SSF should be more rewarding to play. I'm not a masochist for pete sakes...

Smh, people still think that GGG has principles while the most recent exploitation didn’t get any regconization or communication. Why are people allowed to cheat death in HC by logging out but not allowed to cheat bad RNG in SSF?? Make an offline mode with 10x the loots drop base, people will flock into it even if you have to pay extra money, I guarantee.
Exploit early exploit often bozos.
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Smh, people still think that GGG has principles while the most recent exploitation didn’t get any regconization or communication.


It did get recognition in the patch notes. Plus, it's a damage control tactic to not say too much. That often backfires even if your intentions with it are good.

"
Why are people allowed to cheat death in HC by logging out but not allowed to cheat bad RNG in SSF??


Quite different things.

"Cheating" on HC by logging out is hard to detect and since HC doesn't really give you any specific advantage, who cares if some people "cheat" on it?

Logging out in general has to be there. Like you might end up bugged; I for example have gotten stuck in terrain and not been able to call a teleport, so the only option was to log out and spawn at the hideout.

You might have an incident at home or e.g. an internet disconnection or a power malfunction. Should you just die if that happens while you were in a map with active monsters nearby?

And if you make different balancing for SSF than for trade, then you have to start to maintain two balance modes. And it might be that GGG doesn't even want more players in SSF, since trade is such a big part of their design and a meaningful driver behind retention and microtransactions (as in, stash tabs).
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KaosuRyoko#1633 schrieb:
I get that this is EA, and this is the right place for feedback. But man, saying they should change a core foundation of a successful game feels like stretching what feedback is to me haha.


[EDIT] I realised I read what you said incorrectly. Moved most of the cut out stuff below[EDIT]

I would like to re-iterate what I said cause like I said I misread what you said but feedback by definition is:

"
information about reactions to a product, a person's performance of a task, etc. which is used as a basis for improvement.


Thus,

"
-information(experiences) about reactions(opinions) to a product(PoE -> SSF), a person's performance(time-investment + efficiency) of a task(progression -> SSF), etc. which is used as a basis for improvement.


Had to hit it with the triple combo haha.

I would be happy to just have an SSF in non-league that allowed me to choose the difficulty rating(drop rate %...). In D2R I can do that with an offline character, set the difficulty scaling which in turn allows me to essentially up the difficulty and drop rates.

For me an SSF at the core of it's foundation should be a self-driven economy, always. Difficulty scaling is a vanilla-plus feature. So I don't want to change the core foundation of PoE... but I also want to at-least point out the flaw of balancing SSF in PoE2 around a trade-driven economy.

Personally I don't believe SSF is "successful" per-se. It's more like Ruthless mode in my opinion. It doesn't matter if it is successful in large. You will always have a faction of people who enjoy that kind of mode regardless...

Genuinely I never expected change in PoE1 but with PoE2 being that fresh slate and GGG saying they wanted to have it cater to a newer audience, I just wanted to put my two cents in. I can at minimum say I tried, ya know.
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Rearranged things a bit so just ignore the below sections but ill keep it as to not hide what I said ya know. Although I miss read what you said

[IGNORE]
I don't want them to change the core foundation... Although, I think more people would enjoy participating in SSF if it was balanced around a self-driven economy. People like parents or those who maybe don't have that kind of time to invest into this kind of SSF.

I really think people are forgetting that GGG wanted to keep the depth of PoE1 as much as possible but they also wanted to make it easier for newer players to get into the PoE universe. I think PoE1 having that HC type of SSF is fine but PoE2 could potentially enable others who don't have that kind of time to enjoy a mode like that.
[IGNORE]

Zuletzt bearbeitet von SaintLessLegend#6078 um 12.01.2026, 18:20:55
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Smh, people still think that GGG has principles while the most recent exploitation didn’t get any regconization or communication. Why are people allowed to cheat death in HC by logging out but not allowed to cheat bad RNG in SSF?? Make an offline mode with 10x the loots drop base, people will flock into it even if you have to pay extra money, I guarantee.


I feel your frustration and others have pointed out that it's probably a tactic to encourage players to play trade league; Resulting in the purchase of certain mtx for trading...

Be that the case or not, I just wanted to put my two cents in cause who knows. Crazier things happen man. I once found a mirror shard. That was crazy lmao. Probably won't happen but GGG has said they wanted PoE2 to retain that depth of PoE1 as much as possible whilst catering to a newer audience to make it easier to get into the PoE universe.

But I fully agree and I would love even an offline mode or non-league SSF with the ability to customize the difficulty like the offline when I play D2R. Genuinely I don't think it would actually cut sales for them cause I have easily spent way too much money on supporter packs and mtx XD. Although, if they had a proper SSF non-league base. I'd just play trade-league and after the first month once I had my fill. I would hope back onto the non-league SSF.
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Why are people allowed to cheat death in HC by logging out but not allowed to cheat bad RNG in SSF??


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tzaeru#0912 schrieb:
You might have an incident at home or e.g. an internet disconnection or a power malfunction. Should you just die if that happens while you were in a map with active monsters nearby?

