Path of Exile - Page 1738
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Guild invites: Message any of EvoSenseOfPride, ScionViableORly, neophyteWham, TheTouchOfGOLD in game OR post your character name in the thread and ask for an invite Private league ladder (finished): https://www.pathofexile.com/private-leagues/league/TeamLiquid and friends | ||
Southlight
United States11766 Posts
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Craton
United States17235 Posts
I'm just wondering, do they truly expect people to stick for that long in a season? I think a lot of people will simply get filtered before hitting 90. I have little doubt that they intentionally dialed everything to 15 so that when it was too much they could nerf it since it's much easier to make content easier than more difficult in terms of public perception. Otherwise they'd run the risk of making things too easy (in their eyes) and not wanting to change it. The problem is that their release timing sucks so changes are heavily delayed from the holidays. | ||
Southlight
United States11766 Posts
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xM(Z
Romania5277 Posts
i'm mostly playing ssfish; i sometimes play with couple friends/neighbors and we trade among us. atm, screwing with low lvl stuff trying to find something i like/i want to play. | ||
Craton
United States17235 Posts
Poll: How do you rate POE2 currently (1 = lowest, 5 = highest)? | ||
Miragee
8459 Posts
I'll take this opportunity to write down what I currently think about the game in detail (wall of text warning): Pros: - Combat feels fantastic. Really reactive and impactful. The game also forces you to play differently according to the monsters you encountering, which is something I haven't experienced in an ARPG for a long time. Sometimes it's better to roll, sometimes the roll is detrimental. I use a lot of different skills, but depending on the enemies, some are way more useful. I also didn't naturally fall into rotations or spamming yet. Sometimes it just makes sense to use skills in a different order. Honestly, they really cooked with this one and I'm happy. - Visual design is 100 % up my alley. The choice of colours, contrasts, lighting and all the details in the landscapes are gorgeous. The monster design is some of the best, maybe the best, I have ever seen and the animations are fantastic. I honestly couldn't have wished for something better in this category. - The sound design is equally impressive. The environmental sounds, skill effects etc. are on point and supported by a fantastic and fitting soundtrack. I still don't play any of my own music during my play sessions, even when grinding maps. - The atmosphere, and this is more of a culminated point from the previous points, is simply stunning. Visuals and sounds create such an immersive experience, which imho is fairly rare in games. This is something I wouldn't have expected to as good in a game that is aimed to be a life service game. But if you just take the atmosphere in the campaign, it can easily hold up to single player experiences with great atmosphere and this was surprising to me. I also got huge Diablo 2 nostalgia flashes when playing the campaign. Everything from combat to atmosphere felt like a spiritual continuation of Diablo 2 and I got similar feeling as I did when I played Diablo 2 in my youth - a feeling that has become very rare because I'm now in my mid 30's. It just makes me glad that I can still feel that way when playing a game. some goods/some bads: - The story is not here nor there yet. The voice acting is fantastic and some characters are quite cool but the dialogue writing often suffers from the same issue as PoE and so many other games: It's boring. I honestly don't know why this seems so hard to do correctly in games when book authors don't seem to have as much trouble with this. Yes, there are a ton of bad books but I find it way easier to find a book with good dialogue that doesn't bore me to death than a game. As for the story itself I will withold my judgement until the rest of the acts release. So far it seems like an improvement over PoE for sure and I like that they keep the minimalistic approach, similar to PoE or Diablo 2 and didn't chose to go the Diablo 3/4 route. I still have my doubts about how compelling the whole story will turn out though. - Itemisation feels good to me during the campaign. Every rarity feels like it has it's place, at least in the campaign, and that's how it should be early on. I'm not disappointed to wear a magic item instead of a rare because not every rare is instantly better than any magic item I could possibly have. It depends on what I'm looking for. After the campaign, it starts to feel not as great. I'm definitely not a fan of the completely randomised "crafting", i.e. gambling. Getting a good item off the ground is still rare but at least happens unlike in PoE. Uniques feel mostly underwhelming. In general I think it's hard to get gear upgrades in maps SSF, but I like to trade for stuff I need and trade stuff I don't need, so this is fine to me. I can understand how this is a problem for other people though. - The skill tree is neither completely bad nor good at this point. I like that they slashed the life nodes from the tree but I don't understand why ES is still on the tree _and_ the nodes are a lot stronger than in PoE. I also like that they slashed damage options. The attribute nodes to travel make matching attribute requirements on the fly a lot easier, which is nice. However, the tree severely lacks interesting nodes, which I would have expected in return. Stuff that changes up my build. There are some interesting