briankay3146: I'm with Carn in that melee has to deal with accuracy and so they should get a break with mana costs and scaling. Spell casters should have to take mana because they don't have to deal with accuracy.
CactuarNick: I 100% agree that everything they ported over from PoE1 is what makes PoE2 great, and what makes PoE2 suck is everything they changed after 10 years of experimenting and honing PoE1 they threw half of it away. Quin you're saying wait for Leagues to have crafting added? Why? We literally already fucking had crafting and even if they don't want to add harvest crafting or any of that higher level stuff, why not at least give us the fucking crafting bench so we can fill out an item with at least one mod we want AND why do we not have Scours/Alterations in the game. It's driving me insane that they got feedback and everything for PoE1 and did all this refining and honing and had an amazing game and then threw half of it out and just seems like they're starting from scratch.
Eustes: to minion skills is make or break. fully agree its too important as a single stat
TheHoboOfDestiny: I don't want a map favorite system but I do want a "hated" map system so I can at least not see the maps that are just genuinely painful to run
pawzom2564: Biggest issue with movement speed on boots is that bosses gets balanced around it meaning you cant use most of the unique boots in the game at all no matter how good they are since the lack of movement speed will get you killed.
Maybe the solution would be to make it so the only way for us to get movement speed on boots would be through a special crafting option so that all boots can get it even if they are unique?
fluffyisyermom7631: Id be fine with no life nodes if there was no es nodes
yourvenparianen5390: Not an Elon musk video ? Bro fell off
YouTwoKay: What of " 5 to skills is mandatory and better than anything" differs from " high flat and %pdps is mandatory" except the fact there is 1 stat vs 2
ByoUng-g4c: no life nodes on the tree make no sense
MrTmac2023: im so happy im playing a game that went back 8 years in time. in poe1's dev cycle. i guess we just wait another 8 for a legit crafting system like quin suggests!
MrTarget02: Regarding the character diversity comment and 6 links - I share a similar sentiment but from a different perspective.
While I viewed skills at the "main" part of my build, I often used ascendancies to make the playstyle unique and different. For example, I could play Arc as totems, crit based, low life, mines - There was even a time when arc was used as a deadeye (with poets pen, years ago) All of these variations caused me to feel like it was different despite being the same skill. How I approached defenses was different, how I scaled damage, the gear I prioritized was all largely based around the ascendency choice and how I was able to make that the core of the build.
I was considering making a new character the other day in PoE 2 and I thought 'I'd like to try chayula monk, i'll see if I can make the instant mana/es leech viable with a spiral volley/herald of ice build' - I did some research into it and 1 thing I noticed pretty quickly is it was impossible for me to make this work. Why? all instances of mana leech in the game are PHYSICAL damage, I was planning to go almost entirely cold damage for HoI explosions.
I understand that this is just 1 instance but as Quin said, there's just so many 'obvious' choices that you're dumb not to take. Even if we removed IIR as a stat, and you wanted to play a spellcaster, what ascendency do you go? Stormweaver. Want to play Fire or ignite builds? Sorry no ascendencies for you besides some random stuff like demon form on infernalist. I do agree overall that more things added will help relieve this, but I also believe that this is an intentional design choice.
It almost feels like if you want to play X skill you have to pick the obvious class linked to it (for example, bows = ranger), then you have to pick the obvious ascendency (deadeye), then you have to pick the obvious gear ( to skill levels), and this makes it feel all the same. I don't believe this is a meta issue, I believe this is a fundamental lack of ability to experiment with things. Using pathfinder as a direct comparison. In PoE 1, you had some cool stuff, that was all generic and build enabling, you had remove all ailments node so you can avoid needing to get freeze immune, you have increased utility flask effect which made some cool breakpoints with things like dying sun, you had some poison flavour with prolif and wither, some elemental pen if you werent going poison. In PoE 2 you have a little bit of poison stuff, some minor flask stuff (which arent as useful as PoE 1) and some concoction stuff. So if you're going to play a pathfinder in PoE 2, you're pretty much doing it for concoctions, because it offers nothing else really. 5 passive skill points? great, I'd rather have immunity to all elemental aliments when using a flask.
This feels like a fundamentally different design philosophy, while adding additional classes, ascendancies, skills, etc... will alleviate some of it. Why would I, as an Arc stormweaver, ever use anything except a staff or wand. What if I wanted some extra spirit on my weapon because there's some cool auras id love to use. Spirit can't roll on those weapon bases, so I need to use a sceptre, great now I'm using a sceptre that basically cant roll any stats I need. But I guess 99% of the time this wont be an issue because most auras are so hyper specific in what they do that I cant use them anyway. Want to use Herald of Ice like in PoE 1 with frostbolt? Nope, HoI is attacks only, sorry.
