nickrose1312: I like that there was someone on the POE team was just like "oh yeah get that Jimmy guy here. I just want to hang out with him"
Luukaar: I find it easier to quit doing cocaine than to quit path of exile
marianarlt: J1mbo: "I don't wanna rethink my whole build every time a weapon drops!"
Every PoE player:
isnanesavant: Thanks for peeping our lil game
CouchOwner2: i've watched about a dozen different takes from people that were invited out to this event and yours is the first i've come across for someone who really, very clearly, has no familiarity with the loot-hack'n'slash-ARPG genre. very interesting since a big part of PoE2 is about expanding the audience and it's hard as a longtime player of PoE1 to imagine how everything looks to someone who's not new to games, but is new to the genre.
regarding most of your concerns/complaints, all i can offer: ARPG is a genre that specifically has you "role play" not a character, really, but rather a power fantasy. the genre generally doesn't care what your character looks like, their backstory, where they're going or why... it's just about the power they possess and the simple cathartic enjoyment of theory-crafting that power, building that power, piloting that power, seeing it grow. with some more experience if that turns out to be your jam you'll find most of your concerns erode away or if its not your jam then it may not be your genre.
glad ya had fun and i think you will enjoy it when it fully releases. i wholly expect i'll be no-lifing it for months.
99range92def: I'm glad ggg invited you out to get the perspective of brand new players to arpgs. The issues you had at the begginning of the video seems to be feedback they have taken into account as mentioned in recent interviews they gave.
TalkativeTri: Super cool you participated, dude! I saw you there but didn't know if I should walk up and say hi. Maybe next time I will ;)
Mainmantan: Him getting a PoE elite 2 controller and not knowing what it is makes me so jealous
DJHeisenberg: This is the crossover I wasn't expecting but I love to see
Sargaxiist2022: Hey J1m, about the generation complaint: a zone will usually have a list of up to around 20ish encounters or bosses to find that all offer different rewards and challenges.
Each time your zone rerolls (the fog of war comes back and everything respawns) it will pull a map seed and then roll on the encounter table to see what events will spawn.
Yes, eventually you will have seen all the map seeds and all the events. But overall, its to give a good bit of replayability and make it so backtracking to a zone you just cleared isnt just you running through empty fields for 10min to run to a spot for a quest.
13menrollingdown: another benefit of NOT having a character creator, is that each of the classes can have its own VERY established story identity. Each class in PoE 1 was voice acted, interacted with the NPCs very differently, and had unique dialogs with them. Some people (myself included) end up liking a specific class's characterization so much that they exclusively play as that class! The community starts rallying around their favorite classes not just because of the playstyles, but because of how well they're written and voice acted! The voice acting in PoE has always been among the best in video games, and it would be hard to achieve that level of excellence if the player could make whatever monstrosity they wanted. Casting would be impossible xD
Cabenoxx: In PoE 1 you can equip a weapon that an attack skill wont work with. The skill becomes grey and the tooltip of the skill gem does tell you what weapons it works with. I think perhaps this was a limitation of the console UI, I would imagine on the skill gem page it will show you the weapon types they are compatible with.
c-tothefourth4879: It told you what weapon was required when you hovered over the gem.
Macronaso: There is no character creation not only due to the reasons provided by Johnatan but also because ulimately the game is meant to be played over and over again, you will create hundreds of characters over the seasons. After just a few characters, 98% of the playerbase will just be skipping the creator and picking the default every season It's really a waste of resources.
ARPGs in general are systems games. It's better to think of them as system action games rather than RPGs because there's really no roleplaying/exploration in the great majority of them and it's not too important for the regular experience of running maps/building your character. PoE still has one of my favorite worlds in any videogame due to the lore and worldbuilding, which are not spoonfed to you but are meant to be explored sort of like a Dark Souls game, if that's something a player is interested in, but the game doesn't dwell on lore or story, at least not PoE 1.
benjamincarmona3703: I love seeing new perspectives. I agree on most points and still got comments on them tho:
1) Weapons: The only thing I know is that they implemented that restriction for the new game. In PoE1 it happens exactly what you asked, but they have found that the data full of new players that report not being able to use skills as a bug, so they decided "fuck it, you cant even equip the weapon that way you certainly know you have to change it". Tbh I think it will have the same problem or make it even worse, who knows.
