• Some users have recently had their accounts hijacked. It seems that the now defunct EVGA forums might have compromised your password there and seems many are using the same PW here. We would suggest you UPDATE YOUR PASSWORD and TURN ON 2FA for your account here to further secure it. None of the compromised accounts had 2FA turned on.
    Once you have enabled 2FA, your account will be updated soon to show a badge, letting other members know that you use 2FA to protect your account. This should be beneficial for everyone that uses FSFT.

Path of Exile 2

Yeah, the loot system and crafting system is archaic and way way way too random; there is no clear path forward on upgrading your items, it's randomness to the core. The trade/market system is another archaic one; kinda glad I only wasted 10 points on a premium tab only to realized that all trade are manually concluded though PMs and in game meetings...

There are some good idea in there, and there is fun to have, but the long term longevity of this game will be hampered by those very odd design choices. I wouldn't be surprised to see a drop in popularity in the coming weeks once people realized what playing this game will look like past the normal campaign.
On trading, I don't know why they didn't just bring over the system they implemented in the first game: A trading board where you can search for the item you want, you send the person an offer, the offer shows up in their inbox, and they can accept or decline it. No need for any other interaction and it is all done in-game.
 
On trading, I don't know why they didn't just bring over the system they implemented in the first game: A trading board where you can search for the item you want, you send the person an offer, the offer shows up in their inbox, and they can accept or decline it. No need for any other interaction and it is all done in-game.
Maybe they are still working on a similar but better version of that system. We have to remember, this game isn't even feature complete yet.
 
I would be very surprise of they don't have something coming up on that front aye.
 
POE was a work in progress for many years. I don't doubt this will be any different.
The first time I played PoE it was 3 acts with 3 difficulties and it mostly stunk. I think they burned out on making the same game for 10 years and wanted to build something new. I think eventually PoE 2 will be the best ARPG around if they're willing to compromise a bit. I'm still hopeful, because mechanically its the most interesting new ARPG out there. But right now the campaign is too much of a slog.
 
On trading, I don't know why they didn't just bring over the system they implemented in the first game: A trading board where you can search for the item you want, you send the person an offer, the offer shows up in their inbox, and they can accept or decline it. No need for any other interaction and it is all done in-game.
There was no such system in the first game for items - there was one for currency (and other similar type fragment or key items) - the Faustus currency exchange - and it is indeed still in PoE2. (you talk to different NPCs to access it)
Unless you mean the trade site, which is also up and running for PoE2 here (though one or two features may be still in development)
 
I'm in mid Act 3 with a mage and have mixed feelings.
I don't hate it but I also don't feel like playing.

I like that it's slow and hard.
I don't like the mobs respawning and things nuking me out of nowhere. It's D4 skeleton artillery just almost every mob.
Tried to adjust my playstyle with more energy shield and dodging, but it only improved a bit and now I feel like a ninja, not a mage.
And now when I die and mobs respawn I'm like "yeah fuck this, I ain't going through the same mobs with this slow combat, I'll just run to the next zone".

However even though I like the slower pace, I find the combat to be slooooooooooooooooooooooooooooow. My mage does very low damage and takes time to cast. It's basically down to throw frost bomb then dodge around it to gather as many mobs as possible.

Outdated UI, outdated visuals, starting zone EXACTLY the same as from the first time, what were they thinking...
I think they botched this release. The game is nowhere near ready and it will take a long time before it's ready, by that time D4 will be miles ahead.
Sure the games are quite different and can coexist, but it's just too little too late.
 
There was no such system in the first game for items - there was one for currency (and other similar type fragment or key items) - the Faustus currency exchange - and it is indeed still in PoE2. (you talk to different NPCs to access it)
Unless you mean the trade site, which is also up and running for PoE2 here (though one or two features may be still in development)
It's a thing on the console version. Apparently it was never brought to the PC version. I have not played the PC version in a couple years. Why wouldn't they bring this to the PC version?

1734472555850.png
 
It's a thing on the console version. Apparently it was never brought to the PC version. I have not played the PC version in a couple years. Why wouldn't they bring this to the PC version?

View attachment 698432
There's a currency market in PoE 1 now, I'm not sure if it's in 2. But there's no reason to not make it all of trade.
 
