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PoE improvement thread for people who liked it only

Roqua

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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?
 

Roqua

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How to improve it?
Fire :balance:

How would that improve it? What exactly would change? What do you think is good, bad, and needs adjustment? What do you think about the attributes? What systems do you think are better, worse?
 

AwesomeButton

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Always nice to see long-time codexers posting. I've been planning to make a lobbying post for my own recommendations for PoE 2 on the Obsidian forums, but it doesn't hurt sharing them here. It'll take me a bit of time to compose them though.

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 agree with you, but this is apparently "working as designed" by Josh, and I really doubt if he can be convinced to change it.

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.

Again, I'm in complete agreement here. Small numbers are needed in a PnP ruleset for the sake of players not going nuts, and retaining the pace of a PnP game. In a computer game, it's less important, because obviously it's the machine that's making the calculations, but there is still the need to communicate well to players if "this is better than that", and then you either need small numbers again, or you have to color-code numbers which makes players feel they are treated like monkeys, at least those who are genuinely not monkeys.

In either case, the player ends up staring at two numbers like 43 and 46 and is wondering if this is really so much of a difference. All of this is bad, and this paradigm of "fine-graining" calculations is present in the whole PoE ruleset - enough to look at the clusterfuck that is the recovery times calculations.

I'll post more stuff later.
 

damager

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Overhaul the stat system to something more classic. Get rid of per encounter abilities for mages and give them more powerful spells. Get rid of camping equipment and make resting in enemy territory impossible or nearly impossible. Get rid of dialogues consisting of strangers telling you their whole life story and world view in the first five minutes and make them act like real people. Hand place loot. Remove backer NPC's. You now have a enjoyable game.
 
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ArchAngel

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How to improve it?
Fire :balance:

How would that improve it? What exactly would change? What do you think is good, bad, and needs adjustment? What do you think about the attributes? What systems do you think are better, worse?
Too many things to put in a list. Talked about in so many topics in last year. Mostly based around Sawyer personal vendetta against older D&D design rules.
What can we expect from a guy that considers worst D&D (4e) the best one..

I still finished the game once and I will probably play it once more but I don't see myself replaying this game 20 times like I did Bg1 or 10 times like I did BG2.
 

Darth Roxor

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i think it sucks and want to post a one line zinger letting everyone know how i feel about it.
 

Bumvelcrow

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I'm willing to forgive a few sins if there's some hook to keep me interested, whether it's plot, mechanics, fun perchance, or whatever. What PoE did was a number of things okay, but nothing well enough to provide a deep hook. A more involved plot, better combat, more interesting companions, some sense of urgency or drive might have given it that, but other than the novelty value of having something that could pass at first glance for a modern IE game I couldn't feel any hook.

That's not to say I didn't like it - I sank a lot of hours into it - but it needed to pick some aspect of design and really work on it instead of just being good enough in most departments.
 

Hegel

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It's a shit game. You can spray whipped cream over a turd, but it's still a turd.
 

Roqua

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How to improve it?
Fire :balance:

How would that improve it? What exactly would change? What do you think is good, bad, and needs adjustment? What do you think about the attributes? What systems do you think are better, worse?
Too many things to put in a list. Talked about in so many topics in last year. Mostly based around Sawyer personal vendetta against older D&D design rules.
What can we expect from a guy that considers worst D&D (4e) the best one..

I still finished the game once and I will probably play it once more but I don't see myself replaying this game 20 times like I did Bg1 or 10 times like I did BG2.

But would you rather have PoE over no PoE? If you love games like BG the way to get more like it is to support the development of games like it whether they be good, great, disappointing, or even bad (as long as they aren't rpg lite or taking things in a direction that is opposite to what you want like with Darkest Dungeon or something). I honestly don't know a lot about Josh Sawyer other than he makes people angry because of this game. I don't know what he has done in the past besides he worked at a console game company called Obsidian that also made PoE. If he is the one who hired Tim Cain he is a fucking brilliant man of quality and science in my book, just like anyone smart enough to hire Tim Cain.

