JUST when I thought I was starting to like this game.
sorry man cant take you seriously when your op was a gushing review of the best time ever followed in one day by now saying your taking a break, all the while trying to play morality police on other posters.
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" The whiplash of loving the game, to being terribly frustrated is endemic to this community's feelings as a whole IMO. If you love this game unconditionally, you do not fully understand it's faults. If you despise it fully, you're being unreasonable towards an early access game with incredible potential. If you're not ping ponging between extremes, You're not fully experiencing the game in its current state. I allowed myself to be sucked back in and I'm enjoying the game again. My attempts at an inventive fire build with magic was a terrible failure, as was attempting to work energy shield into my build. It wasn't my intent to have everyone take my post seriously, I was just trying to relate the rollercoaster ride of playing this game as someone new while highlighting various tuning issues as they relate to new players specifically. If you need people to fully commit to hating or loving a game to take them seriously, I don't know what to tell you. The experience of POE is very erratic. I just wanted to take back the notion that the talent tree needs serious revision, I don't think that's true. After sitting on it a bit, I think the game just needs more finnessing and polish. I DO wish GGG would harmonize things a bit more. There are so many support gems, and abilities that feel as though they are hamstrung on a global scale because ONE ability or combo ends up being too strong. It's like that helmet that treats all enemies like they're low life, and it just ends up feeling like the only reason it's on the skill tree is to fit with it. It's just another instance of all these muddy 30% modifiers that in their sheer volume go on to make the game feel hard to tune and bloated with edge cases. I really just with the game had less core systems but more nuance and interconnectivity with those systems. Like how many things in this game cause slow... Daze, brambles I think they're called, chilling, and on and on and on. WHY DO WE HAVE SO MANY! Why can't it just be a magical version (chilled) and physical (Daze). It gets to be kind of scattered and all over the place with so many mods. More than anything POE needs a bit of normalization, because it tens to like flirting with the idea of all this broad customization, but it's so prone to breaking because each class and how they generate damage is so very different. It feels like entirely different people designed the damage systems of the magic skills and the physical skills. And because of this, magic skills have very low base damag,e and physical skills have very high base damage, so the entire sorceress tree is just amplifying damage and the warrior doesn't need much at all. Because of this there is this terrible balance where if a warrior were to somehow get magic damage on their skills, they would do INSANE damage, and skill gems have to rigidly adhere to cast abilities, and melee abilities. It REALLY takes the potnetital fun out of the mixing and mathing because everything is designed to be seperate. And because everything is designed to be seperate now there needs to be WAY more gems in total for all the different classes and abilities. It feels as if the cohesive experience of truly being able to mix and match is broken, because the game just decides, "No we're not ACTUYALLY going to have choice, we'll just create the illusion of choice. And another aspect of the game that I don't jive with, is it has these antiquated systems of multiple resists, and mana bars, but at the end of the day they're just gear checks. It used to be you had a mana bar and powerful abilities that were too powerful to spam required mana and once in a while you had enough to cast them. But that's not how path of exile is designed, it's just a gear check, do you have that slot on a piece of armor that absolves you of this annoyance. There are SO MANY of these checks between hitting enemies with hit chance, and resists. And a player is only as strong as their weakest link. Why have any of this? Why not take it all out of the game and just focus on the fun elements and scale all of this bloat down? It drives me kinda nuts, because all this complexity is now sitting there taking up space that could be new inventive systems that enhance play. Another gripe I have, is that we don't have enemies that are recognizeable at a glance a being resistant to certain damage types. There are so many unique enemies per zone, it'd be neat if each enemy type simply had unique stats like fire resistance or whatever, or at the very least a visuale cue outside the icon on the lifebar. Still conflicted as ever by this game. I love SO MUCH of what it does right, but it's also frustrating how many design choices plague this game achieving its full potential. And you can just feel the hurculian effort being made by a slew of coders and designers in so many areas, but I get the sense that much of this just goes into a dead end of ill fated design and gear checks for gear check's sake. Would be so much happier with the game if they reduced the bloat and worked a bit to truly harmonize and make everything intermix properly. THEN we would truly have a holy grail of endless builds to experiment and enjoy. As it stands it's kinda just figuring out the puzzle of what handful of builds are allowed. Zuletzt bearbeitet von crazyfingers619#3901 um 04.07.2025, 07:34:06
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