It's a thing on the console version. Apparently it was never brought to the PC version. I have not played the PC version in a couple years. Why wouldn't they bring this to the PC version?
Thanks for the info. I believe they said they were considering expanding the currency exchange to include items, but that was like 6 months ago and they prob have way more pressing issues at the moment with PoE2 development.
 
New patch deployed. Game version updated to 0.1.0e.

https://www.pathofexile.com/forum/view-thread/3645467

The website looked to be getting hammered earlier, so here's a copy-pasta:

General Improvements and Changes
  • Added the capacity to fast-travel between Checkpoints within an area. You can now select checkpoints which will bring up your Map Overlay allowing you to select other Checkpoints you have discovered in the area to travel to them immediately. Many more checkpoints have been added to areas generally at all the entrances and exits to areas, meaning if you find those first, you are able to instantly travel to them if you choose to go back and explore an area.
  • Passive Point Respeccing has been made cheaper especially at higher levels, it had a relatively aggressive curve getting more expensive with character level, we have flattened that curve so it doesn't exponentially grow as much. For Example, this should generally result in an approximately 40-50% less Gold Cost for respeccing between the start and middle of Endgame progression.
  • Added a shortcut to open a skills advanced information display by right-clicking the skill on your Skill Bar.
  • You can now compare equipped Flasks when using a Gamepad.
  • Added Chance Shards to the Currency Exchange.
  • Added a button to travel to your Guild Hideout when interacting with the Waypoint.

Endgame and Monster Balance
  • Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame at the same value as it was previously at Tier 1.
  • Critical Strikes from Monsters now deal 40% less bonus Damage.
  • Chaos Damage now scales less aggressively over the Endgame.
  • The Ground Laser and Ground Lightning abilities used by the Runed Knight in Expedition Encounters now deal substantially less Damage.
  • The Waystone Modifier that adds Burning Ground to your Maps no longer increases in coverage or area with higher Tier Waystones.
  • The 'Siphons Flask Charges Modifier' on Monsters now drains ten-times less Flask Charges per second. (This was unintentional).
  • Disabled the Volatile Crystals Modifier, to be revised in the future pending telegraphing improvements.
  • The Trail of Fire monster Modifier now deals 30% less Damage and lasts for 3 seconds (from 5 seconds).
  • The Trail of Lightning monster Modifier now lasts for 4 seconds (from 8 seconds).
  • The Trail of Ice monster Modifier now lasts for 4 seconds (from 8 seconds).
  • The Purple Explosives created by the Volatile Plants Modifier on Rare Monsters now deal significantly less Damage.
  • Packs of Prowling Chimeral's in Maps now contain less of the Prowling Chimerals and spawn alongside some Zombies.
  • Lowered the baseline monster density of Breach Encounters, primarily by reducing the frequency of the "Elite" monsters appearing.
  • Fixed an inconsistency in the different types of packs that could spawn during Breach Encounters, you should now see more different types of Monsters appearing on an area to area basis.
  • The volatiles spawned by the Volatile Fiends Trial of Chaos Modifier now accelerate over time.
  • The Stormcaller Runes Trial of Chaos Modifier are now smaller, take longer to charge up when standing inside and give more time to escape once triggered. The Runes now also get larger as the Modifier is upgraded.
  • Improved the hitboxes on a number of abilities used by Blackjaw, the Remnant.
  • The Crossbow variants of the Decrepit Mercenary monsters that dealt Fire damage now deal less damage.

Trial of the Sekhamas Improvements
  • Honour Damage now scales down based on distance to enemies, you now take up to 35% less Honour Damage when in close range, tapering as you are further away from Monsters.
  • Fixed a bug where Damage over Time was dealing three-times as much damage to Honour as intended in the Trial of the Sekhemas, and fixed a bug where Honour Resistance was only applying to two-thirds of that damage taken. (This got confusing for us too).
  • Skitter Golems no longer use basic attacks and instead now just explode as their attacks were largely unavoidable when in Melee Range.
  • Serpent Clan burrow and ambush attacks now have improved visual telegraphing and cannot be used from as far away.
  • Volcanoes created by Rattlecage's Fissure Slam now last half the duration.
  • Added keyword hover for the Honour mechanic in the Trial of the Sekhamas.

