Final parting words to GGG
Having completed T15 after 300 hours in poe2, I have some thoughts to share. A good game, first and foremost, should be fun and make the player feel good and rewarded for their time. Sadly, my experience with poe2 is riddled with lasting negative feelings throughout that make me wonder what is it all for. My gripe list as follows
1. Please don't make players lose their uniques if they die before they can collect it. It's rare early game and that just makes it so upsetting. Read "Psychology of loss aversion" 2. Please allow people to Respec rewards like the venom crypt rewards. Nothing upsets more than choosing the wrong choice for your build or realizing at end game that Chaos resistance is so fooking important. Same goes to ascendancy choice. 3. Please ditch the insane XP loss in atlas end game. I remember watching a developer interview/podcast a while back and someone said something along the lines that if you die, perhaps that means you should not be there. I guess he means that you should get stronger/better gear if you want to progress. My feedback to you is that I spent what 20-30 minutes on a map just to die to some rando super speeding mana siphoning self healing freeze spamming god mob, I lose all the XP gained in the last hour that would have helped me to level up and get stronger at least. Take my gold but don't take my XP please. At the end of the day, I hope GGG Mark & Jonathan can see it from a different perspective, that gaming should be a form of enjoyment and not one that frequently frustrates and evoke a sense of loss/anger/regret in the gamer. There's already plenty of that with all the crap loot drops and T1 mods that can get rolled on an otherwise perfect piece of gear. There's no need to add more sources of frustration. Until Act 4-6 drops, guh bye! Zuletzt angestoßen am 03.02.2025, 19:17:08
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I think there is a big misunderstanding. Some things in PoE2 currently are overtuned and will eventually be balanced, but some things are design choices.
The "EXP-loss" you are talking about is a good example. You refer to "loss aversion" if it wouldn't be something GGG knows about, but that's the entire point. If you are too weak for something you will probably die and thus you get punished. Ppl don't like to get punished so they have two options now: - improve the character/build/skill/etc. - ask for the removal of the punishment The first option is what ppl should do, the second is the easy way out and for some reason only present to that degree with ppl who play "Path of Exile". This punishment is intended and you find it in countless games but in other forms. In "Darkest Dungeon" you can lose a character or your entire group, in "Don't Starve" you can lose your entire base or even your playthrough, in "World of Warcraft" you lose various resources and time - when wiping over and over with your raid, in "Crusader Kings" you lose your entire kingdom and so on. Mechanics that make you lose something are totally normal in most games. If you really think about it - which "punishments" are present in PoE!? 1. You die and lose exp. 2. You die and lose your map. That's basically it. And now... why would you be allowed to run a map further if you already died in it? Would it be great if they allowed us to skip a "failed" map, so we don't need to run an empty map to progress? Sure. But the two major punishments in PoE are a joke compared to the punishments in other games. Related to the rest of your post, if you view everything negative (as some form of punishment) because it is another outcome than you want - that's not the game's fault, it's literally a you problem. |
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" If you're coming back than it's not a final parting. Grow a pair, uninstall, and never look back or maybe edit your post |
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I'm always astonished when people come here, say they played hundrerds of hours and then suddenly decide the experience with the game was more negative then positive...
I mean, why would I ever play a game for 300 hours that mainly evokes negative emotions in me? If a game starts doing that within the first 10 hours, I would immediately stop playing it. That said, I don't care about the punishment. It's okay and as long as you don't die, it doesn't do anything. And yes, there are sudden power spikes that kill you fast, but that's a balance problem and will be adressed by GGG once the classes are more or less on the same power level. That's what EA is for. |
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Another one bites the dust! Wait for new season or take a break is always good.
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Love the games. PoE1 way more so than PoE2, but still enjoying both.
Hate the company. The scummy, lying, fake and shitty facade, the excuses, the failures, and most of all, the "Vision". Keep both of those in mind when reading my posts. |
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I am at end game and the grind is boring. Also close to 300 hours, not much to look forward to. Final boss just one shot me, I am not going to find all 3 citadels again that was a grind. Bye for now, will come back when game is released and hopefully there is an auction house.
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" Corresponding to different types of people, there are four baseline answers: 1: Completionism: People who, once they've started a game and gotten beyond what would be the "intro sequence", feel like they have to complete everything in the game. That they have to "finish" it before they can stop. They'll do that even if they don't really like the game. If anything, their completionism makes their review more valid. Like vs dislike of the game being detached from the reason to play the game lets them be less biased. 2: Validity of review: People who feel like they can't provide legitimate feedback, or have their opinion taken seriously, unless they've actually "given the game a chance" which means playing enough of it to see everything it has to offer, which means beating it. They can't or won't consider an opinion of game a measure of any quality unless the opinion-haver reached and spent a lot of time in the endgame. These are the same people who, if they did like the game, would tell anyone giving negative feedback before finishing the campaign that their feedback is baseless, because they haven't played enough to judge the game. They will play a game through to completion, or put 200 hours in, or what have you, because in their minds, you can't know if you like the game or not if you haven't. It genuinely takes them that long to know. Maybe the playtime makes their review more valid. Maybe the fact the need that much time to develop their opinion is a sign their review is less valid. Idk. 3: Close, but still want their cigar: People who have a particular game they want to play, but that game doesn't exist, or they haven't found it. So instead they're playing the closest game they have found. "Close but no cigar" as the expression says. They want their cigar. They keep playing whatever game is in question because it's as close as they can get, but they'll still dislike it until it's exactly what they're looking for. Mostly their feedback is really just complaining that they hypothetical other game they want doesn't exist, and an attempt to make it exist by pushing the game they are playing in that direction. 4: Addiction looper: Look man people all over the globe constantly do things they don't like doing because something about it screws with their psychology to make them do it anyway. The dopamine hit of a victory screen, legendary loot drop, or what have you hits them like drugs or a jackpot hits drug and gambling addicts. Most of the people in a casino don't actually like gambling, but they've been roped in. Most of the people playing games like LoL or DotA don't actually like those games, but they've been roped in. I've never met even a single person who likes loot boxes, but I've met a lot of people who got roped in enough to buy them. |
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" i think the problem is for what you get punished. if i die because i don´t want to dodge and just spam while standing in an aoe i should get punished for that and eventually learn and improve, but if i get punished for playing melee (or any non es/evasion build) and not being able to move while i wait for my 1.5 second attack to go off and get one shot by something detonating i can´t even see because of visual clutter thats just an alt+f4 moment. i liked the difficulty of the campaign, if you die you just go again and try to overcome or change your build a little bit to beat a boss, but in endgame this all goes away, the deaths feel way too cheap most of the time, but i think this comes down to balance, there is a lot to be done on some mob modifiers. |
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" That's a blatant lie and you know it. No other game punishes you that much for dying. " None of those are ARPGs. Solo deaths in WoW only cost you some time and gold to repair the gear. Comparing ARPG to 20man raid where your success depends on 19 other people is dumb. Imagine if you randomly died in your maps/bosses just because a player on your friend list made a mistake? That would be fair comparison. Also, in CK you can just load your game if you screwed up. " No, they are not, stop lying. In most of the games the punishment is similar to what happens during campaign. You lose some time and have to redo the boss. You don't lose maps, boss access, xp or items. |
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