nodes but most are still generic and they are mostly weak. Because of this, leveling up feels underwhelming. First you spend a multiple levels to travel somewhere only to pick up a cluster that neither does something interesting nor gives you a lot of power. For this exact reason, jewels feel very powerful atm. I find myself much rather traveling a few nodes to a jewel slot rather than picking up an entire passive cluster. The most powerful part of a passive tree should not be itemisation... This was already a bit of a case in PoE, which I didn't like either, but at least you normally would use cluster jewels only later on and normal passives still had some value. - There is quite a bit of depth, as one would expect, and I already found myself theorycrafting deep into the night, losing my sense of time. However, there is still a lot missing compared to PoE, which I expected to be fair. Some are due to being EA, e.g. missing gems, classes, uniques, weapon types. Others will take a while to be added because entirely new systems are needed to give players enough options to make certain things work. For example, armour doesn't feel great at all. Not only is the rate at which armour becomes worse against larger hits more than double than the rate in PoE, we also don't get sufficient other options of physical mitigation to work with it. Unless they completely rework the formular, it will take a long time until armour becomes good in PoE2. - Skill System: I really like that you can only use 1 support each. At the moment, a lot of supports feel underwhelming though and the downsides often keep me from using them at all, i.e. I would rather leave a socket slot empty than adding a support gem. The more combo-based approach is really good and skills have way more interactions, which I love. I hope they expand on this further in the future. I like that you don't have to fiddle with socket colours anymore, although in the latest iteration of PoE, it wasn't as bad anymore imho and definitely had charm so I'm glad they are keeping the games separate in this regard. Leveling gems in PoE2 feels bad. Imho they should change this back to the PoE style of getting experience through combat. The current systems just further feeds into the problem of being much more reliant on drops in general in PoE2. - Mapping is in general still fun and addicting. However, the current iteration leaves a lot to be desired. I think they built a great modular system with the Atlas map. Because of this, I don't worry about the future. However, in the current state there is not enough interesting stuff on the map. It would be much more interesting to have more unique maps, vendors, bosses etc. scattered all over the map. Ideally you should unveil something cool/interesting on the map at least once per hour of playtime on average. The idea with the towers/tablets is great as well but the tower maps themselves could be more interesting. Maybe a boss encounter, a puzzle or gauntlet would be great. Something interesting to change the pace from normal mapping instead of putting in a T1 map and try to find the beacon as quickly as possible. Cons: - Crafting is really bad in PoE2 and you could even argue crafting doesn't exist at all. Randomly slamming affixes onto items is not crafting. I read a comment saying that crafting feels like using multiple scrolls of wisdoms on an item and I think that describes it fairly well... Yeah I use some of my currency but not because I expect anything good but because there is nothing else to do with it. If I can use an exalts to buy something off trade, I will do that. I will only use exalts on an item, if that item is already worth multiple exalts but has 1-2 open affixes. I pick up certain bases, transmute and then aug and/or regal depending on the outcome. Then I throw it into a 1ex dump tab and see if it sells... I tried some crafting with Rog but they really limited the good options from PoE and maximum number of crafts per item, making the outcome a lot more random. The only reason this doesn't really impact my enjoyment of the game is because I don't like crafting in general so I'm not that disappointed I cannot craft in PoE2. - The bossing endgame seems terrible. I have never seen a Citadel once. Also, only a handful of shards for a boss fragment ever dropped so I don't see myself ever getting to attempt any of those. Furthermore, the fact that I only get one chance, probably get one-shot by a mechanic I don't know and then have to look for a hundred hours on the Atlas map to get my next attempt is straight up horrible design. I already hated how Dark Souls wasted my time by having to run 3 minutes to a boss everytime only to get an attempt to learn the boss. 3 minutes compared to dozens upon dozens of hours... I have no idea what they were thinking here. | ||
Southlight
United States11766 Posts