Skill Balance
  • Rolling Slam's Second Slam now deals 50% more Damage to Heavy Stunned Enemies
  • Ice Shot Shards (Secondary) now gains additional Projectiles as it Levels up
  • Ice Shot Shards now targets within 90 Degree Cone
  • Ice Shot Shards now travel further base (200ms, from 100ms), to be tested & iterated.
  • Ice Shot Arrow & Projectiles are now smaller and are the same size as other arrows.
  • Electrocuting Arrow Base Duration to 25 seconds (from 12), Doubling Quality Bonus also.
  • Barrage now has 25% Less damage on Barraged Attacks [From 60% Less] at Level 1, same Scaling Per Level.
  • Barrage now has +2 Repeats base, from +1.
  • Shockchain Arrow's Shockwaves now deal 100% more Damage.
  • Sniper's Mark cooldown reduced from 6 seconds to 2 seconds at all Levels.
  • Combat Frenzy now can now gain a Frenzy Charge no more than every 3 seconds (from 7 seconds) at Level 1, to approximately 1.5 seconds at Level 20.
  • Stormcaller Arrow's Bolt now gains additional Impact Radius as it Levels.
  • Vine Arrow's Damage over Time has been adjusted, it is now slightly higher at Lower Levels, and substantially lower at Higher Levels. The intention of this ability was that you poison it to spread poisons, as opposed to the vine itself dealing immense amounts of Damage.
  • Tornado Shot's Damage over Time has been adjusted, it is now slightly higher at Lower Levels, and substantially lower at Higher Levels. The intention of this ability was to propagate your other Bow skills, as opposed to doing an immense amount of damage itself.
  • Magnetic Salvo can now only use your stuck Lightning Arrows as opposed to those created by your Party Members.
  • Increased the damage growth per level on Unearth (non-Minion component), Bonestorm, Bone Cage, Bone Blast (Wand Skill) and Power Siphon (Wand Skill). Results in approximately 50% more damage at Gem Level 25.
  • Increased the damage growth per level on Essence Drain, Contagion, Profane Ritual and Chaos Bolt (Wand Skill). Results in approximately 33% more damage at Gem Level 25.
  • Bone Cage base Critical Strike Chance has been increased to 15% (from 13%).
  • Skeleton Arsonists' Spirit Costs now match Frost and Ice Mages from Level 5 onwards, making them more expensive while keeping their costs early-game the same.
  • Bone Offering Explosions now have 15% Critical Strike Chance (from 13%).
  • Resonating Shield, Shield Charge and Shield Wall now have 6-8 added Physical Damage per 15 Armour on your Shield at all Levels.
  • Resonating Shield radius increased to 2.3 metres (from 1.8 metres).
  • Shield Wall explosions increased to 4 metres (from 2 metres).
  • Shield Wall now can create a maximum of 2 walls (from 1 wall).
  • Siege Cascade now has an Attack Time of 75% (from 55%).
  • Siege Cascade now searches for targets in a 3.5 metre radius (from 2.5 metres)
  • Siege Cascade now has 50% more Damage against Immobilized Enemies (from 200%)
  • Siege Cascade's Explosion now deals 167% more Damage (accounting for the decrease in damage against Immobilized Enemies).
  • Siege Cascade now has 30% less Reload Speed (from 50% less).
  • Siege Cascade's Quality is now 2% Damage against Immobilized Enemy per Quality (from 4%).
  • Stormblast Bolts now has a maximum of 30 active Bolts (from 9).
  • Stormblast Bolts now has 5 Bolts in the Clip (from 3).
  • Stormblast Bolts now has 30% less Reload Speed (from 50% less).
  • Plasma Blast now has 47% more Damage with its Initial Hit and 25% less Damage with its Explosion, causing it to rely less on colliding with walls to deal enough damage.
  • Artillery Ballista's explosion radius increased to 1.8 metres (from 1.4 metres).
  • Artillery Ballista's Damage increased by approximately 21%.
  • Gathering Storm's Perfect Dash now deals 53% more Damage.
  • Wave of Frost now has 275% more Freeze Buildup at all Levels (from 150% scaling up over levels).
  • Staggering Palm's duration now scales with levels. It has 6 second duration at Level 1, scaling up by 0.2 seconds per Level (from 6 seconds at all Levels).
  • Staggering Palm's Projectiles now deal 20% more Damage at all Levels.
  • Concoction skills from the Pathfinder Ascendancy Class now consume 3 charges from Mana Flasks (from 5). Their damage has been increased and deal approximately 66% more Damage when the skill is Level 20. In addition the base added damage has been increased by at least 50% for all Concoction skills, with Poisonous and Bleeding Concoction receiving greater damage buffs. Fulminating Concoction now has a Critical Strike Chance of 8% (from 6%), Shattering Concoction now has a Critical Strike Chance of 11% (from 7%), Explosive Concoction now has 100% more chance to Ignite Enemies and 100% more magnitude of Ignites inflicted, Fulminating Concoction now has 100% more chance to inflict Shock and Shattering Concoction now has 100% more Freeze Buildup.
  • The Hunter's Talisman passive skill Notable now grants +1 Charm Slot. The small passive skills leading up to it now grant the stat it formerly gave. The Charm helper text has been updated to indicate that you cannot have more than three Charm Slots unlocked, so that we can add more sources of it in the future.
  • Added a new Lightning Damage and Electrocute Cluster to the passive tree in between the Ranger and Monk sections.
  • The Heavy Frost Notable Passive Skill now causes Hits to only ignore Enemy Resistances of Frozen Enemies if their resistance values were positive.
  • Supercharged Slam now builds up stages slower but gains 40% more Damage per Stage now (from 20%). This may display as 20% still incorrectly until a later patch.
  • Electrocute is now 25% harder to Buildup. (But the Damage Penalty has been removed from the Support Gem)
  • It is now more difficult to chain-freeze enemies, by reducing the amount of Freeze Buildup applied after a Freeze has been applied.
  • Added a marker effect to Ember Fusillade's preferred target.

