• @[email protected]
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    111 year ago

    Ive got thousands of hours in POE1 but stopped playing a couple years ago because it started to feel like a cluttered mess. There were so many league mechanics vying for your attention and interrupting the flow of the game it just became tiresome. I hope POE2 feels more cohesive without all the fluff of 50 different leagues. The trailers definitely got me jonesing to play again though.

    • @[email protected]
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      91 year ago

      Hey, so 1 year ago they actually released a solution to this exact issue.

      In Siege of the Atlas they added an Atlas passive tree which allows you to block content in the endgame, to make it a more focused experience with the systems you want to work with.

      For every system you block, it increases the chance of the other systems showing up instead. Additionally, some of the legacy content in the game has been reworked to feel more consistent with modern quality standards.

      We’re not at Path of Exile 2 levels of refinement, but Path of Exile 1 is in a great state at the moment.

    • @bosnia
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      71 year ago

      Yeah I’m in the same boat. Absolutely love the game and tend to get a character to maps every second league or so but holy moly does the amount of league mechanics get rough. I feel like I’m watching 3 hours of YouTube tutorials every league to remind me how to do everything.

      • Coelacanth
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        21 year ago

        Me too, except I guess I don’t play it all anymore. I remember the early leagues felt really fresh and interesting, but somewhere along the line the complexity creep became too much for me to keep up with. I also felt like incorporating so many past mechanics into the base game made new league mechanics feel less special and important since they eventually just blended into the already existing soup of sub-systems.

        I hope PoE 2 can be a fresh start and a blank slate. GGG have many good ideas, so I’m hopeful.

    • @Ultraviolet
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      1 year ago

      I wouldn’t even mind that if the end result of engaging with all those systems was something more satisfying than just completely nullifying the combat, the part that’s supposed to be the core of the game. Why even have different types of enemies if as soon as your build gets up and running they’re going to die before they’re even on screen, let alone being able to attack?