNISHES MELEE BUILDS.
so you want it to be made so that you cannot die? its designed that way because otherwise you are able to regen to full hp and then theres no chance of dying. on the odd occasion you die from other sources is so rare that with any effort youre essentially immortal.
thats what you get when you spec into a character that is close distance. not to mention those effects are a problem to range classes if youre moving remotely efficiently.
I only just finished act 1 but I haven't seen 1 shot deaths so far. You just need to dodge the dangerous looking things, but I found even when I messed up I still was like 10-30% away from dying, so unless you get stunlocked or multiple hits it seems difficult to get one shot.
One shots are fine if the attack can be telegraphed. They're pretty necessary especially in endgame or you just won't die.
This problem is in Tales of Maj'eyal where no matter how powerful you get, regions will scale and still have the oppurtunity to snipe you dead. This game you have to spend 5+ hours on a permadeath character, so this constant threat just disrespects your time.
The problem is Armor stat reduces damage, but evasion and energy shield gear also exists, so you end up having lots of glass cannons.
You'd want a lot of str as a secondary stat solely for Life capacity.
Imagine dark souls, but instead of increasing stats via souls, you have to spend it to buy gems to socket into gear, or learn attribute passives every time you kill a milestone boss.
It gimps you in a progressive stage based system.
bro people need to understand that pointing out flaws is not a bad thing
and should be encourage
in the end its just a game bro no need to scratchs your balls over all this shit
I think it's mostly fine on both sides. One makes an opinion and the other disagrees, nobody gets harassed or anything.
@@tenkk_ch This is true with some of the comments, where they actually disagreed with the criticisms. Other commenters disagreed with the ACT of criticism, not the content. They say he is a hater, or is taking things too seriously, he should not be doing this, etc., which is an ignorant and destructive mindset. The opposite of love is not hate, it's apathy. If all people felt and acted like these commenters, there would be no feedback at all for the developers and they would be lost and the game would not improve.
@@holysecret2 Yea of course, there are always gonna be bad actors. Some people lack apathy, some genuinely loves the game, some genuinely hates it, some genuinely wants to provide constructive feedbacks but are not great critiques and some are just providing criticism just to show the game is flawed, not because they actually didn't like it. At the end of the day, the decision is in the developers' hands, not the players. They must always take every feedback with skepticism and properly analyze them before making any changes. Any move can easily shift anyone's perspective towards the game because people are just that different from each other, especially when majority of the playerbase are probably not active on the internet so they need to pick their poison... carefully.
Crazy thing is. Most people talking trash about "I want a harder game" that also played POE, never played a day in their life of POE hardcore lol.
as someone who played Diablo 3 since launch and then played Diablo 4 when it launched and never played POE but got POE 2 on release I can confidently say I will never go back to diablo
Uninstalled D4 today to make room for marvel rivals lmao
Try d2 no Kap it's good but stick with POE until your feeling burned out you know. The atmosphere and game in general is far different and spooky. It just feels right. Hard to explain but even the stupidest thing has weight.
Same, the game is amazin. It feels like I'm the doom slayers where Diablo is like your Mario on a star
My little bro played D4 for 15 minutes with me and quit for good, and in the past week we've played 30 hours of POE 2
Ill see you season 7 nerd.
@17:15 Kripp is not talking about sockets, only gem leveling - why everybody does this and goes to sockets that were never mentioned - kripp just wants to allow the gem to level up - damn...
People don't know how to listen.. from what it seems. I agree with krip about gem leveling
Usually these things get noticed when a game dies out or is on its way to die. As cavedwellers have 0 clue that they do not make 90% of the gaming population but go figure
yeah and they could honestly just also make gems level with the current system but you can still upgrade and skip a level with a new uncut. Would totally work without completely reverting the gem system
@@manuelhernandez2017his point is kind of misinformed. You can't use high level gem skills as low lvl character. They have steep lvl requirements
@@s0613765 You still misunderstood him.
In PoE1 gem level with you, so you are always guaranteed to progress, as long as you keep farming.
PoE2 skill gem are locked behind drop, so as long as a skill gem doesn't drop your damage doesn't increase.
Drop has already been fixed so people probably will never face what Kripp has to face.
Right when Kripp said "yeah! I love unforgiving mechanics" and a health insurance commercial came on...lol
2:57 - "stop playing warrior" - this is, in my opinion, the biggest issue with POE2 right now. Not the loot, not the one shots, it's this. If you can't get it to where every character isn't a viable option at least to START, maybe not even be the meta per se, then that is the game's biggest issue.
people will scream "its early access!", and yeah to some extent that's a solid point....but we're also seeing what the devs are thinking, their design logic, or lack thereof....
I tried warrior, I had to use flasks just to beat the miller, it sucked.
@@andrewgreeb916 melee is given almost zero chances to actually land hits as you're basically forced to constantly roll out of the way or far away to avoid every single attack the boss has...it's incredibly annoying and frustrating way to play, if you even can play that way
@@Mark-O-V close range is the preferred place to be when fighting bosses, melee is too close, some bosses have melee punish moves, because we're not having a bad enough time...
2:50*
The xp penalty is the reason I quit poe1. I absolutely cannot stand developers who don’t respect my time. Ridiculous
I get 1 shot wayyyyyy more in poe2 not sure what asmon is talking about.
Stop tanking the very obvious dodgable boss mechanics unless it's viper, then you frostwall her out of the arena till she goes afk then reroll
@@Malum95a nearly impossible to see death effect says hello
@@Malum95 the bosses are literally the easiest part of endgame aside from the pinnacle bosses. everyone is dying to attacks and on death effects that you can't even see most of the time
@@wraith2286 lul blud talking about viper what makes you think he is mapping
Why do people get so upset about dying a few times to a boss? People weren't like this 10 years ago. You learnt the patterns and over come it eventually. Dying while learning the pattern used to be part of the normal process, now people are raging demanding the whole game be made easy.
I understand having big, one-shot, super telegraphed cleaves in the game, but sometimes, getting instamelted by something I can't even see makes me want to fucking scream.
You xan see it, you just didn't.