Support Balance
  • Added the Tremors Support Gem. Which can be used to give up to multiple more Aftershocks to Skills, with a damage penalty.
  • Added the Bidding Support Gem. Which can be used to give more damage to the Command Skills of Supported Minions.
  • The Fire Exposure, Lightning Exposure and Cold Exposure Support Gems no longer penalize Damage of Supported Skills. They now have a Mana Cost Multiplier of 120%.
  • The Electrocute Support no longer penalizes Damage. Instead it now prevents the Supported Skill from being able to Shock.
  • The Lacerate Support now grants 50% chance to Bleed (from 30%).
  • The Envenom Support now grants 50% chance to Poison (from 60%).
  • The Impact Shockwave Support now has an aftershock radius of 2 metres (from 1.4 metres).
  • The Bidding Support now grants 30% more Damage to Minion Command Skills (from 20%).
  • The Considered Casting Support now only supports Spells you cast yourself. It also now grants 40% more Spell Damage (from 25%) and 15% less Cast Speed (from 10%).
  • The Aftershock Support now has 25% chance to cause an Aftershock (from 20%).
  • The Mobility Support no longer has a Damage Penalty, but applies 30% less Movement Speed Penalty (from 40%).
  • The Execrate Support now has 100% chance to inflict Ailments (from 50%).
  • The Ricochet Support now has 40% chance to Chain from Terrain (from 20%).
  • The Withering Touch Support now has 25% less Damage (from 50%).
  • The Ferocity Support now has 40% more Skill Speed when consuming a Frenzy Charge (from 30%).
  • Changed the Wildshards Support Gem to fire projectiles in a Circle instead of a Spiral pattern.
  • The Decaying Hex Support now deals 60% of Intelligence as Chaos Damage per Second (from 30%).
  • The Stomping Ground Support's Shockwave now deals 80% to 120% of your Strength as Physical Damage (from 20 to 30%).

Item Balance
  • The Charm Modifiers on Belts have been made substantially more common and now appear at much lower levels. The 'of Symbolism' Modifier now appears from level 23 onwards, and the 'of Inscription' Modifier now appears from level 64 onwards.
  • The unique item The Adorned now applies to Time-Lost Jewels.
  • The Time-Lost Jewel Modifier 'of Regeneration' now applies 3-7% increased Life Regeneration Rate to Notables in Radius, from 1-2%. Existing versions of this item will not be updated unless a Divine Orb is used.