And if you make different balancing for SSF than for trade, then you have to start to maintain two balance modes. And it might be that GGG doesn't even want more players in SSF, since trade is such a big part of their design and a meaningful driver behind retention and microtransactions (as in, stash tabs).


The HC thing I get that but also in PoE1 people just used macros to hit one button and cheat death if you remember. With the introduction of pausing I actually agree with tzaeru since there are times when I get called in the middle of a map or boss fight and I don't want to die even on standard perhaps and lose that loot. So pausing really does help but I get it does feel cheap. :/ Mind you at the end of the day it really doesn't impact your progression so if possible I would just do your best to ignore it.

[EDIT added this parth] The same with Vaal Temple man, i heard about the drama. I don't even run the temple XD I just did expedition and farmed splinters. That was so profitable. Every logbook I got was divines worth in splinters. It's crazy profit. I recommend it big time! [End of EDIT]

For the balancing part, that's largely why I think they opted out of making SSF function on a self-driven economy. Cause GGG early on pushed towards a trade-first economy. Hence it's too much work to like you said constantly balance two economies.

When I think about it I think those people are right probably. That it has to do with revenue and mtx... Although I can't help but feel like I've invested into supporter packs throughout the years in a F2P game not because of stashtabs. Simply because I wanted to support the devs and it also killed two birds with one stone, I got cosmetic for and I got points to which I could further get more mtx right.

So on one hand when I think about it, I can't help but think maybe just maybe it wouldn't impact their revenue... Perhaps they just prefer to play it safe though regardless.
Zuletzt bearbeitet von SaintLessLegend#6078 um 12.01.2026, 18:09:47
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tzaeru#0912 schrieb:
To me it seems that GGG has invested quite a lot by now into balancing the game in a way that encourages trade; this seems like an essential design component. If trade didn't exist, PoE1 and 2 would prolly had half fewer players.

That being said, obviously a lot of players enjoy SSF, and their enjoyment should be, somehow, accounted for too.

One thing I've often thought about that the central but still "basic" crafting stuff like chaos orbs and orbs of annulment and fracturing orbs and such should drop a lot more. I think I've had exactly 2 orbs of annulment drop over my ~100 hours playing HC this league. Which is just so low that I haven't even considered using them myself.

In my opinion, the fact that a lot of crafting currency is essentially reserved for players who grind hard over many hours a day is doing a disservice not only to SSF players, but also to players who might like to craft more themselves etc, but just don't have the grinding mindset or the skill or the hours available to them.

At the same I understand that the very serious players also need catering to, and I'm OK with the most exquisite crafting currencies remaining as rare as they now are.


Thank you and it was beautifully put, in my opinion. I agree with practically everything you are saying. I am 100% in copium but at least I put my two cents in and I can say I tried lol.

I think a trade-driven economy was the smartest thing for GGG to do and it clearly pays of like you said. Others have pointed out that GGG most likely intentionally keeps these modes unbalanced in that regard to encourage players to stick with trade-league. The more I think about it, the more I think they are right.

I also wouldn't want those who enjoy the current iteration of SSF to have that taken away but as you said as well regarding time... It's clear to me that there are others who would play SSF but opt out similar to I due to it feeling a bit too punishing or slow.


Sorry, gonna barge in and add my two cents...

I tried in the past SSF during 0.2 with a huntress, because the main weapon was actually a pretty easy to get unique during gameplay, and I did enjoyed. So I have almost no experience in SSF, but following this discussion opened my eyes for some interesting points that could cover the critic I made to SSF (which was basically about useful affixes being with low weight).

But before, the perception I had about SSF wasnt exactly as a single player kind of spinoff from the trade league, but instead, a game mode for advanced players familiar with mechanics and character building to test themselves using the unpredictable drops and being cut off from many of the existing predefined builds due to the absence of certain build enabling uniques (on trade league accessible through trade). This is the main reason why I stayed out of it, for the time being, because my accessment was that I lacked the required experience and know how about proper character building to engage seriously on it.

But after reading all the posts in the thread about SSF and cross referencing with my own ideas, I see that I might have been too simplistic on my initial post. My apologies for that, we keep learning as we go.

It would indeed help to have trade recipes like the chaos orb one available in PoE1, its even good for GGG as they sell more stash tabs, this is a very positive take.
The crafting bench is also another great take to be able to craft and more deterministic, albeit less powerful gear, this could cover the current issue with mid-tier gear in cases where economy goes wild or in SSF. This is very good thinking.

Target farming options are also good, most activity loot is already under a sort of target farming by tablets and activity... but still there could be some improvements for world drop uniques. There's also the target farming available through Local Knowledge, and this is probably flying under the radar, but it could fix a lot, for example Tecrod's Gaze, if depths take the biome from the map.

