Yeah, yeah, yeah - you think it sucks and want to post a one line zinger letting everyone know how you feel about it. Fantastic! This thread isn't for you as it is only for people that like PoE and would like to post ideas of how to improve it. Since this is for people who played and liked it there will be spoilers.
I have yet to get very far into the game. I started an ironman game after white marsh 1 on the difficulty level below the hardest. And I went down a well in my keep's dungeon and was fighting my way out with no problems until I hit some giant troll type things that hit really, really hard. I think I almost cleared them all but at one point while fighting one group I got attacked my another group and we all died. I just started up another ironman on the same difficulty but this time without the option that restricts access to your stash and whatever else it does as it just seems to make the game more annoying instead of more enjoyable/challenging.
I like the engagement mechanics. I think the combat, chargen, and chardev are infinitely better than the BG games but I think they are not nearly as good as could be.
For instance, it seems every class always gets six skill points no matter what. I don't understand the thinking behind this. Tying skills to an attribute would increase the important of attributes.
And, honestly, that is my major issue with the game. Attributes. I like how they are limited, and I like how the have a direct impact on the type of build you are going for, but I dislike how insignificant they all feel.
I will compare this to D&D 3.5.
What I think is better - I think attaching attack speed to armor is a great idea and really opens up some interesting feats and character building options. I think it would be better if the options weren't so formulaic and there were tiers. As it is now there is a flat progression of +1 DR -5% speed with every + and - filled. I think the system undermines itself instead of really doing something with a significant choice or tradeoff, where as it could be a lot more interesting and meaningful.
I think the engagement mechanic is a good mechanic. I'm not sure if it was changed with part 2 but it seems less significant now, but it is a good system that fits well into a RTwP game.
I like the per encounter and per rest abilities, which we do not have in 3.5, but were (as far as I know) created by 4e and in 5e (which is more like 4.5 really when comparing 3 and 3.5 and 4e and 5e).
I like the health and endurance mechanic. I think it would be better with smaller numbers and weapons doing smaller numbers of damage so you can more easily see the difference and increase the importance of constitution.
What I don't like - the attributes. It is somewhat similar to 3.5 but unlike 3.5 they are all diluted and obfuscated. 3.5 attributes are formulaic, but in an easily seen and much more significantly impactful way. In this game getting gloves of +2 resolve really don't have the same impact it does in a 3.5 system, even though the stats are similarly restricted.
I think this is the area that needs to be modified significantly if they are looking to make a system as good as or better than 3.5. It just doesn't do it. If I want to build an aoe character increasing intelligence should make me feel like my aoes got bigger, but the gains are so minimal it just doesn't matter to me. Same with every single stat.
Once the stats are adjusted to be far more significant and impactful I think the traits/feats whatever they are called in this game could really be expanded upon. The have the bases for a million interesting feats but they just aren't there.
My goal playing through this time is high endurance and health, and getting the feats that recover health early since small dps gains aren't nearly as important to me as large survivability gains. Same goes for DR. A bunch of small dps increases add up to be significant, but by focusing on endurance, health, passive endurance recovery and getting the health recovery feats early I negate the impact of burst damage to a character and the significant loss of combat effectiveness by them getting a wound.
I haven't gotten very far into the game so I have yet to hit a point where I have tons of money to spend on whatever I want and I save up money for keep upgrades and make due with the equipment I find instead of purchasing better equipment. I think this is good and I don't see it changing anytime soon in my game.
I like how I can make the conscious choice to build a defensive party and I can see the direct impact of that playing. That is good.
I like that leveling isn't fast and furious and you get to level 40 after 10 hours of playing. Leveling seems as impactful and as rewarding as in ToEE.
What do the people who play and like PoE think is the good aspects of the mechanics and the bad? Similar to my thoughts or not even close? How can this be improved for PoE 2?
I have yet to get very far into the game. I started an ironman game after white marsh 1 on the difficulty level below the hardest. And I went down a well in my keep's dungeon and was fighting my way out with no problems until I hit some giant troll type things that hit really, really hard. I think I almost cleared them all but at one point while fighting one group I got attacked my another group and we all died. I just started up another ironman on the same difficulty but this time without the option that restricts access to your stash and whatever else it does as it just seems to make the game more annoying instead of more enjoyable/challenging.
I like the engagement mechanics. I think the combat, chargen, and chardev are infinitely better than the BG games but I think they are not nearly as good as could be.
For instance, it seems every class always gets six skill points no matter what. I don't understand the thinking behind this. Tying skills to an attribute would increase the important of attributes.
And, honestly, that is my major issue with the game. Attributes. I like how they are limited, and I like how the have a direct impact on the type of build you are going for, but I dislike how insignificant they all feel.
I will compare this to D&D 3.5.
What I think is better - I think attaching attack speed to armor is a great idea and really opens up some interesting feats and character building options. I think it would be better if the options weren't so formulaic and there were tiers. As it is now there is a flat progression of +1 DR -5% speed with every + and - filled. I think the system undermines itself instead of really doing something with a significant choice or tradeoff, where as it could be a lot more interesting and meaningful.
I think the engagement mechanic is a good mechanic. I'm not sure if it was changed with part 2 but it seems less significant now, but it is a good system that fits well into a RTwP game.
I like the per encounter and per rest abilities, which we do not have in 3.5, but were (as far as I know) created by 4e and in 5e (which is more like 4.5 really when comparing 3 and 3.5 and 4e and 5e).
I like the health and endurance mechanic. I think it would be better with smaller numbers and weapons doing smaller numbers of damage so you can more easily see the difference and increase the importance of constitution.
What I don't like - the attributes. It is somewhat similar to 3.5 but unlike 3.5 they are all diluted and obfuscated. 3.5 attributes are formulaic, but in an easily seen and much more significantly impactful way. In this game getting gloves of +2 resolve really don't have the same impact it does in a 3.5 system, even though the stats are similarly restricted.
I think this is the area that needs to be modified significantly if they are looking to make a system as good as or better than 3.5. It just doesn't do it. If I want to build an aoe character increasing intelligence should make me feel like my aoes got bigger, but the gains are so minimal it just doesn't matter to me. Same with every single stat.
Once the stats are adjusted to be far more significant and impactful I think the traits/feats whatever they are called in this game could really be expanded upon. The have the bases for a million interesting feats but they just aren't there.
My goal playing through this time is high endurance and health, and getting the feats that recover health early since small dps gains aren't nearly as important to me as large survivability gains. Same goes for DR. A bunch of small dps increases add up to be significant, but by focusing on endurance, health, passive endurance recovery and getting the health recovery feats early I negate the impact of burst damage to a character and the significant loss of combat effectiveness by them getting a wound.
I haven't gotten very far into the game so I have yet to hit a point where I have tons of money to spend on whatever I want and I save up money for keep upgrades and make due with the equipment I find instead of purchasing better equipment. I think this is good and I don't see it changing anytime soon in my game.
I like how I can make the conscious choice to build a defensive party and I can see the direct impact of that playing. That is good.
I like that leveling isn't fast and furious and you get to level 40 after 10 hours of playing. Leveling seems as impactful and as rewarding as in ToEE.
What do the people who play and like PoE think is the good aspects of the mechanics and the bad? Similar to my thoughts or not even close? How can this be improved for PoE 2?