This for me was a lot of the essence of PoE 1, the fact that we could see insane combinations of things people would never expect. Who would of expected voltaxic rift, a bow (which is intended to attack), to be used with a spell, to alter the damage type to chaos, and then combine that with something insane like a low life berserker, and the same build can go a glass cannon fanaticism inquisitor, or a poison based occultist.
I believe while everything plays a part in this 'linear' philosophy, auras, gems, mods on gear etc.... I believe ascendancies are the core thing that differentiated builds in PoE 1 due to the power that was in them, but also the fact that they were often build/idea enabling. There is nothing on the blood mage tree for example that makes it stand out, it has some extra crit, some extra life, some leech to stop it killing itself. But the ascendency is just nothing special. In PoE 1 the assassin, while often underused was 'the crit guy' and crit could be used on anything. Blood mage has about 10 layers of bad design and narrow scope that it basically cant be used for anything, despite being the current 'crit guy'
pirate135246: remove magic find, the concept of loot chance modifiers is never good in any game
jagehtso: The x skill affix being so impactful to the point of feeling mandatory is also one of the reasons so many uniques feel lackluster. In PoE 1 even an early garbage tier unique can make leveling much smoother, because it still tends to be a good stat stick and still has the potential to be an exciting drop that way. Them being outclassed by a single affix that can roll on regular gear just feels bad.
ryni4056: I can't wait for POE1 new season, I played enough POE souls like and ready for ARPG again.
prettycool_guy3516: The boots situation is crap design. Nothing fun or interesting about making 99 % of boots completely useless because there are so few movement skills in poe2 so that affix is an absolute must have. Devs take on this in the chat with DM and Ghazzy was terrible.
JL-jr3sz: in the game rn, 100% increased spell dmg is basically 1-2 level of gem depending on your gear. which means the T10 mod is equivalent to a lowest tier gem. in poe1 you can only get like 2
WikiED: honestly the problem with some mods being too strong is that filter system is too basic for that which is tied to identify being an irrelevant mechanic (since you always run with scrolls anyway which are basically free).
If i could highlight all the boots that drop with movement speed it'd feel way better to me since i'd exclude myself from negative thoughts tied to seeing "yet another trash i picked up". The problem is really too often getting grind interrupted by interacting with complete trash you'd never use. The cycle of "item drops -> identify -> it's trash -> drop it" is far too common and being able to filter things better would be nice.
PherPhur: Half of the POE2 community would say there is no crafting and it's pure gamba even if there was 1 RNG system involved. Because in the end, their quest for a perfect item depends on RNG. They're being intellectually dishonest and arguing in bad faith.
nickh4354: within the first 2 minutes quin already went full shill and just quoted the devs saying "wtf do you mean we don't have crafting? of course we dont its coming in the leagues." Oh so the CRAFTING BENCH is gonna be one of the leagues? Scours / alterations are gonna be a LEAGUE mechanic? Nah man, it's baseline not crafting in any way. Now I don't think they HAVE to copy paste poe 1 crafting to make it good in poe 2 but its not even crafting at all, its gamba with no influence outside of some rare omens.
corpusarmatae8541: I agree most of it is a balance issue but as for movement speed and the lvl stats it sure feels like rolling the block chance on a shield that doesn't have any to begin with.
They a b tested the spawn rate of citadels, maybe they should do the same with items. I mean, their items are textbased so they surely can generate millions of them for a bunch of item level ranges and balance player power around the average stats. Maybe even exclude the outliers like the lvl from the equation, for good measure.
The crafting system being absolute gambling wouldn't be so bad if the game is playable with half the possible outcomes anyway.
coltranenaima6869: Personally, I was never a fan of PoE 1 crafting, always felt like arpgs should make sure there is a strong dopamine effect of good loot drops with a pace like Diablo 2. Crafting in PoE 1 always felt like a Diablo 2 item\hero editor which kind of kills the magic for me.
Caelciums: We shouldn’t have to wait for more systems for the crafting system to get better, the baseline by itself should be solid. This is just identification with extra steps currently.
_AriseChicken: Bro said life nodes werent mandatory what in the fuck hahahaha. IDK how youre supposed to get this great feeling out of crafting in poe 1 lol you click the menu option hit the button pay the price WOWIE im crafting now, yea its not that special lmfao.
Logined85: Let us admit it: w/o ingenuity and/or archmage and/or archmage and/or howa stacking and/or somecrazy meta cast on idle interaction and/or temporalist BS there is absolutely nothing standing even remotely near it.
ncblock87: I can't believe the early access game doesn't have a crafting system ads fine tuned and refined as the nearly 15-year-old predecessor ICANT
itsBluffer: bro lance is such a cry baby wants build diversity and he goes back to poe 1 to Play RF Templar for the millionth time xdd let me guess he is gonna do stat stacking? ICANT
JM-ym8mm: idk how anyone can say the boss mechanics are fun when the entire premise of the game is to 1 shot the boss before he even begins the animation to a mechanic, let alone finish doing the mechanic itself xD
Jan 21 2025