Feedback: Waystone difficulty
In the current version of the game there's no significant difference between the waystone tiers difficulty vise.
Yes monster level are higher and iLVL drops are higher but gameplay vise the difficulty difference is almost non existent. I can barely tell a difference between a T2 and T6 difficulty vise, same between T10 and T15 even with avarage gear.....there's no barrier where you say: "oh I have to upgrade my gear to run red maps". I've practicaly rushed to T15 maps with SSF gear from campaign/early maps and had no problems....and with around 2-3 Divs investment I faceroll farmed T15 without any challange even with an off meta builds (no LS player here). The progression curve in POE2 feels complete off: We have a super challanging campaign but as soon as we enter maps the game becomes more and more trivial.....Only Uber Bosses and certain encouters (Simulacrums f.e.) are a exception here. I mean whats the point of having 15 map tiers when all of them kinda feel the same difficulty vise...To beat them it's enough to have nearly the same character level as the mobs, resistance caped and you're good to go. And even underleveled they're not challanging....I've entered T15 maps completely underleveled and undergeared without any problems. Make every waystone tier meaningful please, so the difficulty between the waystone tiers are way more significant. Even between WS1 & WS2 there should be a huge difficulty gap and should require some gear upgrades here and there to be able to farm the next waystone tier propperly...and T11-15 maps should only be possible with very good gear. Let us work toward the next map tier....let us say "I'm finaly able to farm WS4 propperly...next challange = WS5" Currently you can faceroll even T15 maps with 2-3 Divs investment (SSF maybe 3-4 Divs) and they're practicaly no difficulty gaps between the map tiers. I hope to see a significant difficulty gap between waystone tiers in future, so all waystone tiers offer some kind of challange ....thank you. :) 最後に CroDanZ#1818 が 2025/05/28 12:28:34 に編集 最後にスレッドがバンプされた時間 時刻 2025/05/28 19:36:29
|
![]() |
This post makes a lot more sense than 90% of the feedback in this forum that most of them are emotional bs.
And that's true. I also barely see the difference between a Tier 1 and Tier 10 maps aside of dying a bit more often but still fairly easy to do it. |
![]() |
" Yes but to be fair, in SSF my campaign/early map gear basically is my T15 gear without rushing because upgrades are extremely rare. But I do agree with what you say about difficulty, T1 feels about the same as T15. I thought maybe it was because of my build (minions) but I guess not if others experience the same. It could just be poor/temporary balancing because of early access. I can see people rioting if they significantly raise the late tier difficulty at this point though, lmao. | |
" Yup I also think that it's balancing and will be fixed for sure till 1.0. :) Additional to a signinficant life increase of mobs inbetween waystone tiers I would wish myself something new and unique to increase the difficulty. Something like a "monster synergy system". Means every tier we climb they're more and more monster combinations that synergyze together and make the fights more challanging this way. F.e. "Shield wall Occultists" (starting in WS6): Those Poison Shield guys from Viper protect 3 occultists in a circle who try to summon a powerful demon while archer protect them in the background. Now if we play WS7 we would have the same combination above + 2 healer who need to be killed first (enemies immune till healer dont dead). In WS8 those archers are mages (always random element) In WS9 +1 to all rare affixes WS10 ...HEaler respawn with demon spawn... etc...just to name 1 possible combination of many. That's what I would love to see as meaningful fights....fights that need certain tactics no matter the build, later harder but always fair and good visible skills (even better if 1-hit ability). 最後に CroDanZ#1818 が 2025/05/28 18:12:02 に編集
|
![]() |
the game is still unballanced...
We must consider whats is making the unbalance and focus adressing it... I say it's lack of more defense layers (like poe1 is great with that) I also think we need more option on gear (like the affix we have isnt meanfull spreading along all builds possibles) we might need more ranks to be meanfull on some affixes... But in which scale it goes... Idk In time, I'm sure it will be adressed... untill that time, we might be having some very unballanced gameplay |
![]() |
" True....I mean that's the whole point of a Beta, to test & report such things. :) |
![]() |
Isn't the tiers just region level?
All the "difficulty" involved in a waystone is in its random affixes. I believe it's possible to roll multiple "monsters gain addional damage", and then there's things like 396% increased crit chance, etc. |
![]() |