POE2 disrespecting our time (Post-0.4.0)
" Just a quick note, divs/hour was more a broad attitude, and not targeted at SSF specifically; that players want to get to endgame quickly, get to endgame expressions, get their build to pop off. That kind of stuff. Like, enjoying the tall end of tall. It's the difference between "I need to be somewhere else as quick as possible" and "What can I do with the content in front of me", if that makes sense. For a lot of players, the latter did miss the mark somewhat. But they've sped up the game a lot since 0.1 and I'm very worried they rework the game into something similar to PoE1. PoE1 is good, but we already have it. Zuletzt bearbeitet von Skadrel#3812 um 11.01.2026, 20:03:59
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" I appreciate the skepticism, but let's break down the "2 Hours" sample. I wasn't claiming to finish the entire Campaign in 2 hours (that would be a world record). I was comparing a 2-hour gameplay session in the Campaign versus Maps. And yes, I stand by those numbers for PoE 2 specifically. Layout Size & Dead Ends: PoE 2 zones are significantly larger and more intricate than PoE 1. Running into a dead-end in Act 4 and having to backtrack through an already-cleared area takes literal minutes, not seconds. That is "Walking," not playing. The "Fetch Quest" Loop: In the Campaign, the loop is often: Enter Zone -> Find Quest Item -> Portal to Town -> Talk to NPC -> Portal Back -> Walk to Next Zone Entrance. That entire sequence involves multiple load screens and walking segments with zero combat density. Efficiency Paradox: You say "inefficiencies are teaching moments." But in the current design, "playing efficiently" often means ignoring monsters to run past them because they aren't worth the time to kill during transit. That proves my point: The most efficient way to play the Campaign is to turn it into a Walking Simulator yourself. In Adventure Mode / Maps, the loop is: Enter Map -> Kill Everything -> Next Map. The "Action Density" is exponentially higher. That is the only metric that matters to me. |
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" I completely understand your fear, and honestly, I agree with you on one major point: We do not want PoE 2 to become a reskinned PoE 1. The slow, methodical, tactical combat is what makes this game special. None of us want to go back to "one-shotting screens while moving at Mach 10." However, there is a critical difference between "Combat Speed" and "Progression Structure." Combat Speed: How fast I swing my sword or cast a spell. (We want this to stay tactical/slow). Progression Structure: How much time I spend fighting vs. walking. When I ask for an Adventure Mode, I am not asking to zoom through the game like PoE 1. I am asking to take that slow, tactical PoE 2 combat and apply it to a Denser Environment. You asked: "What can I do with the content in front of me?" In Campaign (Run #5): The answer is often "Ignore it and keep walking because I need to reach the quest marker." In Adventure Mode: The answer is "Fight it because killing monsters is the objective." We want the PoE 2 Combat, we just want to experience it without the PoE 1-style Fetch Quests. Giving us an alternative way to level doesn't threaten the soul of the game; it actually lets us focus more on the combat you love, and less on the walking simulator. |
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I enjoy running the campaign each league the first time. I'd be inclined to play longer if I had a means of more quickly being able to get a second character to endgame. For GGG, that means another opportunity to sell me MTX for that character.
Once per league is enough. To make leveling work. Put us in a room with waves of mobs to level 65. If others choose to do the campaign. Great let them! Options in ARPGs are perfectly okay. Zuletzt bearbeitet von JamsonOmagi#5040 um 11.01.2026, 20:32:06
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" That MTX Argument is the strongest point in this entire thread. It is simple business logic: Campaign Burnout: I play 1 character -> I buy 1 set of MTX. Easy Alt Leveling: I play 3 characters -> I might buy 3 sets of MTX. Right now, the Campaign acts as a Revenue Blocker. It literally stops willing customers from engaging with more products (builds/skins) because the "entry fee" (40 hours of walking) is too high. Regarding the "Wave Room" idea: While I love the efficiency, GGG might find that a bit too "static" or "arcade-like." However, we already have a system that fits that logic perfectly within the lore: Endless Delve (or a similar mechanic). It's pure combat. It scales with you. No fetch quests, no walking across empty continents. Whether it's Waves, Delve, or Adventure Mode, the core request remains the same: Let us level through Combat, not Cardio. |
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Agreed. I have three alts. Going through the campaign with each one is painful.
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" the reason they don't buff SSF Loot, is you can convert an SSF Character to standard. everyone would go there Farm Loot/currency, then move to Trade league and dominate. |
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I agree, I don't even mind the idea of starting at lvl 1, having a T0 map for leveling. Making the unlocks achieved by level after they were achieved on the main. If you didn't unlock it on your main, SOL.
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I would say they should make SSF gear BOP. But that would be some major coding.
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We know all we need to know from their actions in the past two weeks.
There's a bug causing a severe shortage of fracturing orbs that has existed for weeks. People found out their hidden / undocumented change to get omens of light and that was patched out as soon as a streamer pointed it out, the very next day. Similarly, when people figure out the laughable bugs in their new temple mechanic and make a lot of currency from it, that was patched out immediately after a holiday weekend. That tells us that scarcity / RNG crafting is intended and they are seeing if they can use it to make people hang around in leagues longer. IF scarcity were not intended, we'd see fracturing orbs back to normal availability. |
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