all ARPGs devolve into speed clearing due to how loot drop mechanics work. You kill more monsters, you get more loot. More speed = more reward. The only way to fix this is to increase loot drops to a ridiculous degree for long fights against evenly-matched bosses. If a single 10 minute protracted boss fight dropped enough high-rarity loot to overcome 10 minutes of speed-clearing trash mobs in maps, people might do more bossing. There is another problem though. Maps only allow ONE try. If you die, you lose the map, so bossing is now even HIGHER risk and thus not worth the reward. Why risk a map chance on a boss for big loot when I can do speed clears and not risk death?
it's clear that the end-game doesnt reflect the slower ''souls-like'' gameplay they have been advertising for years, and that is present during early campaign. Poe 1 stuff ported in at the least minutes, without any balance whatsoever. Of course its holidays and they are going to change stuff. Just looking at maps layouts, theres no way they design those with any of the current league mechanics in mind. They should remove all of them, and start figuring out how to make towers and mapping feels good (I don't see much difference between towers and sextant blocking tbh, which players hated). Might be too late already since they players are already been showered in divines. I've been playing poe 1 for 12 years now, and i really enjoy it for what it is, but in my mind, poe 2 was gonna be a ''different'' game. If they don't adress clearspeed and loot drop very soon. I don't see why they would keep updating poe 1, as they said they'll do.
Monster HP doesn't scale up, but monster damage does to a very high degree - this further incentivizes speed clearing as a defensive strategy as well Except for Bosses. t15 map bosses have literal millions of HP, but tickle the player's health bar compared to trash mobs killing us in 3-4 hits. Also Archmage Spark is an outlier - both insane clear and insane damage, probably will be nerfed next week
Completely aggree, the game is heavily tunneled into having high clearspeed. and that's the whole endgame, before you maybe get to the very end? The devs want you to use different combo skills, but the game clearly does not. Also some are asking for boss on each map, you are saying we should have more specialization content, which i agree with at some extent. I think the endgame lacks variety on a basic level, every map is the same, boss maps are the same as normal maps, just have a boss. mechanics on maps are too vanilla untill t15s and upgraded. And all the mechanic that could introduce variety are also balanced in favor of clearspeed. In my opinion the game needs more variety of content on a basic level from the very start of the endgame, different events and different types of maps, some content that is hard but rewarding (with checkpoints and not a single death), some maps focused on clear, some focused on slower but hard hitting enemies, etc etc. And the ability then to shape this to focus on a thing you prefer. Not just like "i only want to do expedition", because that's kind of there in the endgame already, and it's similar to poe 1, the maps are still maps, you still feel like you need to clear the map, to get waystone drops etc etc. Many people like blasting through maps and i do, and you do. But many really felt a very different kind of vibes from this game, being slower and more skill based, when it just ended up being poe1 endgame, but worse. And at this point I am pretty sure we just need to have different types of ways of playing the game and the possiblity to chose which one you like more. Having a variety of different things to do would need you to adapt to different situations too, which would reward multi-button builds.
your point stands, but just gotta put it out there that there is content for builds that are not speed cleared focused. Sims for instance dont require speed clearing but focus a lot more on being tanky and surviveability. Ultimatum is slightly similar too
@AbdulRehman-hm5do simu does stand (although it pretty much doesn't exist unless you could speed clear fast enough to get the splinters) ulti doesn't really since it doesn't have a progression system tied to it like sanctum for example does with relics and ultimatum also barely scales with character power at all tbh due to how poorly (imo) it's designed with rooms that take a static amount of time such as the wave clear room or the escort room. Much more of an early to midgame thing than an actual late game progression system.
@@SwellBroccoli hey your forgetting about corrupted inscribes which is the real endgame scaling for ultimatums. I did one yesterday that duped 3 divs into 6 divs but had -max res penalty. But I agree regular lvl 80 ultimatums are too easy to be called endgame content.
@AbdulRehman-hm5do true I forgot about those since I've been avoiding ultimatum like the plague. Ya def true though simu especially is a good endgame in terms of character incentives just has super bad accessibility in terms of doing it at all. Either way though def need a lot more of that in general mapping. Good points!
@@Ethan_Fel the game is finished tho, all these issues are base level game design issues, which you can't resolve by patching since is the backbone of the game
@royalecrafts6252 it's far from finished and no it's not issue that can't be fixed by patching, what are you talking about. In 6-12 months when the 1.0 will come out the end game will be very different.
all ARPGs devolve into speed clearing due to how loot drop mechanics work. You kill more monsters, you get more loot.
More speed = more reward. The only way to fix this is to increase loot drops to a ridiculous degree for long fights against evenly-matched bosses. If a single 10 minute protracted boss fight dropped enough high-rarity loot to overcome 10 minutes of speed-clearing trash mobs in maps, people might do more bossing.
There is another problem though. Maps only allow ONE try. If you die, you lose the map, so bossing is now even HIGHER risk and thus not worth the reward.