To me it is like with MMX. People who claim to like blobbers all had a hissy fit saying it sucked, its the worst, don't buy it. Nerd Rage, etc. It makes no sense. Isn't MMX still better than no MMX if you like blobbers? Or isn't supporting blobbers to make them profitable and worth developing worth not being a dramatic idiot about, and maybe bite your lip if a couple things you don't like, or try to address it in a sequel?

I honestly would be extremely happy if every console in the world blew up and there was never another console system or console game made. I could go the rest of my life and never play a Bethesda or Bioware game again and not feel I missed anything. I don't care if there is never another jrpg or console tripe rpg-lite interactive movie made ever again.

I didn't even like BG 1 or 2 and as a crpg fan I still want games like them made because more crpgs mean more options mean more games that I could really like. Remember Broken Hourglass? I wish that came out and there is a big chance I wouldn't have liked it. I want a PoE 2 that is better than a PoE 1 and usually attacking people and asking for them to get fired isn't the best way to present an argument.

The bottom line is if you like and want crpgs it is absolutely critical to buy and support the rpgs that are at least striving to be like the greats, even if they fall short or drastically short.

I hate RTwP a lot. It sucks so bad it hurts trying to think of a way to express just how bad I think it sucks and how much I hate it. But I still buy SerpentsISL. I still buy PoE. I even bought Red Solstice and Satellite Rein even though they aren't even real rpgs. I just found out the new Torment game is going to be TB but I thought it was going to be RTwP and always planned on buying it.

The crpg community really has to stop biting the hand that feeds them. I can see the console idiots who mainly play console trash like savage Neanderthal pieces of shit thinking they like crpgs and buying this and hating it and trashing it. They are safe because they still have Bethesda and BioWare and Final Fantasy and Metal Gear and Dark Souls all the depthless console monkey retard shit that comes out monthly.

But crpg fans don't have much so when we get a bone thrown at us we need to fucking love it if we plan on having more thrown at us. Obsidian can easily just continue making console tripe for monkeys and laughing all the way to the bank since console fans just fucking slob the knob and love monkey shit.

I can easily see being angry at the traitor companies that are just making crpgs as a stepping stone to making console trash games like Larian and HBS, but crpg players need to love the crpgs made and direct and funnel our hate to console games and players. I don't want to see this minor resurgence dry up because there is no money or not enough money making real crpgs, or because real crpg fans are rabid animals and a pain to deal with.

The worst is when it is a developer that is small and poured their heart into a game and you see so called crpg fans shit on them. You don't like AoD or Underrail, great. Why bash it and try to get people not to buy it? What does that do? Maybe they should have skipped those titles and stuck to the next big Jrpg release on the console.
 

purpleblob

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But would you rather have PoE over no PoE?

*snip*

Why bash it and try to get people not to buy it? What does that do? Maybe they should have skipped those titles and stuck to the next big Jrpg release on the console.

That's an extremely difficult question to answer. If I say yes, then it's not quite right because I don't want to waste money and time playing something I find mediocre and not worth my time. On the other hand, it doesn't feel right to say no because if everyone is too picky, there will be nothing on the market.

People bash it because the standard of acceptable/good/excellent etc are keep getting low and developers think it's ok to keep producing piece of sh*ts?
 

HatTrick

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How to improve it?
Fire :balance:

How would that improve it? What exactly would change? What do you think is good, bad, and needs adjustment? What do you think about the attributes? What systems do you think are better, worse?
Too many things to put in a list. Talked about in so many topics in last year. Mostly based around Sawyer personal vendetta against older D&D design rules.
What can we expect from a guy that considers worst D&D (4e) the best one..