1) I think writing tends to be whack in games because they have limited perspective/exposition while feeling like they have constraints on said perspective/direction. Most works of fiction in English (from an unscientific my general gut feeling perspective) tend to be written in third person - even when they follow just one person - and that third person leads to a different speaker/narrator and thus provides more or less information depending on the author's needs. This is how games like Disco Elysium turn out to have some interesting writing - because you don't directly deal with the protag's internal monologues and such. Most video games tend to be stuck with that one protag and tend feel compelled to explain things from that perspective, and as such in a game like POE2 you end up with this weird situation where the PC "knows very little" at the onset (similar to you) and has to organically learn things... but then they try this weird From Software approach of having lore in bits and pieces of item descriptions and an otherwise relatively generic plot that doesn't quite come together. 2) I think itemization kinda sucks... on principle I don't mind the approach but it takes too long to actually get into proper crafting. I described it to a friend as such - in POE you can go from a 1/100 glove to like a 4/100 glove relatively simply due to various crafting tools such as Essence and Workbench. In POE2 I feel like through the campaign your progression is almost entirely maybe you get lucky with a drop. My understanding is that this doesn't noticeably improve until you hit like T8 maps and beyond where you start swimming with currency and can constantly just roll the die with crafting so you're effectively doubling the rate of golds you get. I kinda agree with you that crafting sucks, but I also feel like it's simplified enough that I'm not working through a calculus formula of disabling fixes and the like. IDK what a happy medium should be, but we're on the other end of the extreme and it also feels weird. 3) campaign is way too long. I thought POE1 campaign was long but POE2 takes it to another level, even as I try to run through things. 4) Balance is truly shite. I assume this will get fixed over time but it's definitely not here at the moment. | ||
Craton
United States17235 Posts
They wanted to remove any spam currencies because rolling thousands of alts isn't fun and I agree with that. But instead we ended up with a system that comes down to exalt 3 times and pray. They also wanted to simplify crafting because it's so daunting to a new player. While I don't think it's a bad thing to make it more approachable, its depth is also one of the major highlights of PoE1. Rather than removing and/or dumbing down systems to make them simpler, I would prefer them doing more to guide the player into understanding how things work. They already have systems for showing videos in game and detailed pop-out explanations. It would not be a stretch to tie crafting systems into these and even have some side quests in the campaign or early maps to demonstrate parts of it. | ||
Miragee
8459 Posts
On December 29 2024 00:59 Southlight wrote: I guess to piggyback on what you posted above. 1) I think writing tends to be whack in games because they have limited perspective/exposition while feeling like they have constraints on said perspective/direction. Most works of fiction in English (from an unscientific my general gut feeling perspective) tend to be written in third person - even when they follow just one person - and that third person leads to a different speaker/narrator and thus provides more or less information depending on the author's needs. This is how games like Disco Elysium turn out to have some interesting writing - because you don't directly deal with the protag's internal monologues and such. Most video games tend to be stuck with that one protag and tend feel compelled to explain things from that perspective, and as such in a game like POE2 you end up with this weird situation where the PC "knows very little" at the onset (similar to you) and has to organically learn things... but then they try this weird From Software approach of having lore in bits and pieces of item descriptions and an otherwise relatively generic plot that doesn't quite come together. 2) I think itemization kinda sucks... on principle I don't mind the approach but it takes too long to actually get into proper crafting. I described it to a friend as such - in POE you can go from a 1/100 glove to like a 4/100 glove relatively simply due to various crafting tools such as Essence and Workbench. In POE2 I feel like through the campaign your progression is almost entirely maybe you get lucky with a drop. My understanding is that this doesn't noticeably improve until you hit like T8 maps and beyond where you start swimming with currency and can constantly just roll the die with crafting so you're effectively doubling the rate of golds you get. I kinda agree with you that crafting sucks, but I also feel like it's simplified enough that I'm not working through a calculus formula of disabling fixes and the like. IDK what a happy medium should be, but we're on the other end of the extreme and it also feels weird. 3) campaign is way too long. I thought POE1 campaign was long but POE2 takes it to another level, even as I try to run through things. 4) Balance is truly shite. I assume this will get fixed over time but it's definitely not here at the moment. 1) You might be on to something here. I think the way Disco Elysiums handles this is brilliant; Planescape Torment and Torment: Tides of Numenera did it in a similar fashion. Movies got similar issues for the same reason I'd assume. However, there are games (and movies, more of them even) that manage to write interesting dialogues. Disco Elysium also spends a great deal of time with the inner monologue of the protagonist. And that influences upcoming interactions with characters. It doesn't need to be as deep as in Disco Elysium but I think smalls could already make quite a difference. For example, if you find a symbol and your character says "what is this? looks like some ... I need to ask xy" and then if you meet xy you'll start the conversation with that. However, I feel like sometimes games do just that but it's still boring and I wonder if this is due to the "quality" of the writers. I don't want to disrespect anybody but I feel like if you have good book authors such as Patrick Rothfuss or Robert Kurvitz then you will get good dialogue/writing in games. However, I have read books from video game writers that then went on to write a novel or so and they were mediocre at best. This is obviously my own anecdotal evidence but I feel like there could be some merrit to this train of thought. 