Complexity Doesn't Mean Quality

I feel like PoE2's complexity exists for the sake of being complex, not for the sake of making the game better or deeper.

So much of the game isn't explained whatsoever and I don't see any intention of it ever being explained. You could only know the content if you experienced it as it came out in a PoE1 league.

I have 1000 hours in PoE1 and 500 hours in PoE2 and literally just learned you can distill waystones. I didn't play Delerium league, so how am I supposed to know this is a mechanic? I didn't know about distilling amulets until I was wondering how people are putting keystones on their amulets and did research outside the game.

How do you expect a new player who's never touched PoE to ever figure this out themselves? So much of the game's content is unknown unknowns - not only are they extremely rare, but the player also has no idea they even exist in the first place, to the point where they wouldn't even be able to look them up or do research on them to learn about them.

For the longest time, I had zero idea how expedition works. Even after doing expeditions dozens of times, there's really no way for the player to know what to do. You just put explosives down randomly, and at first glance, it seems like you're supposed to try to reach all the modifier stones and avoid the bad ones, pick the good ones, etc. But that's not how it actually works. Nothing tells you what the flags mean, what to do with artifacts, etc. For my entire time playing PoE1, I assumed expedition was just dead content because it was just a bunch of vendors with seemingly garbage items with no explanation of how it works.

I thought the idea was to simplify things and make them more intuitive, but honestly I feel like PoE2 is more complicated than PoE1 was.

The skill gem system is more confusing, despite being more limited. There are so many ways to make an awful build - and the ways to make builds better/good is very convoluted. The limitations on what skills can be used with what weapons is extremely confusing to even seasoned players. Why do we need 4 different versions of 'Leap Attack' for the different weapons with similar effects? Why not just have one leap attack skill, that any martial weapon can use, then support gems to make the leap slam into the various versions we currently see?

Charges don't inherently do anything. Which really doesn't make any sense to new players.

The various ailment magnitude(s) and the different debuffs like Incision, Impale, etc. are just added layers of needless complexity and confusion.

Mapping used to be extremely straight forward, but now just looking at the atlas after you've been doing it for a while is a headache. Why am I forced to look at all this content I've already done? We spend more time "crafting" waystones and stacking towers and all that jazz just to make the waystones worthwhile than we do actually playing the game.



最後にスレッドがバンプされた時間 時刻 2025/05/26 9:48:51
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SplashKing#6352 が発言:
I feel like PoE2's complexity exists for the sake of being complex, not for the sake of making the game better or deeper.

So much of the game isn't explained whatsoever and I don't see any intention of it ever being explained. You could only know the content if you experienced it as it came out in a PoE1 league.

I have 1000 hours in PoE1 and 500 hours in PoE2 and literally just learned you can distill waystones. I didn't play Delerium league, so how am I supposed to know this is a mechanic? I didn't know about distilling amulets until I was wondering how people are putting keystones on their amulets and did research outside the game.

How do you expect a new player who's never touched PoE to ever figure this out themselves? So much of the game's content is unknown unknowns - not only are they extremely rare, but the player also has no idea they even exist in the first place, to the point where they wouldn't even be able to look them up or do research on them to learn about them.

For the longest time, I had zero idea how expedition works. Even after doing expeditions dozens of times, there's really no way for the player to know what to do. You just put explosives down randomly, and at first glance, it seems like you're supposed to try to reach all the modifier stones and avoid the bad ones, pick the good ones, etc. But that's not how it actually works. Nothing tells you what the flags mean, what to do with artifacts, etc. For my entire time playing PoE1, I assumed expedition was just dead content because it was just a bunch of vendors with seemingly garbage items with no explanation of how it works.

I thought the idea was to simplify things and make them more intuitive, but honestly I feel like PoE2 is more complicated than PoE1 was.

The skill gem system is more confusing, despite being more limited. There are so many ways to make an awful build - and the ways to make builds better/good is very convoluted. The limitations on what skills can be used with what weapons is extremely confusing to even seasoned players. Why do we need 4 different versions of 'Leap Attack' for the different weapons with similar effects? Why not just have one leap attack skill, that any martial weapon can use, then support gems to make the leap slam into the various versions we currently see?

Charges don't inherently do anything. Which really doesn't make any sense to new players.

The various ailment magnitude(s) and the different debuffs like Incision, Impale, etc. are just added layers of needless complexity and confusion.

Mapping used to be extremely straight forward, but now just looking at the atlas after you've been doing it for a while is a headache. Why am I forced to look at all this content I've already done? We spend more time "crafting" waystones and stacking towers and all that jazz just to make the waystones worthwhile than we do actually playing the game.





I agree with everything you said, there's a lot of complex mechanics without a single explanation on how they work or how to interact with them, and in 2025 this is straight up bad game design and unacceptable

We can hope that by 1.0 they add the bare minimum tutorials for some things but tbh i'll not expect much, i think they're unable to see what the problems and pain points are for new players, they should heavily invest in getting an outside perspective and bring professionals with a lot of knowledge in this department

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