It's hard that's all. Gotta learn the enemies to know what's coming just like dark souls.
I'm mid cruel with no walk through guides or any other game ruining content and loving it.
Yeah, playing minion-witch I can't tell as to what the fuck is even happening half the time as usually half the screen is just filled with constant fire and explosion effects, so I'm essentially left monitoring health and mana-bars while tapping 5 different skills on a loop to make more explosions and fire. This made Act 2 boss-fight especially frustrating as I often could not see the shield-bubble in time because it would get buried under explosions and fire for a while.
Skill issue
I think it is absolutely fine. However, unlike Poe1, you can't build for it. No matter how much health you have, it just gets you.
We get it they want the game to be more hardcore, but in this game where death punishes you heavily, you build tanky, yet it doesn't work, even though you sacrifice damage to become tanky thus not zoom maps.
@QUIKB3N Yeah but imagine playing hardcore. Am I expected to beat the game 10 times so I can even attempt to do maps in HC? Why can't we just prepare to deal with such things, since we compromise damage in return.
I can't believe Kripp didn't reach 1m subs till now.
he fell off lol
nobody was watching hearthstone
Its's bkose he got brain washed by hearthstone battlegrounds,Long ago he was a legend in games,i watched him alot,now he just plays autochess card battle crappo blizzard game.🫤
yeah hes OG and always had good takes, maybe thats the reason - not enough controversy
Asmon should've invited him to OTK.
Watching asmon play a game is torture. He literally raged quit the game at Act 1. I'll watch the talking videos, but he's the most casual gamer you'll ever see.
"I like the game a lot, I recommend you play it, but I think you have heard enough positive about the game, let me tell you what I don't like." then chatters at the end "this is more like a critique than review!", "this is all negative and not positive" hmmm its almost like that was the entire premise of the video.
@@lordgoogler6380 positive Andys
I don't see any positive poe2 over poe1 from the start except it is better as an arpg, but you know it won't last long because it is not an arpg
I think the most attractive reason for the positive views is... it is better than diablo4
3:37 PoE1 just turns into Vampire Survivors at some point
I find mostly when that happens I will swap character and it's alot of fun again
It did a long time ago
No way! I fuckin LOVE VAMPIRE SURVIVORS! FUCK YES
@@Caligula138 that's a critique for arpgs, meaning the game plays itself pretty much
@@Fadexpl I feel like that's kinda been the point in most of these games. Getting a build that can play itself for the menial part of the game, and transition into a higher difficulty for the elites and bosses
Fun Fact: When Kripp was playing Hearthstone Arena he was ranked 1st in North America.
It's really sad he stopped playing it. I learned so much from watching him. Any smaller channels I ever watch, it's like, "Why would you trade there?!" and stuff like that. I don't watch him anymore because he doesn't do Arena or constructed, and Battlegrounds is just boring giant scaling at this point. Not even Hearthstone.
@@danielmaster8776 check out bazaar. He is having a blast with it
@@danielmaster8776yes. Some of my fondest memories involve Heathstone and krip. Card games have completely died and with it, so did a part of me. Rip gwent, esl, lor, shadowverse.
I'm in my mid 30s and just don't have the energy for sweaty gameplay like this. It is just demanding and exhausting from the very start, and sorry, I'm a casual player who plays games to relax and have some stupid fun, not to prove myself for bragging rights. It's absolutely right to have super challenging boss fights and maps in there, but it should always be beatable with most at least somewhat competent builds, and such a challenge should be *optional* in the endgame, as a risk / reward mechanic.
A new player wants to explore. To mess around with all the skills, to find what's most fun to them. To get an orientation in the game's systems, to learn the game's mechanics. You want a natural progression in difficulty, where you have an introduction first and then build a character you want to play, and later you can choose how much you want to challenge yourself and test the strength of your build. But being stingy about loot from the very start, having worthless passive upgrades in the skilltree that barely improve anything and even if you pay attention to defensives and equipment as intended, that not being enough - that's just frustrating design and bad balancing.
While the boss designs and mechanics are spectacular, it's just utter bull to roll and roll around, with barely a second to get a hit in, before the endless onslaught of attacks forces you to roll around again, being unable to actually fight. That is simply not fun and wastes time. Don't get me wrong, the dodge roll itself feels great and paying attention to telegraphed attacks is all fine and fun. But boy is it overdone right now.
all solid points that i agree and relate to, but get ready for "go play Roblox" and "lmao skill issue" comments
@@Mark-O-V Yeah, but what the children who comment snarky stuff like that don't understand is: I don't want the game overall to be easy. I recommend a progression of difficulty, so everyone can have the experience and fun they look for in a game. You start easy, have fun, mess around, and if you want that soulslike hurt, there's optional endgame mechanics for you. Absolutely keep that challenge in the game, but let the players at least experience the story with a bit of chill and get to the point where they have an actual build and got the hang of it.
game doesn't give you a chance to adapt. I don't mind getting killed by bosses or mobs, but I want to know what can I avoid it next time. It might take 500 attempts for the person with slow reaction time like me, but I will learn, if game will give me a chance to. but if everything is unpredictable chaos, no fun.
@@Mark-O-V Those people making those comments are tourists, literally none of them ARPG gamers. Any ARPG gamer knows that in order for a game to be playable every 3 months for a decade, it has to be chill most of the time and the hard content has to be optional so that you can do it at your own schedule when you feel like it. If the game forces you into full focus gaming 24/7, then no one will come back after the first playthrough and a bit of end game.
ngl asmon is on some copium with these takes on poe2. 6:26 "if i blink i could literally die" as a dismiss to poe 1 cuz of it being "too fast". DUDE, thats LITERALLY what happens in poe 2 except your slow and can't evade ground junk or one shot attacks as good!! and even if you died in poe 1, you got 6 portals bro. if you die in poe 2 maps, thats a bricked map, no more progression for you, and clap -15% xp instead of 10%. Ridiculous opinion on poe 1 vs poe 2.
Mechanics with negative/double dipping punishments are bad, period. The punishment in a GAME for failing a task is exactly that - YOU FAILED. It does not need anything else.