2) Just to make it clear: I'm not one to only go for the most cost efficient route, i.e. make a calculus on every orb I use. What I meant was the amount of effort involved for the result. I'm quite risk averse. If I got, lets say, 50 ex and some other orbs and want to get a new weapon, I could use those orbs on base weapons and maybe not get anything good at all. At this point I would look for other options. And for me, there is trade where I can just deterministically get a good weapon for 1ex and be done. Usually if I got multiple options I go for the most fun one, even if that's at an "economic loss" how others would put it. Idc, I'm playing the game to have fun. It's just that gambling orbs on an item to maybe not get anything I can use is the most unfun thing I could imagine. 3) It's interesting, I don't agree on the campaign length. But I'm also not a person who sees the campaign as an unnecessary hindrance on the way to endgame. For me, the early progression of the character is a fun part of the game and I loathe leveling builds to get through the campaign as quickly as possible. I would much rather play the build I later want to play as soon as the skills are available and see it develop throughout the campaign. 4) Balance will always be shite imho. Not everything can be equally good and it would honestly be boring if it was. What I hope is that they will eventually cap the top end damage to be a lot lower. GGG imho doesn't need a second game where top end characters fly through maps at a million miles per hour and one shot uber bosses. Having the difference between a "normal" character and a top end character that big makes it a nightmare to balance because either the game will be way to easy or a vast majority of builds cannot attempt a lot of the content because the mob's HP are balanced around top end damage. The latter is the case in PoE and made whacky builds less and less viable over the years, which is a shame. | ||
Gorsameth
Netherlands21473 Posts
On December 29 2024 05:35 Craton wrote: The issue with removing alt spamming is that instead you just get identifying with extra steps. There is fundamentally no difference between picking up a blue item and using a wisdom scroll, or picking up a white item and using a transmute.Yeah I think they really took things to opposite extremes in several cases to the detriment of the game. I'm reminded a bit of their past interviews on the topic of gold and how they were so adamant about not having gold at the start of poe1 because they wanted to differentiate themselves from d2 and felt like they knew better. This feels like the other side of the same coin. They wanted to remove any spam currencies because rolling thousands of alts isn't fun and I agree with that. But instead we ended up with a system that comes down to exalt 3 times and pray. They also wanted to simplify crafting because it's so daunting to a new player. While I don't think it's a bad thing to make it more approachable, its depth is also one of the major highlights of PoE1. Rather than removing and/or dumbing down systems to make them simpler, I would prefer them doing more to guide the player into understanding how things work. They already have systems for showing videos in game and detailed pop-out explanations. It would not be a stretch to tie crafting systems into these and even have some side quests in the campaign or early maps to demonstrate parts of it. Your not fixing any issue, your just reducing how many chances you have of getting something good. | ||
Craton
United States17235 Posts
If there are more controlled ways of taking bases from white to rare then you do have a difference between a random drop. There's an argument to be had that instead of spamming orbs you're just moving the process to collecting whites and rolling them all at once. I guess you could make the crafting better in some way that makes it take less attempts (e.g. orbing 50 poe2 white bases once vs 1000 poe1 orbs on 1 base). This isn't necessarily a better system, though, since collecting bases en masse isn't particularly interesting and trading for that would be awful. Maybe if white bases were rare and the crafting on white items was especially powerful it might be. | ||
EchelonTee
United States5244 Posts
I voted 4/5 + yes but tbh with more thought, I'd recommend most of my friends to wait for 6+ months | ||
Hollow
Canada2180 Posts
I spent several hours today debating if I should do the Arbiter fight and reading up about it and looking at a video of the one shot skills it has in order not to have to buy more fragments, only to realize I can most likely DPS down the boss fast enough to avoid them. Unlike Lilith in D4 there are no force stops where you must engage with those mechanics. So I gave up a bunch of ES and went full DPS with my minion build and sure enough the boss just melted in like 12 secs. Pretty disappointed in the endgame tbh, feels like there is nothing more to it. My character is not really good at farming breaches and that seems to be what everyone does in the end but for what? There is no harder content out there. | ||
Southlight
United States11766 Posts