Thank you (and everyone else) for allowing me to get a better view about SSF, I think I might try it next league as a serious endeavour.
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Weaver#3527 schrieb:
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vezon#2373 schrieb:
I'm more of a casual gamer, and for me the trading system just kills the game. It's EXTREMELY unbalanced of what can I get from the market vs what I find or craft spending the same amount of currency. And the problem the items found on the market just broke the game, it becomes orders magnitude easier for me. I like the challenge but not at hardcore level. I generally finish the entire campaign in most cases with only 2 items if not one per category (ignoring the first filler ones). That's how rare a good drop presents itself, and not for lack of trying(I spend most of my exalts). The second I touch the market the game changes. My damage and defense skyrockets. This is generally done when I get to endgame. After that everything boils down to farm currency and by new stuff and I get bored like 2-4 days. Being a casual gamer I will never get to extremely high level of maps and builds and farm like crazy and sell shit load of stuffs.
That's why I would have enjoyed the SSF mode with a little better crafting drops. I'm perfectly ok to lock that account mode. Make a huge warning I don't care, I don't want a bigger challenge, I just want a more enjoyable game for me.

For me, and I repeat for me, the trading system it sucks out a lot of enjoyment, the moment I touch it I can't be happy for my loot, for my craft, I can never be hardcore enough to compete with the market.

It's should be a really easy mode to implement.
PLEASE JUST LET TRY IT OUT GGG.

Thanks

IMO the reason they won't do it is - presumably - a large portion of their revenue comes from stash tabs. If you don't need to trade to get currency, you won't need to pick up nearly as much stuff, and you won't need nearly as many tabs. You also won't need to buy any async trade tabs.

This is a cynical take but I don't see how it can't affect their decision to some degree. Keeping SSF as an extreme challenge (always open to migrating to trade league so they can entice you to buy tabs) seems to be their angle.


Yes. but comparing to PoE1. for example one of the chaos orbs recipes from vendors requires a full set of armor and weapons to trade for one chaos orb.
This would be a perfect way for them to sell tabs, as when you reach T14/15 chaos orbs are important, getting all the useless items from the floor to trade for recipe chaos orb, stash tabs are required :)

Seems to me they are passing a good opportunity to sell stash tabs... This alone would be a great help to people starting the game (thus more sales).
"
"
Smh, people still think that GGG has principles while the most recent exploitation didn’t get any regconization or communication. Why are people allowed to cheat death in HC by logging out but not allowed to cheat bad RNG in SSF?? Make an offline mode with 10x the loots drop base, people will flock into it even if you have to pay extra money, I guarantee.


I feel your frustration and others have pointed out that it's probably a tactic to encourage players to play trade league; Resulting in the purchase of certain mtx for trading...


I never saw it that way; I would see trade league as the default, which is what most people would want as they come in into the game. Then it would make SSF a mode for more advanced players because randomness would require stronger knowledge of the game either to 'target farm' (where applicable) or to class/ascendency to deal with the randomness. I never faced it in the scope of solo player fun.

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But I fully agree and I would love even an offline mode or non-league SSF with the ability to customize the difficulty like the offline when I play D2R. Genuinely I don't think it would actually cut sales for them cause I have easily spent way too much money on supporter packs and mtx XD. Although, if they had a proper SSF non-league base. I'd just play trade-league and after the first month once I had my fill. I would hope back onto the non-league SSF.


Thats where things complicate, the game has been designed as a server authoritative game, this complicates offline play... What they could do (I never tested private league) is add more customization to private leagues and dont allow migrations. This could probably get them some extra money and allow players to tailor their experience to how they want to play the game, options like drop rates, weight on gear, etc... This sounds like a solution that could be commercially strong and very interesting for users. I would not mind to participate in such private leagues and contribute to cover the costs, it could be a fun experience after the first month of the league.
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KaosuRyoko#1633 schrieb:
For general reference:
https://www.pathofexile.com/forum/view-thread/1823776


"
It's important to stress that the expectation is that most SSF characters do turn into regular characters eventually. Some players just last longer than others before they decide to party up or trade. For example, you might play to level 20 before you decide to trade for a rare item that triples your killspeed. Your friend might play all the way to low maps before she wants to start trading. These scores of level 20 and 70 respectively would be recorded on the SSF ladder.

Goals For Implementation:
To cleanly enforce the SSF ruleset.
Players can easily opt-out characters or their entire league progress (masters, atlas, etc) at any time that they want to start trading or partying.
To be an optional mode. For now there are no incentives for playing other than additional challenge and bragging rights.
We do not want new players to choose SSF unless they know what they're doing. Despite the addition of this mode, Path of Exile is still designed and intended to be multiplayer with partying and trading.


So, even GGG did not expect new players to go SSF, or for other players to stay in SSF, even back then.
GGG expected players to enggae with trade, even if they started in SSF
Why not add a new, non-punishing SSF mode?
You know, League, or SSF, or a 3rd, boosted SSF that disables any transition to trade?
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KaosuRyoko#1633 schrieb:
I get that this is EA, and this is the right place for feedback. But man, saying they should change a core foundation of a successful game feels like stretching what feedback is to me haha.

How about adding a 3rd option?

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