On death effect are such an utter shit mechanic. The small little shits that die and leave pools of damaging blood or poison just make it annoying to pick up loot because if i step into it to pick up stuff, I die. So now I have to just sit there and wait 5 seconds for each pool of dicks to fade before i get the loot. It breaks the flow of combat and it's not fun.
The main reason I stopped playing Last Epoch was when you died on their endgame map lost the rewards for it but still had to run it over again. So very not fun. You pretty much have to rerun an area while feeling pissed off.
One of the strange vestigial systems in the game for me is the shops resetting at levelup. Why can't they reset every 15min, or like in D2 via waypoints? Why lock the player out of buying from a shop completely for an entire level if there just happens to be nothing worthy of buying after it resets?
losing xp on death is one of the worst game mechanics.... if that's what happens im not even gunna bother finishing the game anymore.
When Asmon said "I'm in maps" I can guarantee %1000 he was lying, or he was technically in level 1 maps and keep dying from something random everytime
There are many moments when I die without understanding why. The whole screen is often filled with fire, gas, ice, or other effects. One death stands out clearly in my memory: a regular white mob cast a tiny ice bolt that one-shot me, even though my armor, evasion, and resistances are capped. The further I progressed in mapping, the more frequent these small, seemingly insignificant things began to one-shot me. Most of the time, you can’t even see what hit you-just like in Path of Exile 1, you’d have to record your gameplay and analyze the footage frame by frame to understand what happened.
Getting one-shot by bosses feels fair to me. I can usually recognize which attacks from the campaign can one-shot me since they’re telegraphed in most cases. However, starting from Tier 11 to Tier 16 maps, you’re constantly overwhelmed by a fullscreen of monsters, any of which can instantly kill you. And when you die, it’s frustrating: you lose your map, your league mechanics progress, and it feels bad.
The third and fourth ascensions are another pain point. The amount of time you have to invest to reach the final boss is enormous, and you can lose it all in a moment due to random nonsense. The final bosses in the fourth ascension are absolutely wild, with some very creative mechanics. But don’t even think about attempting them without watching a UA-cam guide first-they can be incredibly confusing, and if you die because of that, you’re forced to repeat another 30 to 60 minutes of content.
To your first point, last epoch literally has a a death text saying what the last hit you was, what ability they used, if it crit or not, and it’s damage type. They do that in 1 sentence. Idk why GGG hasn’t implemented it. It would help tremendously. They also separate packs of monsters much more than PoE does so you don’t get overrun
@@gamefulerthey do have death recap for Chinese realm
screen clarity is a huge problem, and one thing on a list of thing that go against their idea of a "soulslike" ARPG.....especially when you have zero clue where your character is when swarmed with mobs, AoE spells, effects, and other bullshit
game has an identity crisis
@@Mark-O-V
The campaign was incredibly enjoyable, packed with top-tier boss encounters that truly stood out. However, when it comes to the endgame-where are the bosses? Even if you find a map with a boss, one random death, and boom-they're gone, leaving you to hunt for another. Boss fights shine with the slower-paced, pseudo Souls-like combat, but regular trash mobs? They just don’t hit the same.
PoE2 does look great, but the 1 Death = Bricked Map and lost exp mechanic is probably going to limit PoE2's ability to gain/retain new players. Doubly so with how easy it is to get one-shot. It is extremely anti-new-player and anti-experimentation, among other things. Having a semi-hardcore system in the normal softcore mode is going to be heavily demoralizing for many players, and I think some people are severely underestimating its impact due to their (justified) hype and/or 5k+ hours in PoE blinding them. It definitely soured my desire to play, as well as several other people I know. If they remove it, way more people will play and people will play for longer.
The problem's not just limited to people who have never played ARPGs, either. For example, I enjoy playing risky builds/styles and such in ARPGs, and this one mechanic basically means you're not allowed to do that if you want to progress unless you're already a god at the game. And casuals are definitely not going to enjoy losing a map to a single death or access to a desired node due to a few deaths on surrounding nodes totally screwing them. This would feel less awful if there weren't so many one shots, but it would still suck.
Yeah, it's more skillful to need to manage everything perfectly and not ever die, but enforcing it so harshly is going to drive a lot of people away from what is ostensibly a softcore mode. Hardcore already exists for the people who want that kind of challenge, and many of the people who think it is a good idea are already skilled enough that it doesn't matter nearly as much for them. It will be a nightmare for people who are just learning the game, and doubly so for anyone who has not played an ARPG before. Even top players like Kripp seem to be dying regularly to some of the one-shot mechanics.
Anyone who thinks it is a good idea to brick maps with a single death either has an obscene amount of time in PoE, is a Hardcore player, is a gigasweat, is lying for ego, or some combination of the four. Usually they're just talking about punishing mechanics to seem cool, since every instance of this always results in people quitting because getting fucked over isn't fun (see: every unbalanced MMO PvP server ever / OSRS PvP guilds making everyone avoid the wilderness / how much people hate smurfs in any game with matchmaking). Even the honest gigasweats know this is a bad idea. The time loss is more than enough of a punishment. We don't need to lose EXP and maps and such.
If it must be in the game, make it an optional semi-Hardcore option to go in-between Softcore and Hardcore.
Unpopular opinion, but I can't agree that POE2 gem system is better. Everyone seems to be loving it, but most of those people are still low levels and don't realize how incredibly difficult is to get a 6-link in POE2. Getting a 4-link now is 1ex, getting a 5-link is 16ex and 6-link is more than 60ex. I can get a 6-link crap body armor in a new POE1 league, 1 week into it, for less than 5c, which is as cheap as it gets. Color matching is fairly easy and cheap and you get an enormous boost in power. They need to increase the drop rate of the jeweler orbs.