I still finished the game once and I will probably play it once more but I don't see myself replaying this game 20 times like I did Bg1 or 10 times like I did BG2.
Man, I dunno about you but I'll take the loot treadmill of 4e over the horrible mechanics of 3e and before (of course, if I had a choice I'd rather not play D&D at all). At least in 4e if I play a fighter or some other non-caster I feel like I'm not wasting my fucking time. Playing 3e as anything other than a wizard or some other caster shit is sad.

Anyway, I'd say that I like a lot of the improvements they made in the White March expansion. Soulbound weapons are really nice, filling the void that vanilla had for great weapons like Carsomyr, and the new magic items in general are pretty neat. Adding the ability to cast spells to the text adventures was something that should've been in the base game as well, and should probably be added to dialogue options in general.

Also, I'd strongly prefer it if they never let a backer design a NPC ever again. Just give them those grave stones and maybe give the higher paying guys a portrait or some shit on their gravestone or help come up with the idea for magic items, but I hated seeing goofy bastards named Dong Lightsword and other inane shit like that crowding the bars and streets. I don't think any Kickstarter game I've heard of has ever had good backer-created characters.
 

AwesomeButton

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Imo, PoE in the state in which it was released deserved much of the bashing it got. It was released in an incomplete state because it was out of budget. By March 2015 it had spent its KS budget and then some $4 million of Obsidian's investment.

But to still bash it after all the improvements and fixes they made for it, without criticizing anything in particular, and without holding it up to the IE games which had their own faults, is sort of unfair.

My reasoning is that after I've backed the game, I'd rather have a good game that I've backed than a bad game. From the info that has leaked from interviews with developers, I conclude that the main problems with it come from a) designers lacking experience, not counting Sawyer himself, but that's pretty much the only designer who knew the IE games, and b) time constraints and priorities in development which forced them to concentrate on fulfilling KS promises first when choosing what part of the content to work on first.

The optimistic sign for me is the quality which they've offered in the first dungeon (which was one of the last areas they made during development), and the quality of the expansion areas of which I only know part of TWM for now, but it's much better than the original game. So, I'm a cautious optimist for PoE 2's quality. I'm just not going to give any money in advance this time around.
 
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Severian Silk

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The combat sucked. But I liked the game for its visuals and story. Except the story got kind of stupid and epic toward the end. I would rather not meet gods in Episode 1 of a lengthy series. Save that for Episode 3 or whatever. They definitely should have toned that shit down.
 

Roqua

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It was ogres, not trolls. I just did it again and almost got wiped again by adds and I was being careful. I think I had a harder time with the dragon you drop near to in the blood pool thing than I did last game. I'm not sure if it is due to changes with the new expansion or not.

I am fucking rolling in money though without that expert mode and being able to loot anything and everything with no restrictions at all. I think tying inventory to a stat would of been far better than the system as is. It is either restrictive or way too not restrictive enough. Its nice to increase a stat like strength and see an immediate benefit like increased carry limit. I am kind of a hoarder and usually never even use a potion but like having them and scrolls, etc, on me just in case. I'm not sure in case of what since I never use them.

I kind of think I may have fucked up going the defensive route and taking the health restore traits. Its nice for most places but heavy hitters like the ogre giant things do too much damage and if you die you get the heavy wound debuffs that gimp you, so high or low health doesn't matter. I should have thought of that before. I know I can respec but I am dead against respec features. I am a firm believer of living with the mistakes you make and adapting and overcoming. That's another plus for expert mode since I think it doesn't allow respecs? I don't know.

One think I do know is with no IE mod I have no fast sneaking and it is a huge, huge hassle exploring when I thought it was good last time I played. I don't know who thought making people sneak around at a snail's crawl to find secret stuff is a good system. I don't mind the sneaking part, it is just how fucking slow it makes you. I wish someone would just make a separate fast sneak mod because this is fucking driving me nuts.
 

Trashos

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I like the engagement mechanics.
....
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.

