A POE1 player's thoughts on POE2's Druid League
" It was a horrible decision that is going to pigeon hole them into design decisions forever. They can't have defenses being too good now cause dodge roll exists. People who spam it will be able to essentially ignore all damage and those that can't or won't will forver be getting glibbed. Dodge roll is why so many bosses snap turn mid animation now, because if you can just hit one button without really having to time it then it is a 100% avoidance mechanic with no skill other than hearing a sound and instantly passing the check. It is the main reason actual melee skills feel so bad to use, because campaign defense is 100% about dodge rolling and not actual gearing, especially since the evasion gutting. It is why bows are so much more popular than melee abilities. Dodge roll, fire once half the screen dies, dodge roll, fire again, the other half dies, will always be much better than standing still and getting hit by everything all at once, then the on-death effect from all the mobs at your feet. Zuletzt bearbeitet von Moregaze#2933 um 23.12.2025, 18:27:21
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" I’m enjoying the discussion, and I don’t think either of us is wrong. We’re just looking at the game from different angles. On deaths, I agree that many are learning moments, and I definitely have my share of “that one’s on me” deaths. I just don’t think every death in PoE 2 fits that description. When deaths come from unclear visuals or technical issues and also cost XP, the map, and atlas progress, it feels less like learning and more like a time tax. That’s the distinction I’m trying to make. On group play, I agree most players are solo. My point isn’t that group play should be the focus, just that the systems don’t fully commit either way. Grouping is still very strong for currency, while progression systems discourage it, and that inconsistency stands out. On performance, I don’t doubt your experience. I just think when issues do happen, even if mostly in juiced or party content, the penalties tied to them are heavy enough to be worth discussing. Where I probably differ the most is skills. In PoE 1, skills were standalone gems. Even if a skill favored a weapon type, it wasn’t hard locked, which allowed experimentation and unexpected interactions. In PoE 2, putting skills directly on weapons feels more restrictive. It doesn’t make the game harder, just narrower. I agree with your broader point that PoE 1 and PoE 2 can serve different audiences and both thrive. I’m not against PoE 2 being punishing, I just think there’s room to reduce friction without losing what makes it unique. Zuletzt bearbeitet von Skullzar1#0697 um 24.12.2025, 08:54:25
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