That just sounds like you just want easier loot and doesn't have anything to do with the gem system? That just sounds like loot problem
@@nagatodan its not a loot problem its a system problem. players will soon hit a wall in endgame, probably not making it close to where kripp made it unless you are following a meta build guide. and guess what? you literally cant get any stronger because you arent at a high enough map tier to get the drops in the first place, not because the drop rates are too low. you can farm for the ex but it will take probably hundreds of hours since you are farming "lower" level content with bad drops considering you need 77 per skill, most builds will have 2-3 core skills so 154-231ex. and they already buffed the drops, they probably wont do it again. and its a player driven economy. buffed loot = loot has less value so you need more loot anyways
@@DioBrando-iq9no okay, so that does sound like a loot problem since you're not getting enough better loot to progress, and doesn't sound like the loot still isn't close to what player wants for balance sakes. And I get the problem is as same as Destiny 2 having to grind the same area/strike on hours and hours on end for slightly higher gear level
@@nagatodan it is just that - endless grinding to brute force your way into 6-links. And I can't think of a way for them to fix this with the current system. If they make the orb drops too frequent, then the whole gem system is basically bypassed and everyone will get 6-links for every single spell, if they keep it like this - it forces grinding. Having the sockets in gear was a balance between having a good gear with good sockets and just having the good sockets for the sake of boosting your way to higher level content so you can get a better piece. It gave you options.
@@bulelf mmm yeah that's true, still need a lot of balancing from the team but i think they can make it work somehow, they could potentially implement more systems by the end of early access. Progression would be different but I expect GGG would balance it out
Yeah, poe2 is on the ruthless side.
You ever BRICKED a character and hard to make a new one in D4? No, re-speccing is easy.
I do like poe2 though, re-spec just needs to be more affordable.
One solution is to have a version of the game that is balanced completely around playing single self found...an especially tuned game for no-trade gameplay..
They make their money with whales who buy stashes, that are needed for intense trading. So their "live support" from poe1 will doom poe2 from the get go, because everything is balanced around trading your way up
from what i am hearing it sounds like the big mistake GGG made was calling the game "Path of Exile 2". the name made people think it was going to be an extension of the first game instead of being it's own game with different mechanics and gameplay. i think the "2" on the end is the problem. there would probably be less complaining if the "2" was replaced with some other word or reference to the PoE universe. them calling it a sequel as opposed to a separate game set in the same universe, seems to be causing unnecessary problems.
Yeah, exactly. The expectation and the reality were widely different. That's why so many people are mad. And it hasn't even released properly, yet.
@@blinkin7795 yep. If it was called Path Of CBT 2049 I wouldn’t have a single problem with it.
one shot game mechanics have always been lazy mechanics by developers even hard bosses back in the day didt have one shot mechanics
but i have an idea for the one hit kills: scale the damage down away from center. the further you are away from the epicenter of the hit, the less damage you take
That mechanic already exists in several places in the game. I'd be surprised if it wasn't standard
Man what fkin center, you get 1 shotted by 1 cm size tiny projectiles that there are hundreds of on the screen at once.
@Ambander-p3x haha you're definitely not wrong. still, there could be some directional vector detection in that case distinguishing direct hits from glancing hits. in this case there are two centers, your center and the projectile path's center and the closer they are when the hit connects can determine parameters influencing the rng for damage calc. it's not perfect but it's preferable to being one pixel too close killed.
@@MatthewKelley-mq4ce it could just be that players complaining of those one pixel deaths are just building glass cannons... and yet it could just be that such a thing actually is standard, but a lot of skills were left out in the published build. this can be the case when initial testing checked for hit detection but only inferred damage based on surrounding code since it's faster than testing every case. when you're dealing with so much rng in a test build it's insanely easy to miss something subtle like that when 60 QA folks each say it works but privately they called it a fluke. nobody is doing 100 iterations to test a code they are confident with. and this is GGG. they knew from the beginning people would complain about difficulty and trainwrecks. sure, they can easily automate rng testing but you'd be surprised how often those tools are left in the box
That's how it works already, it does all the damage in the center and less as you move away
My dude, if Kripp says theres not alotnof power in the passive tree. Then trust him. That dude has played every arpg to the highest of all levels. He knows games more than you know yourself.
"Youre mad that hes talking that way about a game you like" welcome to gaming. Its been this way since n4g launced loke 20 years ago
How I feel after 120 hours in
Pros
-Boss Design
Cons
-Campaign(Too difficult for newbies, a total slog fest for veterans)
-Trading(Couldn’t they just make an auction or players can take the item I am selling without me portalling halfway through my maps or trials?)
-Endgame(Unless you’re in the race for 100 you’ll burn out in 50-100 hours above level 88/89)
-Level Design(Too big, too many backtracking)
-Bricking Assistance(Respec too expensive)
-Survivability(Investing into survivability late game almost grants you no survivability either way unless you’re an ES cuck)
-Loot(Identify still sucks and have no reason to be there other than wasting our time or missing good loot)
-Balancing Issues(Nerfing, trigger happy nerfs in a non PvP game. None of my chars were warrior or sorc but seeing them so concerned about nerfs instead of focusing on other major issue in the game is befuddling)
Here is the tldr, I feel like new players won’t like the game and old players rather have a graphic overhaul in PoE 1
i have never played an ARPG before this, paid for the EA key to try it out, 70 hours in on warrior about to finish act 3 cruel and loving it so far
Reading shit like this makes me laugh, have a look at what POE1 looked like in EA.
@@PalmsDesign Just because a game released 11 years ago was bad at the start doesn’t mean the next iteration have to follow its footsteps, I would like PoE 2 to be good as well but right now the game doesn’t capture majority of the playerbase and the flaws were so obvious it was like they didn’t even test the game out themselves.
@@burgerboi0689 Great, it was somewhat decent at the start from the hype and excitement of the launch. But you have to go through the same thing for every character you create and every new league to experience new things added in leagues. So in your case that is like 60-70 hours of the same playthrough every 3-4 months?
@@sljk the game is not going to remain the same at its first two weeks of early access for the next ten years is it, I also only ever have one character on video games and i play with trade off so no alts needed
36:15 I really don't agree with this. The reason it's easier is because you have gotten better and have a stronger build. The same goes for the Artorias example. For many people in Elden ring the hardest boss for them was the Tree Sentinel in the beginning of the game. They then got better and things became easier this way, it's not that the bosses or mobs are easier it's that you get stronger and better at the game.
