I don`t understand WHY ARE PEOPLE COMPLAINING about difficulty so much...
" Yep, this is exactly the issue. Gearing system based on too much random factors. Last Epoch crafting is very good example of player control over items imho. |
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What difficulty? People are complaining, because they don't understand.
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The campaign is the most fun part of this game still. The difficulty there feels just right.
As for end-game, with the loot changes you can almost certainly run very low rolled/modded maps and still get good stuff, so I can't really say the "it's too punishing" line works when you control how difficult it is. Keep in mind this is me assuming the loot changes keep that mostly rewarding. I don't think you should get nothing for playing just straight white/blue maps if you want to be casual, I also however don't think you shouldn't get more for tougher content. It's a precarious balancing act, and in due time things will get sorted out. Missing 50% of the item bases/Acts/Classes/Ascendancies is a huge deal that people for some reason just want to constantly ignore. I'd ask you recall literally any other early access game you've played, especially of the massive multiplayer variety and tell me their betas/EAs weren't a mess at some point. This game isn't even a mess, it's got triple A quality everywhere, it just needs time to get everything in and figured out. |
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People like and dislike different kinds of difficulty.
Personally, I much prefer when the difficulty is in the complexity—like an in-depth crafting system, for example. And what I don't particularly care for is mechanical difficulty—timing, dodging, etc. PoE has historically been very good at letting players choose their own difficulty with the accompanying rewards. PoE 2 leans heavily on the mechanical side of things across most parts of the game, while not offering much in the way of crafting, and that's often not the kind of difficulty people are looking for. |
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It's really simple. It's because the game has super lop-sided scaling and is generally unbalanced. Some people are using mechanics that are too strong and some people are using mechanics that are very weak. Even if personal difficulty preference is set aside, the contrast is insane.
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" They can make it however hard they want. However, they are trying to cater to five different audiences now. POE1 fans, POE2 .1 fans, POE2 .2 fans, Dark Souls fans, and casuals. So they have to decide if making the game hard will please these fans. |
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As someone who typically enjoys challenging content, the bigger issue is that it just hasn't hit the spot where it works well in PoE 2.
This is from essentially an outsiders perspective, I played 2 different characters in PoE 1 to lvl 60 like a decade ago, so I'm no PoE 1 vet; however, I have years of soulsborne, monster hunter, WoW Prog raiding, and some FF14 Savage raiding experience. A majority of PoE 2 isn't difficult or challenging in the same sense...it's more did I hit the break points to get through this, do I have ms boots, am I using the wrong skills, am I using the wrong supports. The game isn't very good at giving you much of an idea of what's potentially wrong with your build and often times it'll be the case that something I'm working with is totally fine throughout the act until a boss. There's little indication something isn't working well until you get smacked very abruptly by a wall; moreover, there's a pretty significant difference between if you do or don't meet those criteria. On release my selfmade Totem warrior really sorta struggled early on in .1 and then suddenly it didn't struggle at all the rest of the campaign or well into maps. Similar thing in .2 I've been playing my own grenade merc and out of nowhere it really struggled on Jamanra, I changed my gear to the best of my ability based on the gold and currency I had and it still failed, changed my passive tree and it still failed.....then I beat him first try by spamming iceshard bolts, a skill I was no longer using. |
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lack of loot does not equate to difficulty for everyone.
For me, most of the combat is slow and boring, because I know how to dodge and kite. I wish my baseline dps was higher just so I didn't feel like I was playing the early levels of vampire survivors in endgame maps. I know I have a bit of growth to go, but even plotting it out, I am waaay off compared to the non-stormweavers out there. |
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The difficulty in itself isn't that much the problem.
It's the speed, and sluggish behavior that is when combined with difficulty.... and after all that "bad" loot. This doesn't sum up to good experience / rewarding experience. They just need to increase speed, so people can zoom zoom, and improve loot perhaps while also make endgame items much less accessible or costly since people wanna see currency drop. Every piece of great gear should cost maybe 300-500divines upwards and mid gear should cost 50-100 divines. This should feel good, while items feel meaningful. Also, in terms of speed and slowing the game down, having boss fragments so accessible to kill arbiter over and over..... and also ritual boss... repeatedly, not requiring movespeed, and just standing there to melt bosses within a few seconds, often less, isn't exactly slowing the game down. hello,i gave meaningful solution, should hire me no? `Spent 2 mirrors on my build, but I'm only Level 98.` LOL `From just quick sweep of your characters, toxic rain, golems .. sure, non meta... sure.` LOL `What are divs?` 最後に LiMA6#0387 が 2025/05/02 19:28:29 に編集
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The problem is their "vision" they always discuss goes directly against what is experienced in the game. Meaningful combat on a map with 30% mob movement, attack, cast with density just isn't going to happen. You get zerged down because all you can do is fat roll and are giga dead unless you have a build that can instantly clear dozens of mobs at once. But they decreased our stun threshold so we get giga stunned left and right
最後に xpose#1651 が 2025/05/02 20:39:13 に編集
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