Bug Fixes
  • Fixed a bug where the Unique Item Maligaro's Virtuosity was granting the wrong amount of Critical Damage.
  • Fixed a bug where the Crumbling Walls Atlas Passive Notable was applying to Maps that didn't contain Breaches.
  • Fixed a bug where the stat granted by the Organized Forces Atlas Passive Notable was causing less Waystones to drop due to trying to upgrade them to a Tier that didn't exist.
  • Fixed a bug where interactables would remove the player from Demon Form.
  • Fixed a bug where certain rare monsters would respawn at checkpoints after consuming their corpse.
  • Fixed a bug where leveling a skill gem incorrectly displayed the level change when it was supported by gems which granted additional skill levels. This was purely a visual issue.
  • Fixed a bug where Unearth didn't work with the Sacrifice Spirit Gem.
  • Fixed a bug where the Elemental Expression skill from the Invoker Ascendancy Class had an incorrect hitbox.
  • Fixed a bug where the Monk Ascendancy node 'Embrace the Darkness' would desync when losing Life and Energy Shield.
  • Fixed a bug which prevented party members from entering the Xesht fight once it had begun.
  • Fixed a bug where the Cosmetics Equipment UI was missing the tier selector for some slots.
  • Fixed a bug where the Trialmaster encounter dialogue failed to play.
  • Fixed a bug with the Rising Tempest Support where it was giving More Damage per Elemental Skill used rather than More Damage per Elemental Type that was used.
  • Fixed a bug where pathfinding could cause jittering of the character in some cases.
  • Fixed a bug where destroying items in hideouts wasn't possible.
  • Fixed a bug where Frost Wall segments could leave phantom walls, causing invisible blocking.
  • Fixed a bug where implicit abilities on non-weapon unique items required a low level to use.
  • Fixed a bug where the Chronomancers 'Debuff Expiry Rate' nodes were applying to Quicksand Hourglass, extending its cooldown.
  • Fixed a bug where Ember Fusillade could fail to target enemies.
  • Fixed a bug where the Sacrifice Spirit Gem couldn't target minions with Profane Ritual.
  • Fixed a bug where the Explosion from the Armour Explosion Support could explode inanimate objects.
  • Fixed a bug where some Spirit Gems displayed an incorrect error message.
  • Fixed a bug where the Arbiter of Ash area level wasn't being increased with difficulty.
  • Fixed a bug where Emergency Reload wasn't put on cooldown if you were using two Emergency Reload Skill Gems.
  • Fixed a bug where the Energizing Bolt Flask effect didn't work.
  • Fixed a crash on Gamepad where Concoction skills from the Pathfinder Ascendancy Class would cause a crash when changing areas.
  • Fixed a bug where some players would disconnect when trying to enter maps in the Ziggurat Refuge, or guild hideouts while in a party.
  • Fixed a bug where the Explosion from the Armour Explosion Support could trigger itself recursively.
  • Fixed a bug where Ice Shot was unable to cause Freeze buildup.
  • Fixed a bug where some volatiles in the Trial of Chaos would follow the player up elevators.
  • Fixed a bug where Inscribed Ultimatums and Djinn Baryas dropped in Cruel would incorrectly tell you that you could get Ascendancy Points by completing them, even if you wouldn't.
  • Fixed a bug where Ballista skills didn't work with Tornadoes created by Tornado Shot.
  • Fixed a bug when using a Gamepad where the Hide Sockets option did not work.
  • Fixed a bug when using a Gamepad where you couldn't see Distilled Emotion recipes on the passive tree.
  • Fixed a bug when using a Gamepad where you couldn't access the Portal Access settings while viewing the hideout stash.
  • Fixed a bug where creating Solo Self-Found characters wasn't possible when using a Gamepad while Migrations are disabled.
  • Fixed a bug when using a Gamepad where you couldn't use the shortcut bind to open chat.
  • Fixed a bug when using a Gamepad that caused it to take multiple attempts to change the tier selector of Microtransactions.
  • Fixed a bug when using a Gamepad where you couldn't set an individual price on an item in premium stash tabs.
  • Fixed a bug when using a Gamepad where you couldn't socket jewels into specific unique items.
  • Fixed 12 Client Crashes.
  • Fixed 3 Instance Crashes.
 
I guess I will log in and see what's broked.
Already on toon number three experimenting.
 
After playing a meta build monk last night, I see the error of my ways. I'm not allowed to create my own character unless I want to suffer an insane amount of tedium. I blasted through Act 1 in about an hour. Unless you're unemployed you can't really theory craft in these games or you're just going to suck.
 
Oh good. I can start over again...... Struggling with builds. Can't find/craft any decent stuffs!
 