True
9:00 I've basically taught myself to wait a few seconds before walking over where a rare died because I can't see any possible on-death effects underneath my lingering skill effects and loot, I hope they don't go down this route of "difficulty" again.
What, you don't like boring tedium?
i know how GGG can fix this to manage everyone's expectations, just add a word to their game name. Path of Exile 2 : Ruthless
Kripp is one of the best ARPG Player in the world. he is the only one who cleared d3 pre nerf. His feedback is porbably invaluable for GGG!
Asmon not liking the "gem system" in poe1 is insane to me. The mechanic is a perfect encapsulation of GGG's core philosophies, initially it comes across as overly-complex but the more you interact with it the more intuitive it is. Especially considering how similar it is to the current iteration of the system in poe2. They moved the UI off your gear and your gears' connection to the system was severed, removed the concept of colouring your sockets, and "fused" the fusing orb into the new jewellers orb. Personally, out of those changes I am not a huge fan of any of them - MAYBE the UI change, but removing your gear from the gem equation entirely has not felt good to me. In poe1 chromes retain value for benchcrafts/corrupted item socket colouring, jewellers have huge value in early league scenarios and end up being converted to fusings late league which retain value pretty well considering the RNG nature of the linking process/the high bench cost of a 6l. There was way more to the system, and while I understand they're attempting to dull it down I have not enjoyed the implementation so far as it completely sanitized a number of vectors for character customization and the currency they provide to fuel a complex player-run economy in the name of chasing the dragon that is mainstream success. What makes GGG great is their ability to continue to niche down on who it is that enjoys their content year after year after year. They don't know how to back away from the compounding complexity problem they have created for themselves, which is a real problem, but it doesn't feel like that is an accurate assessment of what they have put forward with this early access. It feels like a fundamental restructuring of their core philosophies to appeal to a wider audience, which I do not like, frankly. I agree that poe1 could be reigned in a bit and I absolutely love the idea of slowing the game down, but the gem changes in particular represent a change that is truly headed backwards for my personal preferences.
As a fan of real music, this is parallel to something I have had a lot of interesting discussions on. When a band has an opportunity to break into the mainstream, they generally take the shot and in doing so most bands will dumb down what makes them unique to appeal to a wider audience. But if you listen to Napalm Death or Immortal Technique or Geordie Greep, or anything that has any kind of rigidity when it comes to bending the knee to expectations... you just kinda laugh at the idea of appealing to the mainstream. The mainstream doesn't want what they bring to the table, even if they are massively successful in their own way they will never break that veil and connect with as wide an audience because they connect much MORE with the audience they do connect with. To me this is a very scary crossroads moment for GGG, they could very easily remove all the complexity from poe for the sequel and in doing so they may end up attracting a lot of the more mainstream audience and alienating their traditional audience - especially considering the potential 10¢ influence. Only time will tell. I'm still hopeful, but things are kind of grey rn, feels like a very important 3-6 months, and not for the same reasons I was expecting.
PoE1 was FF7's item socketing with FF10s sphere grid in the D2 frame. It is the closest thing to a perfect game that I have ever played. PoE2 feels bad in comparison.
Well PoE 1 is still up and available to play. Why would they just reskin PoE to canibalize their own niche audience ? PoE 1's playerbase is very much composed of the same peolpe for the past many years I'm pretty sure. This is because the game is extremely unaccesible to new players. I am someone who has been playing games for 30 years and spend a lot of time on it as my primary hobby; and even for me getting into PoE 1 years ago was a huge hurdle. I am pretty sure my first 500 hours were spent more on a browser than actually playing. The game is bloated, no 2 ways around it.
Thus it just makes logical sense to make PoE 2 different to try to appeal to a different crowd while also having PoE 1 for the playerbase that loves it for what it is.
PoE1 need to accept that this is PoE 2 and not PoE 2.0 . The game might not be for them and that's fine, you still have a place to go back to. Also people are being way too dramatic and overly-critical for being 1 week into early access. We have peoiple complainign about the endgame when I'm sure 90% of people haven't even finished the campaign. Patience is a dead virtue my lord. Remember the early days of PoE 1, it didn't become what it is in 1 day. 6-12+ motns of EA is a long time for many things to change.
And as for you music paralel. You say going mainstream but ARPGs are already outside the mainstream in my opinion and a game like PoE 2 will over time build it's own niche community that may or may not have some overlap with the PoE1 community. If anything it's more like a member of the band goes solo and there will be fans that still like him and some that will hate him.
I'm all for feedback but I don't like how people keep trying to push this to just be poe1 with a coat of paint. Their philosophies shoudl change, they should take risks and innovate. If they were to stagnate they could just push new poe1 leagues for the next 10 years, make money and call it a day.
