POE2 disrespecting our time (Post-0.4.0)
" +1000 to this group play should not have better rewards than solo play they should be equal. If they want group players to get 100 div a map then solo players should get 100 div a map. Majority of people in POE play solo anyways because of the glaring issues of group play I will not even get into because GGG knows. |
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I read the first post and instantly can tell that the next 12 pages are mostly people complaining about loot and how they are mad that they see a video online of groups doing something they can't economically compete with individually and feel like there's no point in participating in the economy, but also feel that ssf is impossible, so there's no hope, and they don't want to play.
All of the content in this game is completely accessible without trading, and you don't need a PhD or to understand esoteric mechanisms to do it either, and if you do it in trade league and want to expedite things and circumvent certain mechanisms, you do not need to spend more than 5-10div, maximum. The problem stems from the fact that most people don't really play poe, they play a derivative pvp economic meta-game where success is measured by div/hr, which I'm sorry to tell you - means your problems are not going to be solved by GGG. You won't get your special drop rate league, and you won't ever be able to compete on the same level economically as an individual against a coordinated 6-man party who are all better than you. Your only hope is to carve out your own fun based on your own goals and capabilities. You can still do quite well individually in the economy just by playing it seems, because from the sounds of it, you are all too discouraged to play, so it shouldn't be too hard to out-earn most of you just by casually grinding lol. I know a guy who never farms anything past t10 maps on his couch and does breach over and over and he has like 1000 divs in his stash and he plays some janky homebrewed invoker that manually casts ice nova and uses tempest flurry and would probably have his build laughed out of the room for being unoptimized. If he can do it, so can you guys. You'd all be better off just focusing on having fun rather than trying to be "mathematically efficient" or whatever. |
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" This, other that I am not sure if it's really most, but it's still a significant amount of players. A lot of streamers and other content creators promote this idea that the main thing in PoE should be to maximize your div/hour and to chase those ultra-rare super end game items. Unfortunately, a lot of people buy into this without understanding that there's a reason why that very end-game stuff is very hard and expensive to get; and then they also fail to see the forest for the trees when they chase the highest possible div/hour, and seem to forget that the actual point of video games is to just have fun while you play, and once you stop having fun, you don't need to continue chasing the numbers, you can play another game or go outside or go to the gym or study something or watch a movie or, .. It's absolutely true that on trade, you can kit up a build on any weapon and ascendancy with 5-10 divs and successfully do all content the game currently has. And it is absolutely true that there's thousands of SSF players who clear the campaign and the first pinnacle bosses within a few days from league start. Clearly the real issue is not that it was impossible to kit yourself up. People on this thread essentially demand that other players do the farming for them and then sell them the ultra-rare stuff for less than the cost it was to drop or craft them. It's ridiculous honestly. But I wouldn't as such put the blame on those players - the blame is on a culture around PoE that promotes this mindset that you are a failure of a PoE player if you don't chase high div/hour rates and if your build doesn't have that 100 div weapon. Zuletzt bearbeitet von tzaeru#0912 um 12.01.2026, 09:04:11
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Spoiler
" Amen Zuletzt bearbeitet von Sakanabi#6664 um 12.01.2026, 09:10:26
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The condescension is off the charts. It is assumed that complainers are so braindead they need to be told how to play and have fun. Hilarious.
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" So, we have our answer. Inefficient. " You might prefer a bullet hell game then, instead of a... ROLE PLAYING GAME. |
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" You hit on the most critical point for GGG's metrics: Build Diversity vs. Burnout. The Campaign currently acts as a massive "Fun Tax" on trying new builds. I have 3 or 4 build ideas I would love to try right now. But every time I think about walking through the Act 2 desert or the Act 7 swamp again for the 50th time, I just log off. The barrier to entry isn't difficulty; it's boredom. Your point about Act 4 / Interlude is spot on. That non-linear freedom ("Go where you want, kill what you want") gives us a taste of what leveling could be. Adventure Mode is simply taking that Act 4 philosophy and applying it to the whole game from Level 1. If GGG wants us to play (and spend money on) multiple characters per league, they need to remove the friction that stops us from pressing the "Create New Character" button. |
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" You just pointed at the Elephant in the Room: RMT (Real Money Trading). It is an open secret that a significant portion of the high-end economy is fueled by credit cards, not just gameplay. When you see someone with Mirror-tier gear on Week 1, you have to wonder: Did they get lucky, or did they swipe? This is exactly why the Trade System feels so bad for legitimate players: 1. The Friction: Having to alt-tab to a website, whisper a stranger (who is likely a bot), wait for an invite, and go to their hideout is archaic design. It’s painful. 2. The Unfairness: You are competing economically against people who are buying gold/orbs with real money. This is the strongest argument for Buffing SSF Drop Rates. We want an escape route. We want a mode where success is determined strictly by gameplay, not by how good your credit score is or how much patience you have for trading bots. Give us a viable SSF, and we won't have to care about the RMT black market anymore. |
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" As a Turkish player, I took emotional damage from that "Turkish Lira" comparison... but damn, you are absolutely right. That hit home. :D 1. The "Gun Pointed at Head" Feeling: This is the perfect description of Trade League anxiety. If you don't rush to maps in the first 48 hours, your purchasing power evaporates because of the inflation caused by groups/bots. You aren't playing a game; you are racing against a collapsing economy. A "Turbo SSF" (Voided) mode removes that gun. It lets us play at our own pace without the fear of "being left behind financially." 2. Act Skip Tokens: Your idea about dropping "Bound to Account" skip items is brilliant. • Kill the Act 10 Boss on Main -> Drop a "Campaign Skip Token" for your Alt. • This proves you beat the content (Skill Check) while saving you the tedium on the second run (Time Check). It’s such a simple solution: Reward mastery with convenience. |
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" Exactly. The current design violates the core RPG rule of "Risk vs. Reward." Think about it: • Solo Play: You take 100% of the aggro. You have zero Aura support. If you die, you lose a portal. (High Risk) • Group Play: You have an Aurabot giving you 90% max res. You have a Cursebot weakening enemies. You can revive each other. (Low Risk) Logically, High Risk should yield High Reward. But in PoE, the Low Risk group (playing on "Easy Mode" with supports) gets the massive Loot Multiplier. It is completely backwards. "Playing with friends" should be its own reward (fun, safety, speed). You shouldn't need to bribe players with exponential loot to play together. If anything, Loot Quantity should be split, not multiplied, to compensate for the trivialized difficulty. |
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