On December 29 2024 07:25 Craton wrote: Yes and no. There's the tiered drop system, which in theory these result in drops with higher values than random currency orbs. In practice this isn't working well right now. Or, at least, isn't addressing the void in early/mid maps and doesn't contribute very much to crafting. Chaos orb on a good-but-not-great drop from a high tier rare is interesting, but that's not really crafting. The intrinsic issue for GGG is I don't think they ever actually figured out how to handle crafting/drops and unfortunately that hasn't changed in POE2. There's always been a strange disconnect between their vision for item progression vs. what is practical for quite literally 97% or so of their playerbase, and they've always balanced things around the top 1% (not even top 3%). At the crux of it, even in POE1 they've leaned toward a crafting system that typically requires dozens of man hours to construct a single good item. You need good ilevel, preferably things like fractures, pseudo-deterministic things like Syndicate and/or Delve (which also take many hours which is what feeds into trade leagues), and then some RNG on your side which can force you to "try it all over again" which can take more hours, then to keep maximizing you need sockets, colors, corrupting (which can "force you try it all over again"), innates RNG, innate rolls (expensive divines), and then affect mods. IIRC the average top 1% player can cruise through campaign, a couple characters, and then the end game into true end game mapping and crafting in like 50 or so hours and then they'll play a couple-few hundred hours grinding and crafting and farming ubers. The average player goes through the campaign and end game with maybe one character and wants to try to get through end game in like 100-150 hours, which I think is a reasonable number of hours given that that's essentially the length of a "long single player game" (ie. Elden Ring being like 70-90 hours on average). GGG obviously leans more into the heavy several hundred hours per league perspective, which is why every deterministic/strong crafting option (Sentinel, Harvest, etc.) which would cut down end-game crafting from "dozens of hours" to like "a dozen or two" hours gets removed or nerfed heavily. And that's on top of 99.999% of drops being complete garbage. I don't think they've figured this out in POE2 either, and what's my concerning to me is the relative lack of clarity as pertains to direction. The simplified system isn't the worst thing in the world, but due to the lack of layered depth (ie. as mentioned above in POE1 you have clear steps, and I don't mind if the current POE2 system basically tries to simplify all of that rubbish that you need to do to get to the point where you can start trying to corrupt and then innate/mod things), but as it currently stands there's no Step 2 (innate/mod) and there's no deterministic crafting in the game which means everything - as mentioned by others - is just glorified looting except using crafting to get slightly better drops (just using whites/blues you've picked up). It's just... lacking. | ||
Southlight
United States11766 Posts
On December 29 2024 05:55 Miragee wrote: 1) I think writing tends to be whack in games because they have limited perspective/exposition while feeling like they have constraints on said perspective/direction. Most works of fiction in English (from an unscientific my general gut feeling perspective) tend to be written in third person - even when they follow just one person - and that third person leads to a different speaker/narrator and thus provides more or less information depending on the author's needs. This is how games like Disco Elysium turn out to have some interesting writing - because you don't directly deal with the protag's internal monologues and such. Most video games tend to be stuck with that one protag and tend feel compelled to explain things from that perspective, and as such in a game like POE2 you end up with this weird situation where the PC "knows very little" at the onset (similar to you) and has to organically learn things... but then they try this weird From Software approach of having lore in bits and pieces of item descriptions and an otherwise relatively generic plot that doesn't quite come together. The dirty secret to dialogue is that the worse the writer, the more dialogue there is. "Real" communication incorporates things like expressions, body language, connotation/context, location, situation, and so on. Think about it - how often in writing to do you see something like "Oh hello my dear uncle ___" but realistically no one says that, you just say something like "hey long time no see!" and there's a lot communicated via tone, facial expression, body language, location/setting, and so on. As video games provide three aspects (visual, audio, and interaction) there's a lot more that can or needs to happen. So as an example for comparison, in A1 when you see the Executioner, you see and hear Leitis, but the PC has basically no reaction (maybe they say something? IDR). There's no interaction between the PC and the scene, the situation, the Executioner, nor Leitis... it just happens, you kill the boss, you free this random ass NPC, they yeet off back to town, and you just get one-directional text and speech from Leitis. There's no dialogue/conversation here. Frankly I think most people forget she even exists as a character, and no one gives a shit because why should you? And maybe the point of the Exile doesn't give a shit either, but when you have a character who doesn't give a shit about the world, well, why should you? By contrast in like Ghost of Tsushima during the intro sequence you see that one samurai try to have a duel only to get lit on fire and executed. You don't know the man, that's his only appearance and he basically