@@Borsecann Firstly, I wouldn't call any sequel inheriting the audience of its predecessor as "cannibalizing" it, that just feels like a complete mischaracterization. Is Hades 2 currently "cannibalizing" the first games' audience? That just isn't how it works really. Most ppl who play poe WANT to like poe2, and it is completely fair to expect GGG to consider those ppl when making poe2 instead of just pointing to the first game in response to criticism. I know a lot of ppl have interpreted GGG's statements about alternating league launches to imply that is a long term vision - I didn't see it like that personally. I do not think the end goal here is to have one zoomer gamer in poe and one slow game in poe2, each of which is built on opposing foundational design pillars to one another, I think that is the short term to solution to keep the first game on life support and buy time for its successor to find the elusive middle ground. Poe is my fav game of all time and it isnt even close - when they nail poe2 and get it right, I see no reason why I would want to divert resources into maintaining the first games content cadency. The second game is an iteration on the first, an attempt to rehash any mistakes, and if they do address those issues the game should appeal to fans of the first game because we know about those flaws more than anyone. Poe shouldn't go anywhere, but it is crazy to expect them to continue league content for poe1 and 2, that would require a significant boost in dev manpower OR a drop in frequency which is much more likely. They have already proven to have real trouble keeping up with the schedule of launching the game alongside poe1 leagues - there will not be any news regarding 3.26 until late January, which will be over 5 months since Settlers' launched and it is only an ANNOUNCEMENT of the league mind you. That the price of investing energy into poe2 - you would think a poe fan would understand opportunity cost. ;)
I love zooming, I think I speak for like 90% of the zoomers I've played with over the years when I say most of us would trade it all for more substantial combat, with certain stipulations of course. The issue there is that is borderline impossible - you cannot create content that accounts for the range of player power found in the game, simultaneously the player power itself is what makes the game so loved by the dedicated fanbase it has cultivated over time. That is what poe is to a lot of ppl, slowly building a character that can eventually trivialize the content that once was so difficult. I don't know how you "solve" that problem when that is to most fans of the game the entire point of playing, lol. Wouldn't it be kinda crazy to invest hundreds of hours and divines into a character and still have a tough time killing the same bosses you were having a tough time with before all that investment? Then what was the investment for? I'm ngl, I just don't really understand a lot of the criticism about how poe eventually becomes trivialized, anything that you do for hundreds of hours is going to be trivialized. Does that mean the goal is not to attract ppl to invest hundreds of hours? That just feels like an impossible ask, waiting to not only appeal to both sides of the aisle but to win in both directions, it is a borderline impossible design problem to solve for and they are taking a real crack at it. I applaud it... but I also don't expect them to "solve the problem" tbh I just don't think there's a solution, I think it's kind of a pick a lane situation and I do not expect them to long term be ok with having two different lanes like you are suggesting.
I'll be honest, saying that I was "trying to push this to just be poe1 with a coat of paint" when I said in my comment "I agree that poe1 could be reigned in a bit and I absolutely love the idea of slowing the game down", "They don't know how to back away from the compounding complexity problem they have created for themselves, which is a real problem", and "while I understand they're attempting to dull it down I have not enjoyed the implementation so far" is kind of hilarious to me. I do agree that there are a very loud minority of ppl out there being obnoxious and rejecting change - I am not that person. Bring on the change, but I am going to speak my mind on it, and there is lots of space to improve despite it already being quite impressive. I ended my comment pretty positively, stating I am hopeful. GGG has more than earned this shot at realignment... I'm just worried they are going to end up pointing in a direction that I personally vibe with less. As I said, we will find out in the coming months.
15:36 the reason why theres far less power in the passive tree is because grinding levels doesnt give you much real power and takes a very long time.
I got stuck on geonor's last phase as warrior. All my skills were max level and I was using the shop for gear but after that, there wasn't many faculties i could reach into, to give my character more tangible power.
I think a logical fix with one shots is every class gets a deaths door mechanic. A hit that would kill you from nearly full health leaves you with 10% health and has a long cooldown in the world and 1 use with bosses. A second to roll or heal could go a long way affter receiving a 1 shot hit and gives the player more opportunity to learn mechanics and fights or to barely make it out of a overwhelming or ambush encounter. Also agree get rid of after death dmg from enemies, its just martyrdom basically, cheap and lazy method of creating "difficulty" while also slowing the game down.The game needs to be difficult though. If every player could breeze through all content they would move on to something else sooner and negativly impact the player numbers and in game community. Very hard balance in keeping players, too hard and players leave, too easy and players complete and leave. I hope they figure it out though because theres a great game here but hindered by poor or not completely thought out mechanics. I think the devs obviously care and we will see improvements.
I hate the first ascendant honor system.. Im a monk and currently have super low evasion and never get orbs to help increase it. Even though I destroy mobs with ease using tempest fury/bell/falling thunder with killing palm and stagger fist or whatever alongside some weaker ranged attacks for openers and I can’t get through the boss because it drains the dumb honor so easy.. my character is admittedly weak at bosses with no mobs but the fact that Im using a build that is made to take hits and recover health with hits atm means it’s nearly impossible to even beat it… the story is easy though because my build works. I started over with a witch just to see if it makes it doable.
How you fail? Freeze monk permafreez bosses to death. It is op. But suctum for meelle is trash, yes.
@ are you talking about the frozen melee combo? I haven’t picked that up.. I figured I’d lean mostly towards lightening because falling thunder.. so you think frozen lotus, glacial freeze?? And the ice staff combo are the way to go?
I am surprised he didnt talk about mob canceling your animations all the time
grim dawn/titan quest > every other arpg in the last 20 years
Bloated, drip fed games will never compete for me, unfortunately
I love poe but 100% agree.
I'm still playing Titan Quest and Grim Dawn !
Nobody ever mentions TQ even though imo it has the best arpg campaign to date. If tq2 even just meets the level of tq1 with upgraded graphics I'm gonna be very happy.
TQ was alright, but it's dated. If anyone is interested TQ2 is curently being developed.
Grim Dawn is the best ARPG of all time and it's not even close. I have a 1000 hours in GD, starting all the way back in its Early Access back in 2014 or so, I have around 90 hours in PoE and around 50 hours in PoE 2. They don't grip me nearly as much as GD does.
And PoE's gem system honestly makes me want to tear my hair out. It's good that PoE 2 is getting rid of the PoE 1 bloat and gem socket bullcrab, but it seems like it's going to be a LONG time until PoE 2 is properly balanced. And even then, having skills tied to specific weapons only is just as dumb as it is restrictive and unfun.
I fellike a lot of his problems early on are "first character problems" as you go threw on your second toon its so much easier having the gold and gems alredy avalible
Not to mention you can bench gear for them as they progress lmao. I've got 2 just starting into 3 stash tabs of random gear for Warrior, Ranger, Merc, and Sorc. It's going to be a BREEZE to play through the campaign on any of those classes now.
It’s ok because honestly at the rate that I am progressing I will of moved on to another game before I get to the ruthless difficulty
man hearing people complain about socket color in POE 1 is really funny, cause that is the easiest shit you can do with benchcraft.
Linking them on the other hand, different story
I've played a witch, merc and monk. And so far, I've yet to clear the Devourer in Mud Burrow...with any character. It feels like a Soul's game in a Diablo format, lol. If this is their intention and/or vision moving forward, then POE 2 is not for me. It's all good though, there's still the original POE and Last Epoch.
