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- Gaming: Our sister community, focused on PC and console gaming. Meme are allowed.
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Genuine question for PoE1 veterans: What is it exactly, that people want from the sequel?
With my little experience in 1, I was excited about the new gem system, and the idea of not having to deal with stacks of 20 prefixes on high-end mobs, and it seems that at least with the latter nothing has changed
Bigger skill tree, so you can make even more fun of D4.
Yes, because getting so lost in the skill tree that you can easily gimp your character by clicking on the wrong node is exactly the direction they need to push more towards.
I kind of find it fun to try new directions in the skill tree instead of just following someone else's guide. Yes, it means I might gimp my character and I have but it's not that big of a deal to fix and try something else.
The writing was on the wall for PoE2, so I'm not angry or disappointed, I'll see where things go.
I would have wanted:
the slow combat isn't bad, but the game is confused. You just can't have both fair fights with rare mobs with white gear and white mobs and rare gear. Either one is too easy or the other is too hard, or the items lack oomph. Impossible to resolve.
I agree on the modifier stacking on mobs.
I was excited for...
But honestly, I'm not really the right person to judge PoE2, I played roughly 10 hours in 0.1, almost finished Act 1 but then Life got a bit in the way and my playthrough fizzled out. From what I remember, monsters were too strong and too fast, playing melee kinda sucked (as is tradition).
I was happy when it was going to just be an extension of the base game that made it prettier, smoother, and skyrocketing the already gratuitous content. I was truly looking forward to not having to admit through the same campaign each league for 8 hours. (Guess why I'm not playing Poe 2 0.20...)
Making it a different game was a clear signal that they wanted to follow The Vision that we'd already seen play out with ruthless mode.
My expectation was combat would be more of a setup/payoff play style with situational skills and players suffering resource attrition over long fights and maps when compared to PoE's use one skill to clear the entire screen as fast as possible so you aren't one shot by a random rare that is harder than the map boss.
A lot of what they've said helped inform that understanding, but it's really hard to meaningfully combine skills when mobs are basically trying to shoot/rush you as soon as you can see them.