this post was submitted on 30 Jul 2023
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Oh yes, my friends, we're gonna be shapeshifting. Here's a quick (and almost certainly incomplete) list of new features for Path of Exile 2.

  • Six new character classes, along with the six from PoE 1 for 12 total (Sorceress, Monk, Huntress, Mercenary, Warrior, Druid)
  • New ascendancies, with three for each class
  • A revamped skill gem system where the links are in the gems themselves, not tied to equipment
  • Tons of new skills, including shapeshifting (bear, wolf, cat) and giant comets
  • Meta gems, which are gems that can have other gems socketed into them (think things like cast on crit or spell totem)
  • New weapon types, like spear and crossbow that have their own skills
  • A six act story campaign set 20 years after the death of Kitava
  • A new map-based endgame
  • A dodge roll for everyone that doesn't require a gem link, with the ability to dodge-cancel abilities
  • Changes to crafting and the economy, including changes to the way chaos orbs work and the introduction of gold as a currency
  • Over 100 new bosses to battle, each with unique mechanics
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[–] Riccosuave@lemmy.world 29 points 1 year ago (2 children)

I'm cautiously optimistic, but GGG has a history of choking the fun out of their own games rather than listening to user feedback so it will be interesting to see what they came up with.

Would be great if they could address the trading issues without needing convoluted external mods and programs to accomplish that. Would also be cool if they would allow you to play an abridged version of the campaign every season instead of having to speedrun it to get to mapping 3-4 times a year...

[–] cantstopthesignal@sh.itjust.works 11 points 1 year ago (2 children)

Leveling is such a terribly boring experience after doing it for the hundredth time. Why is the campaign soo looong.

[–] chunkystyles@sopuli.xyz 9 points 1 year ago (1 children)

IMO, POE does not respect the players' time. Everything is a giant slog designed to keep people grinding forever.

[–] idunnololz@lemmy.world 6 points 1 year ago (2 children)

Some people like the grind (me)

[–] Riccosuave@lemmy.world 4 points 1 year ago (1 children)

I respect that, and I'm not against it in theory. What I personally dislike is simply having to grind out the story content over and over when the grind to engage with mapping or seasonal content is already so involved (which is the part I enjoy about PoE, and would argue is the part most players like).

Don't get me wrong though, I love the complexity of PoE, and the richness it provides from an organizational standpoint. I just wish GGG would be better about iterating on quality of life improvements requested by the player base. Sometimes they take the elitist/hardcore ideology too far to the point they ignore common sense improvements. I understand their commitment to the hardcore base, but I think there is a workable middle ground that they haven't quite nailed.

[–] forvirreth@lemmy.world 3 points 1 year ago

This is why I haven't returned to PoE in a year. And why I usually need several seasons of break after playing 1 character in a season. I just can't stand the levelling any longer

I feel like the grind should be reserved for end game and there's tons of end game chase. No need to inflict it on casual players.

[–] CaptPretentious@lemmy.world 1 points 1 year ago

I quit the first game because of that. Loved the idea of the game, but the execution of it was... Dull

[–] Skray@kbin.social 1 points 1 year ago (2 children)

Trading will never be addressed in the way the community wants because what they want is not good game design.
Most players want some form of Auction House to automate trade completely, but that in conjunction with completely free trade like what exists in PoE completely undermines the actual gameplay of an ARPG.

Trade is highly highly efficient, and ARPG game developers are usually quite afraid of trade. PoE is one of the few games that has completely open and unrestricted trade.

The restriction in PoE comes from the idea of trade "friction" where it takes additional time and makes it inconvenient.

But this huge risk of trading is exactly the reason why Blizzard removed trade entirely from D3 and D4 has limited trade too, and even brand new ARPGs like Last Epoch also have restricted trade.
Trade has a huge risk of undermining the entire game and removing the reason to play it.

Many ARPG developers feel trade removes from the game, while Chris Wilson and GGG feel that trade adds value to items because they can be tradable, but once you add that AH it makes trade too powerful.

https://www.youtube.com/watch?v=XE3MAFGDzWw&t=29460s

[–] Riccosuave@lemmy.world 1 points 1 year ago* (last edited 1 year ago)

I understand this argument, but I fundamentally disagree with its core premise in PoE. I hate to break it to you, but an auction house already exists in PoE, and guess what? It didn't completely break the game.

Since we already know this is the case then maybe they should just streamline the process to kind of mimic the existing external architecture that people are already using. Additionally you could just make trade and no-trade servers so people who want a solo or more hardcore experience still have that opportunity.

There are ways around the issue that don't just boil down to "auction house no fun because GGG or Blizzard say so UnGaBuNgA".....

[–] darthelmet@lemmy.world 1 points 1 year ago

I think GGG picked the worst possible solution. They are correct: trading ruins the item progression experience. So what do they do? They keep trade, make the experience of acquiring items yourself torture to keep the trade economy functioning and to push you into trading, then they make the experience of trading miserable as a bandaid to the problems caused by trade. In the process nobody gets to be happy with the solution. If you like SSF, PoE is not the game for you. If you like trading have fun putting up with whispering 50 people to find an item and then dropping whatever you were doing once you find someone who responds.

It’s the most backwards, anti-fun design I’ve ever seen, (that isn’t a monetization scheme) and it doesn’t even accomplish what they claim to be their goal.

[–] curious_illusions@lemmy.world 5 points 1 year ago

I'm so incredibly hyped

[–] gusgalarnyk@lemmy.world 5 points 1 year ago

Very excited for this, looking for a slower more thoughtful ARPG and at least the demos they showed seemed cool!

[–] ieightpi@lemmy.world 5 points 1 year ago

Maybe i won't have pay money for D4 after all.

[–] jmanjones@lemmy.world 3 points 1 year ago

They are going to be juggling PoE 1 & 2 concurrently. It's a good move but I wonder if its sustainable.

[–] SCB@lemmy.world 3 points 1 year ago* (last edited 1 year ago)

By far the best thing about PoE 2, which doesn't seem to be getting as much focus, is the radical change in combat.

PoE is a great concept but all combat in PoE 1 eventually devolves into "1 button build that explodes the entire screen" and that's fun for like, a day or two once you hit that point.

Excited to see what PoE 2 brings.

[–] Ultraviolet@lemmy.world 3 points 1 year ago* (last edited 1 year ago) (1 children)

Will this dodge roll and all these unique boss mechanics actually be relevant, or is it "100 new bosses to ~~battle~~ instagib, each with unique mechanics that you'll never see"? PoE1 has a lot of unique boss mechanics in theory, but you don't get to see much when the meta outside of early leveling and a handful of pinnacle encounters is "if you have to learn mechanics your build is too weak, rework your build so you can just kill the boss before it does anything."

[–] exponential_wizard@lemm.ee 1 points 1 year ago

In the presentation they mentioned that the whole zone resets if you die to the boss, preventing you from grinding down its health. That implies to me that they want them to be a more significant part of the game.

[–] Surp@lemmy.world 1 points 1 year ago

The only reason I didn't play poe was because of the God awful zoomed in feeling the game had. Seems poe2 fixed that and I can finally enjoy!