After my post on 17/12 about my mage being slow, I quit and made a warrior. Got to lvl 44 and quit that too because of slow (but hard) hitting dual 2-hand spec and dying in a second by being blown up by something I could not see.
So I made an archer and the gameplay improved. I even completed the campaign. But then I found out I need to replay the campaign on a harder difficulty, lol. No skipping, no endgame, just straight to the beginning of what I already completed.
After completing the campaign on one character and getting close to completing on two others, I'm really not willing to do it again.
I heard there will be 6 acts in the final game, so if they make us go through all 6 acts and then complete it all again, that's going to kill the game for me. It's already slowly losing my interest.

Also, D4 costumes might be expensive, but PoE 2 is next level. And on top of that look like crap.
 
After my post on 17/12 about my mage being slow, I quit and made a warrior. Got to lvl 44 and quit that too because of slow (but hard) hitting dual 2-hand spec and dying in a second by being blown up by something I could not see.
So I made an archer and the gameplay improved. I even completed the campaign. But then I found out I need to replay the campaign on a harder difficulty, lol. No skipping, no endgame, just straight to the beginning of what I already completed.
After completing the campaign on one character and getting close to completing on two others, I'm really not willing to do it again.
I heard there will be 6 acts in the final game, so if they make us go through all 6 acts and then complete it all again, that's going to kill the game for me. It's already slowly losing my interest.

Also, D4 costumes might be expensive, but PoE 2 is next level. And on top of that look like crap.
The base looks in Path of Exile 2 look good IMO. PoE 1 you look like a garbage man. D4 is also a full price game so there's that (and it sucks).
 
I heard there will be 6 acts in the final game, so if they make us go through all 6 acts and then complete it all again, that's going to kill the game for me. It's already slowly losing my interest.
You won't need to. Once acts 4-6 are in, you will go straight to maps/end game afterwards.
 
Im interested in this game. How is it holding up so far? I know it had alot of attention when it was first released.
 
I'll give it a whirl but the maps are so big going through the campaign, it's almost tedious.
 
I thought there was supposed to be a new class? Duh, it's right there. They recycled the Ranger.


(Puts the beer down)
 
Last edited:
I might pick this up 17.00 in CD keys I know it's a Free game but still have picked it up.
 
I'm about to jump back in to this and see where it has gone. I didn't dig too deep on my first play of the game. I noticed a lot of complaining followed by a bunch of mini updates. They are in a good position to take new feedback and keep improving before launch so I'm just going to go into this with no expectations because I know it will change in the future. Hopefully the warrior class has been balanced a little better this time.
 
It's as tedious as I remembered. Large maps, tanky mobs, poor upgrade paths throughout the campaign. Even the top streamers are complaining about these issues. The game is so unbalanced and designed to artificially make the campaign longer. The devs have been out of touch with the players for a while and I wonder how much say Tencent has in the game direction.
 
That sounds familiar to POE over the years. Two is not even complete yet.
 
It's as tedious as I remembered. Large maps, tanky mobs, poor upgrade paths throughout the campaign. Even the top streamers are complaining about these issues. The game is so unbalanced and designed to artificially make the campaign longer. The devs have been out of touch with the players for a while and I wonder how much say Tencent has in the game direction.
I think Chris Wilson was the reason PoE 1 was excellent and he's long gone. Jonathan and Mark have no idea what they're doing. I don't see the game getting fixed for years if ever. I was so excited for it when it came out, I don't think I've been this disappointed in a game since Diablo 3's launch.
 
I think Chris Wilson was the reason PoE 1 was excellent and he's long gone.
Kudos to GGG but this is revisionist history. POE1's Ruthless mode (which PoE2 is extremely heavily influenced by and allegedly the testing ground for PoE2) was Chris' baby, and he was the one who pushed hard for it's development. In fact he constantly publicly said it would have been the core game if it was up to him.

What really happened is that a decade ago when people realized Diablo 3 was shit, players flocked to PoE as it was the only decent online isometric arpg alternative, and GGG enjoyed massive success. Success they enjoyed despite their gravitation towards making the game more "ruthless like" every chance they could. The power creep and methods players found of breaking the skill tree and hitting the ceiling is what made the game a massive success, it was about planning and executing wacky crazy ideas - you could spend dozens of hours in PoB (the planning tool) easy every league.

They forgot what it was like without competition in the online arpg space (and to some extent it's still a barren landscape) - but it's no longer 2013 and players have a lot more options when it comes to general gaming entertainment. World class thanks to GGG for the amazing decade+ of PoE1, but lets not crown the wrong king.
 