How many times I was, YEAH I KILLED THE BOSS, let me check loot.. nope you're DEAD
Yeah, now i have PTSD and my brain auto waits 10 seconds before grabing loot every single rare i kill. Riveting gameplay!
90% of my deaths during maps come from the small purple orbs that spawns from dead mobs you can barely see that 1 shot me while I'm clicking on loot.
Two points that really are concerning:
Gems would have their own leveling so you can grind allowing you to beat harder bosses even if your build sucks.
The dodge roll really makes me think they wanted to make a “Souls like of ARPGs” rather than “Diablo like of ARPGS”
Whats wrong with "Souls like of ARPGs"?
@@Johan-hm5uc Everything. ARPGs are infinitely replayable games because its mostly chill content and the hard content is in specialized endgame dungeons that you CAN go into when you feel like doing the hard content and focusing a lot. When you make the whole game require your full focus, people will beat the game once or twice like a Souls game and then never come back. That is not a good model for a F2P game trying to make a profit from selling MTX skins to endlessly returning players.
@@Johan-hm5uc in arpgs it’s about your character building skills but in souls like it’s about your timing and strategy of which move to use when, its fine to have roll to assist but what Kripp is saying makes me worried that no matter what you do with your build to will still die if you don’t roll at the right time, I don’t play Arpgs for that, I rather grind and over power myself
P.S I love Sekiro and esp. bloodborne got the full ending even
@Ambander-p3x I agree, what kripp brings up makes me worried about POE2’s life
@@kilodi Even Souls games are far more RPG than PoE2, you can make incredibly powerful builds in them with some build designing skills and 1 shot any boss with a single attack or spell. You can get like 98% flat physical damage reduction in Elden Ring with a specific low life build that scales your defenses the more the less HP you are at, so at 18% or lower HP with that shield and regen items you actually have millions of eHP and any hit you take instantly gets regenerated.
You cant even build enough defenses in PoE2 to tank enemy hits, the entire game is balanced around the dodge roll mechanic lmao. This isn't an RPG...
getting one hit leaves no room to learn something, "oh i died" .... "how".... "dont know"...... "how can i change my tactic so it doesnt happen again ?" .... "dont know because i dont know how i died"..... "hope it doesnt happen again then" - PoE 1
That's why I quit.
You don't need to play so long to notice. Just try the difference between Melee & Range character fighting the first "mini Boss".
Every game I try out, I want it to be like Diablo 2. I know the game is old and outdated but I feel like the character stats and the way the skill tree with synergies works, how you can hit certain break points with faster cast rate or IAS, there was just so much perfection in that game and I wish they basically remade that game with the end game content of poe1 and 2.
i know man, nothing compares to d2, just an accidental masterpiece...but i cant play that game anymore after what has to be thousands of hours. poe 2 is good, they just need to tune some things.
@@TristanaYordel-n6n Definitely an accidental masterpiece. I had been playing since launch day, 1000s and 1000s of hours over the life of the game. I'll take longgg breaks nowadays but I do find that eventually, especially with how nice the graphical upgrade of D2R is, I'll eventually go back and do another hardcore SSF run :)
ive been playing grim dawn, i enjoy it a lot.
@@thelitmango6333grimdawn is awesome, there's definitely not the complete freedom of builds but with the 36 or more class combinations and multiple build types per class it's pretty amazing.
The late game nemesis mobs do make some builds a bit unviable though.
After a few too many close calls I put my dagger/frost sin on the backburner.
I can't deal with losing another 60+ character.
Death effects and magic persisting after things die. I keep getting one shotted by dead mobs and having the trial reset over and over
Asmond: "I hate getting killed in one hit, it feels very unfulfilling"
99.9% of All deaths in PoE2 are one shot kills.
Also Asmond "I think that sucks, one shot kills... even in elden ring you have to fuck up 2 or 3 times."
Also Asmond: "i like how they designed the balance of PoE2 around dodge roll."
Bravo. Youve just countered your own argument. 😂
60% stun threshold boosted from 3k energy shield... gets stunned regularly anyway
Literally everyone that I talk to tells me that they’re playing a Merc and it just make me not want to play because I know that anything I play won’t even come close to a merc. Takes me almost 20-30min to deal with some bosses on my ranger, warrior, or monk but then my buddy who is a merc literally downs bosses in less than a few minutes with zero deaths and it just destroys my confidence and moral and makes me not want to even play. Ik some will say “stop worrying about others and just play”. Well that’s not possible in this day and age where we have the ability to easily watch others gameplay and hear about other’s experiences
I'm only level 47 and I'm so god damn tired of being ganked by some off screen ranged mobs or post-death bombs I can't even see, or getting zerg rushed by 30 mobs that push me around like a hockey puck while stun-locking me, or every single mob being twice as fast as me so range doesn't mean anything unless everything dies before reaching you.
I loathe to think what mapping will be like. I'm already struggling to find the willpower to finish the campaign.
You are reading my mind.
Skill issue bud.
@@E.S.86 What, the fact that I don't enjoy CBT as a substitute for gameplay is a skill issue? lol
Do you guys remember when GGG said that this game will be much harder than PoE 1 ?????????
@ yeah I remember. I don’t think the game is hard. It’s just annoying and frustrating. Which I guess is up some people’s alley, but I’m honestly kinda done.
Early game was harder than mid and late campaign because of the skill gems.
And then tier 4+ maps are a wall of constant one shots, good luck if youre melee.
@@MrMrTravmani okay warrior and now on 8 lvl maps. Only few deaths. You must invest in defences to survive.
Asmon only dislikes stun mechanics if he is subject to it, it's all good when he can stunlock an enemy.
he's getting a better dodge roll, so hopefully he can actually manage to play a melee class this time around.
Well of course, stunning a boss is a lot different than the player getting stun locked.
That's pretty normal. Getting stunned feels unfair because you are unable to do anything but watch yourself die. Stunning a powerful enemy makes you feel powerful instead.