Why risk a map chance on a boss for big loot when I can do speed clears and not risk death?
You're not even counting the Exp loss at high levels, and that's honestly the biggest slap in the face of any of it.
it's clear that the end-game doesnt reflect the slower ''souls-like'' gameplay they have been advertising for years, and that is present during early campaign. Poe 1 stuff ported in at the least minutes, without any balance whatsoever. Of course its holidays and they are going to change stuff. Just looking at maps layouts, theres no way they design those with any of the current league mechanics in mind. They should remove all of them, and start figuring out how to make towers and mapping feels good (I don't see much difference between towers and sextant blocking tbh, which players hated). Might be too late already since they players are already been showered in divines. I've been playing poe 1 for 12 years now, and i really enjoy it for what it is, but in my mind, poe 2 was gonna be a ''different'' game. If they don't adress clearspeed and loot drop very soon. I don't see why they would keep updating poe 1, as they said they'll do.
Monster HP doesn't scale up, but monster damage does to a very high degree - this further incentivizes speed clearing as a defensive strategy as well
Except for Bosses. t15 map bosses have literal millions of HP, but tickle the player's health bar compared to trash mobs killing us in 3-4 hits.
Also Archmage Spark is an outlier - both insane clear and insane damage, probably will be nerfed next week
Completely aggree, the game is heavily tunneled into having high clearspeed. and that's the whole endgame, before you maybe get to the very end? The devs want you to use different combo skills, but the game clearly does not. Also some are asking for boss on each map, you are saying we should have more specialization content, which i agree with at some extent. I think the endgame lacks variety on a basic level, every map is the same, boss maps are the same as normal maps, just have a boss. mechanics on maps are too vanilla untill t15s and upgraded. And all the mechanic that could introduce variety are also balanced in favor of clearspeed. In my opinion the game needs more variety of content on a basic level from the very start of the endgame, different events and different types of maps, some content that is hard but rewarding (with checkpoints and not a single death), some maps focused on clear, some focused on slower but hard hitting enemies, etc etc. And the ability then to shape this to focus on a thing you prefer. Not just like "i only want to do expedition", because that's kind of there in the endgame already, and it's similar to poe 1, the maps are still maps, you still feel like you need to clear the map, to get waystone drops etc etc.
Many people like blasting through maps and i do, and you do. But many really felt a very different kind of vibes from this game, being slower and more skill based, when it just ended up being poe1 endgame, but worse. And at this point I am pretty sure we just need to have different types of ways of playing the game and the possiblity to chose which one you like more.
Having a variety of different things to do would need you to adapt to different situations too, which would reward multi-button builds.
the campaign is made by a team of devs and the endgame by another one
they tried to port poe1 mechanics to poe2 which doesn't work
your point stands, but just gotta put it out there that there is content for builds that are not speed cleared focused. Sims for instance dont require speed clearing but focus a lot more on being tanky and surviveability. Ultimatum is slightly similar too
@AbdulRehman-hm5do simu does stand (although it pretty much doesn't exist unless you could speed clear fast enough to get the splinters) ulti doesn't really since it doesn't have a progression system tied to it like sanctum for example does with relics and ultimatum also barely scales with character power at all tbh due to how poorly (imo) it's designed with rooms that take a static amount of time such as the wave clear room or the escort room. Much more of an early to midgame thing than an actual late game progression system.
@@SwellBroccoli hey your forgetting about corrupted inscribes which is the real endgame scaling for ultimatums. I did one yesterday that duped 3 divs into 6 divs but had -max res penalty. But I agree regular lvl 80 ultimatums are too easy to be called endgame content.
@AbdulRehman-hm5do true I forgot about those since I've been avoiding ultimatum like the plague. Ya def true though simu especially is a good endgame in terms of character incentives just has super bad accessibility in terms of doing it at all. Either way though def need a lot more of that in general mapping. Good points!
i think this is mostly a prob for people that dont play ssf in ssf you struggle quit hard even early maps
It became a lesser PoE 1 too fast. Sadge.
the game isn't finished
Lesser? I'm sorry you feel thay way, because I've loved it significantly more than I ever did PoE 1. To each their own, I guess.
@@Ethan_Fel the game is finished tho, all these issues are base level game design issues, which you can't resolve by patching since is the backbone of the game
@royalecrafts6252 it's far from finished and no it's not issue that can't be fixed by patching, what are you talking about. In 6-12 months when the 1.0 will come out the end game will be very different.
@Ethan_Fel it will be faster
so true!
GOD STOP DODGE ROLLING! you move as fast as your dodge-rolls..
@sheamertv945 using the unique surefooted sigil that makes your dodge rolls longer and therefore faster...
@@SwellBroccoli gottem
And you get bônus evasion
i dont move, i blink
Dodge rolling cancels the useless end of your casting animation.
Broccoli
This game is so boring.
Start? Middle? End? Whole thing? What part(s)? I don't see it.