Kudos to GGG but this is revisionist history. POE1's Ruthless mode (which PoE2 is extremely heavily influenced by and allegedly the testing ground for PoE2) was Chris' baby, and he was the one who pushed hard for it's development. In fact he constantly publicly said it would have been the core game if it was up to him.

What really happened is that a decade ago when people realized Diablo 3 was shit, players flocked to PoE as it was the only decent online isometric arpg alternative, and GGG enjoyed massive success. Success they enjoyed despite their gravitation towards making the game more "ruthless like" every chance they could. The power creep and methods players found of breaking the skill tree and hitting the ceiling is what made the game a massive success, it was about planning and executing wacky crazy ideas - you could spend dozens of hours in PoB (the planning tool) easy every league.

They forgot what it was like without competition in the online arpg space (and to some extent it's still a barren landscape) - but it's no longer 2013 and players have a lot more options when it comes to general gaming entertainment. World class thanks to GGG for the amazing decade+ of PoE1, but lets not crown the wrong king.
Then who was responsible for the original design? Why are they implementing ruthless now if he's gone?
 
Then who was responsible for the original design? Why are they implementing ruthless now if he's gone?
Mark, Chris and Jonathan were the founders / creators 15 years ago and were responsible for the "original design". Both Ruthless and PoE2 development have been going for 5-6 years now, before Chris stepped down. Even if they wanted to they can't magically flip a switch and bring back the PoE1 build variety and gameplay, it takes years to reach that level of content especially as the entire base game was probably heavily modified and re-written.

When PoE2 was announced 6 years ago they started to nerf and slow down the first game gradually to massive player backlash. The conspiracy theory at the time was that they were trying to slow down the game speed to match PoE2 (as it was planned to be an expansion at the time not a separate game), and that some of Ruthless design principles were being used as a testing ground for PoE2. Sadly some of the theories seemed to be right.

A year before anyone played the game: "Path of Exile is Ruthless"

View: https://www.youtube.com/watch?v=bX0gqTpAs-I

After people played the game: "POE2 IS RUTHLESS"

View: https://www.youtube.com/watch?v=MRCtVMjvXRY
 
Mark, Chris and Jonathan were the founders / creators 15 years ago and were responsible for the "original design". Both Ruthless and PoE2 development have been going for 5-6 years now, before Chris stepped down. Even if they wanted to they can't magically flip a switch and bring back the PoE1 build variety and gameplay, it takes years to reach that level of content especially as the entire base game was probably heavily modified and re-written.

When PoE2 was announced 6 years ago they started to nerf and slow down the first game gradually to massive player backlash. The conspiracy theory at the time was that they were trying to slow down the game speed to match PoE2 (as it was planned to be an expansion at the time not a separate game), and that some of Ruthless design principles were being used as a testing ground for PoE2. Sadly some of the theories seemed to be right.

A year before anyone played the game: "Path of Exile is Ruthless"

View: https://www.youtube.com/watch?v=bX0gqTpAs-I

After people played the game: "POE2 IS RUTHLESS"

View: https://www.youtube.com/watch?v=MRCtVMjvXRY

Okay I get it now, I quit PoE before Ruthless came out, that or I just ignored it? I don't remember. I think the last league I played was Abyss. It sounds like they wanted to make a Souls like and they're trying to foist that on to PoE which is just at odds with how that style of ARPG works. I wonder if they've played No Rest for the Wicked? That kind of nails the slow combat style and is pretty fun and challenging. Basically they want to make a different game and they're trying to foist it onto path of exile which makes no sense. It's very odd, why not just develop a separate title that isn't PoE? Path of Exile 2 is honestly one of the most tedious and boring ARPGs I've ever played. I think maybe they could make the slow combat work but they'd have to make every monster AI more intentional and likely reduce the numbers. If you're just getting swarmed the whole time but you're slow a shit it's not going to ever work.
 
Last edited:
Soooo.... if I haven't bought this already, it's best to wait another month or so due to all the changes in 0.2??

Or as an avid ARPG player (almost exclusively), am I foolish for having not already purchased this????

- I'm looking at the "Usual Suspects" for a credible response (you know who you are)
 
I find it enjoyable, but it certainly is a work in progress.

I feel anyone who buys early access should be prepared for quirks and changes.
 
Back
Top