I feel like the stagger/stun system made Armored Core 6 worse, so I kind of get what he's saying. Though I think he liked it in that game lol. And I also think he meant the flinch, some enemies when they hit you will interrupt your skills sometimes multiple times in a row. It can be annoying and get me killed, but for the most part when it does I know it was my fault for trying to commit so hard.
overgearing and levling makes you feel godly. never take it out
The complaints about sometimes getting one-shot by bosses are pretty much nullified by the fact that shields give you complete damage immunity and you get s when dodging.
The whole point is that you're supposed to take an active role in damage reduction and play cautiously to not get overwhelmed, not just dive right into a swarm and let your stats do the work for you. And the fact that he specifically says that high HP works for tanking damage in high-level maps means that passive defenses work to some extent, which is the opposite of what he's arguing.
I'd agree that attacks that are going to one-shot you should be telegraphed better and attacks that are harder to avoid should do less damage. Attacks being nearly unavoidable goes against their new design philosophy.
I think it's neat that PoE2 is making me want to play PoE 1 again alongside it because they're so different. Satisfying in different ways. (and imagine where PoE2 will be in a couple years)
Exact same here
But PoE1 will never make you feel like coming back to play PoE2. Thats a problem... that just tells us this game isn't all that good...
I dont imagine this game will be anywhere in 2 years unless they scrap all the systems its built on and make it a lot more like a true ARPG, like PoE.
Dodge roll is awful and has to go, gem system has to get back its complexity from PoE, talent tree has to become interesting and powerful again theres literally nothing fun to take on it, and so many other things about this game are just severely flawed.
@Ambander-p3xpoe1 makes me want to play a game where I’m more actively engaged with mobs and bosses after a solid session
But I’m not the biggest poe1 veteran super fan
@Ambander-p3x it sounds like you just like poe1 ? so go play that ?
PoE1 is inaccessible to 90% of new players and for those that do manage to put in the hunderds of hours to learn it, it becomes a turn of brain and zoom around the map game.
Don't get me wrong, I love PoE 1 but I don't want this to be the same. There's a reason both games are available to play. Also maybe you don't remember how poe1 started and how long it took to get to where it is. We're 1 week into early access for christ's sake.
@@Borsecann Tbf they've also had 10 years to learn from the mistakes of PoE1 and in a lot of ways that matter most I don't think they really have at all.
Nah Kripp is exactly right. The dodge roll is one of the worst parts of the game and will negatively impact everything going forward. Every single endgame boss / mechanic for the lifespan of the game is going to come down to "perfectly dodge roll these frame perfect one-shot mechanics 80 times in a row." By the time the game releases, build diversity will be limited to offense only.
They have to make the Roll more powerful and customised with different affixes and properties, so the roll feels engaging and rewarding. You should be able to change the element and velocity or other parameters with gems/perks
22:35 Sanctum as melee is cancer. Looks like they're trying to make thorns a thing, probably for Templar. How tf is a build like that going to make it through.
thorns is just a meme. it's a bad affix so it's harder to roll good affixes on items, just as light radius
Sanctum should not be tied to ascendancy. It should be a game mechanic to check out for ranged builds, and melee should be able to completely ignore that content.
Nah bro this game is frustrating especially for people that have never played POE. Ive gotten hard stuck a few times, then you have to grind to hopefully find better gear, or get shit to upgrade gear w, i dont wanna spend hours running around looking for loot.
I really like the way Kripp explains his thoughts about PoE2. I only knew him from hearthstone days.
Yeah kripp is mostly known for his bad luck and salt, but he actually almost always has a deep understanding of the games he plays and makes valid comments on them.
Hey so is the teleporting between checkpoints in a zone not in the game yet?
No
Thank you lord I thought it was just bugged out. I didn't pay much attention to what was added like right when they released all those notes and what was coming later. Orbs feel better though
gem system sucks u cant get 6 L anymore less combinations so less diffrent builds Poe1 was better in Gem styem map system and passive tree
Yeah this new gem system is actually super cringe. Its so restricting in what you can do with it.
@Ambander-p3x i think that cringe is you can’t use the same support gems more than once in your build:) why?)
Man.. I knew Kripp back from the old Hearthstone and POE days. Glad to see him back on the radar again
The og poe player
D20 is going to be just rolling a 20 sided die. You can buy special die skins and luck boosts in the store.
dude fighting blackjaw the stun lock and the fire spit with no sound or visual q is stopping me rn !!!! 30:00
losing the map on death adds a constant pressure of not making a single mistake which over time just is too much tbh. a lot of ppl will be annoyed by that some sooner some later. i hope they´ll change that
One of the more frustrating things is also losing a potential elite mob spawn that you know you could have killed but just happened to die to because you either didn't understand what killed you or being too careless. I wish there was some middle-ground between a) not being blocked completely by a rare pack and b) not being able to kill that rare pack that you were about to kill but wasn't able to kill at the last sliver of health (and potentially lost loot that dropped).
Kripp is spot on. I am on act 2 and stuck after the sandstorm.
He was wrong about act 2, he himself admitted he had a level 6 spirit gem which you can only get in act 2. He forgot he got it and then complain about not getting it in act 2.
There is a guaranteed level 6 spirit gem drop in act 2, so the fix he asked for was already in the game when he played.
@@Johan-hm5uc i have a storage full of level 1 skill gems.............everytime i thought something higher had dropped it was a level 1 skill gem im on act 3............the skill gem levels the amount sucks.......i dont care what bs you say.......my rng is bad!!!!!! and to top it off my damage sucks...im stuck and cant progress and i only got here by playing with other people in groups all the time...not on my own!!
I killed a boss but died immediately after due to an ailment, and all the loot was gone, it was so stupid...
That's how it goes
Sorcerer player, am I right?
I'm in cruel atm and I keep dying to the death effect blood on the ground cause I cant see it through all my partical effects as a tempest mage.
I had this map run going incredibly smooth at one of those mirror events. Then I got flinched 3 times back to back and fucking died.. to a pack of 3 mobs. Lost everything. Extremely shit design
Monk btw