Agreed. With patch 2 I think they found the sweetspot. Haven't played patch 3 yet.

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.

Yes, much better than BG. Tying skills to attributes worked in Fallout, but I am not sure about it here. I kind of enjoy the flexibility.

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

Agreed. I find that the 1-20 scale further undermines the attributes. They should have gone for a 1-10 scale. It wouldn't solve all the problems, but it would make the system feel tighter. Not sure what else they could do to improve the system, but I agree that it needs improvement.

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.

Not sure what you mean here.

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 don't like per rest abilities, didn't like them in BG either. I think there is still work to be done on this. What happens in practice is that people spam their per encounter abilities and only use per rest abilities in very difficult fights. I 'd rather have fewer (for spellcasters) and more meaningful per rest abilities that are meant to be used in boss fights, and more per encounter abilities.

I like the modal abilties a lot, they are very strategic.


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.

Agreed.



Game difficulty:

OK, haven't played the expansions or PotD yet, but the game difficulty is off. It is too easy to be overleveled for the challenges ahead. The problem is that by leveling up I get much stronger no matter what abilities I choose. The fact that enchanting and crafting is tied to level only makes matters worse. This is all very popamole in my book, because it feels like the game is playing itself.

IMO, they should tone down the automatic advantages of leveling up. Leveling up should make me stronger because I get to pick the abilities that suit my strategy, and nothing more than that.


Encounter design:

Hopefully, Obsidian will work on the encounter design and improve it the way Bioware improved it BG1->BG2. Trash mobs are no fun, and no XP/kill makes trash mobs even more of a chore.

A major isssue is that the game lacks challenging encounters against enemies that are few but extremely dangerous. Think mages, beholders and dragons in BG2, think revenants in DAO. PoE tries to up the challenge by throwing big numbers at you, and that's just bad design in my book.

The Thaos fight is an example of a good fight (although barely final boss worthy). PoE2 needs more (and better) fights like that. They need to work seriously on this, if they want to produce a classic.


Crafting/Enchanting:

I like it, but i hate how it is tied to PC level.


Afflictions:

Afflictions are a bit of a mess at this point, and they are hard to remember what they do too. I think that the system would work much better if every affliction affected only one thing and in a major way.


Skills (Athletics etc):

I like what they are trying to do, but it's not there yet. I know that they changed what Athletics and Survival do in patch 3, so I will have to try the new system before I comment.
 
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Roqua

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But would you rather have PoE over no PoE?

*snip*

Why bash it and try to get people not to buy it? What does that do? Maybe they should have skipped those titles and stuck to the next big Jrpg release on the console.

That's an extremely difficult question to answer. If I say yes, then it's not quite right because I don't want to waste money and time playing something I find mediocre and not worth my time. On the other hand, it doesn't feel right to say no because if everyone is too picky, there will be nothing on the market.

People bash it because the standard of acceptable/good/excellent etc are keep getting low and developers think it's ok to keep producing piece of sh*ts?

I agree, but that is because the so called rpg fans stopped spending money on and supporting crpgs and their pussies would just spray with the thought of a new fancy console piece of shit rpgs.

If idiots only spend money on console games only console games will be made. It comes down to what you want. That is it. It has nothing to do with mediocrity. If you look at any crpg game someone that is an actual crpg fan probably thinks it is mediocre or sucks. It comes down to do you want more crpgs? If you answer yes the only way to get them is to buy and support crpgs, and not be a raving lunatic when a game that is pretty good to decent to you isn't the Jesus of games.

I love crpgs. They are pretty much the only games I can play with some exceptions (like the xcoms, or JA Reloaded, or some space rpgish games like Void Expanse).

Console idiots are going to of course bash crpgs because they are console idiots and have shit taste. We have good taste so we bash console tripe. But there are bazillions of them and a fraction of us. We seriously need to make this genre profitable if we want more than a decent or barely acceptable game every two years like it was for over a decade.