A really important thing that makes PoE what it is is that any class can do any skill and use any weapon in the game, 90% of the game itself is comming up with new builds (thats why character appearance customization is not emphasized since you will be changing characters quite often when you are a veteran), so putting restrictions on what weapons/skills you can use as a specific class would undermine an extremelly core concept of the game.
Another point that I personally think it is important is the identity of each weapon. For example in d3 your weapon was basically a stat stick instead of the thing you used to attack. Making it so you can use something like "puncture" with a mace makes no sense and would take the identity of maces away: A big chunky thing that you swing to do blunt damage.
2) On the topic of reseting zones each time you go back to town... it doesnt work that way in PoE1 and looking at it... I hate it lol I dont know what they are thinking, but something that most PoE1 players hate is backtracking and that looks like worse than backtracking, it is... backexploring?
You can force a reset of a zone in PoE1 and sometimes you use it when you want to farm a particular zone, but it is an opt-in mechanic, not a forced one. I hope it doesnt stay that way.
3) I love that you liked the combat. PoE1 is a completely different story, the combat is horribly clunky, so hearing that the combat is smooth and fun makes me super hopeful.
4) Loot... Ahh loot in PoE. If you saw the amount of things that drop in PoE1 you would get a heart attack. Similar to other things, loot in PoE1 is mostly made so the curated drop rates that have been tweaked for more than a decade work. Thats why they let us filter most stuff (in that sense, only stuff that you are interested in actually work, you can actually not even render stuff that you are filtering out). New players have this problem, we all had this problem. I dont think it is necesarilly the best or a good solution. I hope they make less stuff drop but the things that drop are better. The problem is that, with the amount of build flexibility this game has, what is "good loot" is super different from person to person.
Maru4992: Yeah that weapon skill issue is wild, in a recent interview Jonathan said they're thinking of redoing the skill list to use weapon tabs instead of class tabs.
Patrick11235: a lot of your complaints are just ARPG things, not necessarily poe 2 specific issues
DoctorStrange01: "I hate level scaling" - man, you would love Diablo 4 !
daaaavidz: The weapon swap error message definitely feels weird but they might have tried to play safe by avoiding a situation where players unfamiliar with Path of Exile 2 could swap their club for a sword and suddenly see themselves unable to use the Earthquake skill they were using moments ago and not knowing why, because every attack skill in the game is restricted by a weapon type so Earthquake can't be used with a sword.
As a PoE veteran, I would rather have the ability to swap weapons freely and later remove incompatible gems if needed, so hopefully they improve on that. Like you said, they should just add a skippable warning message (which can be disabled permanently in the game options) which pops up on the screen if someone tries to use an attack that is incompatible with the weapon the character is holding.
Also, another thing to take in account is that the theme of each skill is based on a specific class, so although mace skills can be used by anyone, the Warrior is the archetypical mace user while the Duelist is the sword user, but since the Duelist class alongside his thematic sword skills are not implemented yet, then trying to equip a sword feels quite pointless in the current alpha.
Ridikis: I was not prepared for J1mmy to put out a PoE video today
joshuawhere: Totally agree about the weapon changing thing... they don't have that in og PoE so it's odd that they have it here, I imagine they'll fix that.
Totally disagree about character creation though. Did you not play The Witcher? I suppose to some extent I don't really go in for character creation that much, but also I think there's something special about having a character ready-made, because you might end up with something that you wouldn't normally choose.
oposdeo: Loved to hear the level scaling section. In college, I took a game development capstone course, and the big thing they made the whole course about was "adaptive difficulty". That is, making the game harder for skilled players and easier for weaker players, silently, as a means of improving player retention and preventing people from quitting due to boredom or frustration.
But I just can't get behind the idea of punishing players who are good so that they can never feel like they have domination in the game, or babying unskilled players so they don't have to face setbacks and grow. Imagine if every time you lost to a Dark Souls boss, it's max health and damage went down a bit. When you reward players for appearing to be unskilled, or punish them for pursuing stronger equipment or playing well, you're inverting and totally fucking up the game's design. It falls apart the moment they figure out you're doing it. I would trade some player retention in exchange for maintaining my game's integrity and rewarding skilled play.
Jun 21 2024