just dies, but you have Jin's reaction of horror to it and it gives you a little bit more attachment to the scene, the villain that does it, and some of the "well honor ponor" reaction to the strategically idiotic move that lead to it. You have the visual and audio presentation of the scene, the PC has a reaction (thus is interacting with the scene - even if you're not as the player), and then you as a player actually interact with the game because you partake in the "we shall get revenge" follow-up activity, and then the subsequent events of the intro sequence add to you as a player getting more involved with the protag and subsequently the game and its world, story, and the theme about war and honor. There's arguably less dialog from Jin and Shimura regarding the scene than Leitis' verbal vomit, but it's more meaningful due to expressions/body language and setting. There's actual dialogue there, after all. I bring this up because a lot of established authors have commented writing for video games is a weird experience because they are used to having proper exposition and descriptions of things, and they do not have control over the visual/audio presentation and are not used to figuring out how to make things interesting for the player. Then the game director gets involved and they have their own set of priorities and... well, it's why usually some of the best game writing doesn't come from authors per se but multi-talented people who can do both, like Yasumi Matsuno and to some extent Miyazaki Hayata - both people who direct games but also have enough creative flair to understand and control both elements. | ||
Craton
United States17235 Posts
That said, I really dislike things that are completely unobtainable if you're not putting hundreds of hours into farming juiced content. Things like hinekora lock reflecting or synth implicit rerolling on beastcrafting. | ||
DarkPlasmaBall
United States44006 Posts
I'm looking forward to trying the ranger/deadeye/dexterity next, and then probably a melee/strength character for my third playthrough. I'll probably do the same thing: try to beat the regular game before level 70, play a few rounds of the endgame to get to 70, and then move on. Any advice for a new ranger/deadeye/dexterity build? | ||
haitike
Spain2707 Posts
On December 30 2024 21:00 DarkPlasmaBall wrote: but I just don't understand the post-game grind and atlas map - it seems boring and monotonous. In my opinion it is just not baked. They originally planned to develop the 6 campaign acts before adding endgame content. But in the last big stream announcing the Early Access content, they said that they realized that Early Access only with campaign content was a bad idea, so they put on a basic endgame in 4-6 months of development. They just started to add endgame too close to EA release. So the endgame content was rushed and it is not too good right now. But at least they can receive feedback about it already. PoE1 engame is incredible right now, but they needed years adding leagues and multiple reworks of the endgame systems, so It will take time to have something decent in PoE2. And in PoE2 they also have to implement 24 ascendancies, 3 acts, lot of weapons and skills, etc. So yeah, Early Access is going to last long. | ||
DarkPlasmaBall
United States44006 Posts
On December 31 2024 04:03 haitike wrote: In my opinion it is just not baked. They originally planned to develop the 6 campaign acts before adding endgame content. But in the last big stream announcing the Early Access content, they said that they realized that Early Access only with campaign content was a bad idea, so they put on a basic endgame in 4-6 months of development. They just started to add endgame too close to EA release. So the endgame content was rushed and it is not too good right now. But at least they can receive feedback about it already. PoE1 engame is incredible right now, but they needed years adding leagues and multiple reworks of the endgame systems, so It will take time to have something decent in PoE2. And in PoE2 they also have to implement 24 ascendancies, 3 acts, lot of weapons and skills, etc. So yeah, Early Access is going to last long. I'm personally way more interested to see if they can pull off so many ascendancies that feel fun, unique, and viable up through the completion of the 6-act campaign, than I am to see how the endgame system evolves over time, but I certainly have nothing against the latter and I know a lot of PoE players live for the endgame. | ||
DarkPlasmaBall
United States44006 Posts
On December 30 2024 21:00 DarkPlasmaBall wrote: I just finished my first playthrough (as a cold sorc / stormweaver / intelligence build) - completed act 3 cruel in the mid-60s and then played the endgame's waystone tier nodes until level 70 and stopped. I mostly enjoyed playing through the 3 normal acts and 3 cruel acts, but I just don't understand the post-game grind and atlas map - it seems boring and monotonous. I'm looking forward to trying the ranger/deadeye/dexterity next, and then probably a melee/strength character for my third playthrough. I'll probably do the same thing: try to beat the regular game before level 70, play a few rounds of the endgame to get to 70, and then move on. Any advice for a new ranger/deadeye/dexterity build? Following up: While I don't think that the ranger is as fun as the sorc, the ranger is definitely playing the (early, at least) game on easy mode. Act 2, level 22, just got my ascendancy / beat the trial on the first try, and I've died a total of 0 times so far. No deaths in act 1, and none in act 2 so far. | ||
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