It gets old playing the same handful of games over and over and seeing all these retarded pieces of shit piss their pants over the next big console hipster piece of shit depthless rpg-lite garbage.
 

Black

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Nigga, you can't make a thread for people who (dis)liked it only, that ain't how shit works.
 

Roqua

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I like the engagement mechanics.
....
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.

Agreed. With patch 2 I think they found the sweetspot. Haven't played patch 3 yet.

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.

Yes, much better than BG. Tying skills to attributes worked in Fallout, but I am not sure about it here. I kind of enjoy the flexibility.

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

Agreed. I find that the 1-20 scale further undermines the attributes. They should have gone for a 1-10 scale. It wouldn't solve all the problems, but it would make the system feel tighter. Not sure what else they could do to improve the system, but I agree that it needs improvement.

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.

Not sure what you mean here.

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 don't like per rest abilities, didn't like them in BG either. I think there is still work to be done on this. What happens in practice is that people spam their per encounter abilities and only use per rest abilities in very difficult fights. I 'd rather have fewer (for spellcasters) and more meaningful per rest abilities that are meant to be used in boss fights, and more per encounter abilities.

I like the modal abilties a lot, they are very strategic.


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.

Agreed.



Game difficulty:

OK, haven't played the expansions or PotD yet, but the game difficulty is off. It is too easy to be overleveled for the challenges ahead. The problem is that by leveling up I get much stronger no matter what abilities I choose. The fact that enchanting and crafting is tied to level only makes matters worse. This is all very popamole in my book, because it feels like the game is playing itself.

IMO, they should tone down the automatic advantages of leveling up. Leveling up should make me stronger because I get to pick the abilities that suit my strategy, and nothing more than that.


Encounter design:

Hopefully, Obsidian will work on the encounter design and improve it the way Bioware improved it BG1->BG2. Trash mobs are no fun, and no XP/kill makes trash mobs even more of a chore.

A major isssue is that the game lacks challenging encounters against enemies that are few but extremely dangerous. Think mages, beholders and dragons in BG2, think revenants in DAO. PoE tries to up the challenge by throwing big numbers at you, and that's just bad design in my book.

The Thaos fight is an example of a good fight (although barely final boss worthy). PoE2 needs more (and better) fights like that. They need to work seriously on this, if they want to produce a classic.


Crafting/Enchanting:

I like it, but i hate how it is tied to PC level.


Afflictions:

Afflictions are a bit of a mess at this point, and they are hard to remember what they do too. I think that the system would work much better if every affliction affected only one thing and in a major way.


Skills (Athletics etc):

I like what they are trying to do, but it's not there yet. I know that they changed what Athletics and Survival do in patch 3, so I will have to try the new system before I comment.

I agree with pretty much everything you said.

Tying skills to an ability I mean like in 3.5e higher intelligence gives you more skill points per level (outside of different classes getting different amounts too). In this game every one gets 6 points per level. If I remember correctly there was a skill that was tied to health or endurance last expansion. this expansion there isn't and skills do different things than I remember. But other than mechanics and stealth I don't think a lot of skills are worth it outside of scripted events.

I highly agree with your idea of leveling up only adding whatever choice you get that level (spell or trait or whatever). I think this is so ingrained from the old barebones systems that had no options at all on leveling up so you needed to feel like something happened.

But now if you have actual choices to make to improve your characters performance, having your health shoot up to ridiculous numbers and making it so your to hit goes up and x and y also go up leads to either needing some sort of level scaling or having areas that you are a cakewalk. In this game you get to make pretty good to really significant choices in performance/role, the rest of it is just excessive.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
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YES!
Nigga, you can't make a thread for people who (dis)liked it only, that ain't how shit works.

Pretty much every other thread about PoE is for people who dislike it. Can't we have one? I hear exciting things are happening in the Dark Souls thread. You guys should go check it out.
 

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