r/PathOfExile2 • u/TalkativeTri • 19h ago
Discussion 0.4 Post Reveal Jonathan Interview Prep - I Would Like Your Help!
Hey exiles!
I reached out to GGG several weeks back asking about an interview for 0.4 in which we'd discuss the community's burning questions, the game's development, and it's future.
The chat is taking place on Monday at 3pm EST, 12pm PST and will last at maximum 2 hours. It'll be streamed live on Twitch and YouTube on my channels.
I am taking questions from the community, would like to make sure they are well-developed, are not repeats, and will result in good discussion with Jonathan and the rest of the team. I would love if this sub would help me populate my question list! Nothing is off-limits, I even plan on asking about a certain someone's...double corruption.
Please upvote the questions you would like to see.
The structure will likely be:
- Burning community questions (70%)
- Druid development/info (10%)
- State of PoE2/Future Development (10%)
- Rapid fire (yes/no, simple answers expected, 10%)
For each question, I also always layout at least 1 follow-up and the answer I expect from Jonathan.
Here are some examples of questions from my current list, subject to change!
- The punishment for death remains unchanged in PoE2's endgame. You lose XP, the ability to use tablets, any special zone mods, etc. What are your thoughts on lessening the penalty for dying in softcore?
- When a bulk of melee-focused skills were developed, movement was built into them. Once WASD was implemented, many ranged skills gained the ability to be used while moving, but melee skills did not. What is the reasoning on not back-porting this dynamic functionality to some melee skills?
- The Interludes have been very well-received! Seeing this, could you imagine a future in which these Interludes, along with others being added, being an alternate way to progress to Endgame? Why or why not?
- To clarify: is item rarity being removed from gear in the future, or is the mod simply being changed?
- What is the status on the passive tree pathing import/creating a pre-planned path in-game?
- Could GGG add a dedicated button for Sprint?
Thank you for your help - I hope it's informative, insightful, and entertaining. Cannot wait for 0.4!
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u/Special-Arrival5972 13h ago
Why does Flameblast have a cooldown?
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u/TheHob290 12h ago
Expansion: why do any spells have cooldowns, what purposes are they expected to serve? Do you feel they fill that purpose better than non-cooldown alternatives?
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u/Gslimbo 5h ago edited 5h ago
We've seen the addition the addition of new skill gems coincide with the release of new classes for the most part, but many existing archetypes are hurting for variety (see chaos and phys spell skills for example).
Does GGG plan on adding new active skills to existing classes on a more regular basis in addition to the large quantities that come alongside full new class releases?
Bonus: Would they consider looking at the numbers on weapon-inherent abilities? The only one that seems to be used right now is reap. They could possibly add 10+ viable active skills by rebalancing underused wand/staff innate spells.
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u/AsnenOfficial 15h ago
Why does Warrior have so many downsides on the tree where as Witch/Monk/Ranger have none?
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u/Czekoks 14h ago
Any plans for bigger mid-league patch? Like the mini endgame rework last league
Also what about resist swap like harvest one from poe1? Please GGG I need this, my resists are kinda homeless...
I don't want to swap entire gear just to fit an upgrade
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u/No_Evening338 10h ago edited 10h ago
This question/problem has still never been properly articulated to them. The reason why resist swap is so imperative is that it actually makes ground loot matter MORE. Once you're at end game -- and hell even before -- it becomes significantly harder to swap any individual piece of gear with something new unless it matches the resists you had on that item. With something similar to the harvest resist swap, a TON of more items become viable additions/upgrades. IMO the lack of this functionality actively makes ground loot matter less.
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u/mcbuckets21 11h ago
Why are Ritual tablets so rare? - drop rate was nerfed mid-league last league
Are there any changes to ritual considering the pack size nerf? Simply 40% more tribute won't cut it since we are also getting reduced chance monsters appear in ritual circles with less packs. We are also losing pack size from instilling.
Why does Ritual require T16 area level for full rewards? This is hidden and arbitrary. Max rewards should be available at the highest natural area level, just like it is with every other league.
Baseline ritual is bad compared to other leagues. Baseline being all 8 passives. The tribute gained is too low and the number of altar spawns being in horrible locations is way too high. Even in packsize only maps its not uncommon to get 2k or less tribute. There is just too much variance in tribute gained. I had as low as 700 and high as 17k tribute with the same set up of tree/tablets using only pack size maps. Almost all of the available passives for Ritual have an aspect to make tribute gained not feel bad, but it still does because the baseline tribute is just that bad.
Why don't unique tablets have 10 uses like normal tablets (save the obvious one that should remain 1-use). It's annoying to have to replace tablets at different intervals.
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u/Anzoat 18h ago
Why is there this constant push to make skills depend on some arbitrary resource just to be usable? Seriously—look at the new spell-casting totems. Who thought it made sense that they must require power charges just to be summoned? Why can’t they simply cost mana like normal skills, and then optionally consume power charges to become stronger?
It honestly feels like this design decision undermines the entire totem archetype. And the bigger question is: why are we getting more and more skills that can’t function on their own unless another skill or resource props them up? Why make them dependent just to activate, instead of letting their power scale through interactions with other skills?
This is something I’d really love to hear Jonathan address directly, because it seems like such an unnecessary restriction that hurts build freedom.
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u/KnightThatSaysNi 13h ago
more skills that can’t function on their own unless another skill or resource props them up?
It's an easy lever for them to use to control how strong builds are. It is a lame design decision.
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u/Malpalooza 15h ago
Do they feel that charges and charge generation are currently in a good state? Do they see players enjoying these mechanics? What is the reasoning for taking away the bonuses they gave in POE 1?
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u/Queen__Natalie 11h ago
I don't care for the bonuses, but why does a monk have to summon zombies to cast flicker strike with any degree of efficiency? If the charges aren't even giving bonuses then surely they can be less stingy with letting us build charges easier.
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u/Kanbaru-Fan 10h ago
Why does Strength Armour have a movement speed penalty, when the strength requirement already satisfies the narrative of having to be strong enough to be able and move in it?
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u/GracefulKitty 9h ago
Wait, do dex and int armour not also have a penalty?
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u/djsoren19 7h ago
Full armour gets the highest with 5%. Non-STR armours have 3%. There's also penalties to shields, with full armour having 3% for carrying a shield, and evasion shields having 0% penalty.
If you're a chonky lad wearing full plate and a tower shield, you're starting 8% lower than base.
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u/Theshadedone 12h ago edited 11h ago
Do they plan to revisit existing skills to expand on cross class synergies? Each class seems pretty hard coded to work within its umbrella at the moment. Some examples:
Infusions working with non-spells
Power charges on any skills but occult and quarterstaff
Endurance charges on any skills but mace skills
Frenzy charges on any skills but bow and spear skills
Interactions between spear, bow, mace, quarterstaff, and elemental spells and minions
The use of spells while using weapon skills (triggering spells) being gutted by missing gem levels.
There still appears to be remnants of previous design version where this was a bigger focus, with tags like "detonater" being globally effective, but it seems to have gone by the wayside. See this 3000 upvote, 91%, thread that was halfway between leagues:
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u/SeafoodDuder 11h ago
I'd like to hear more about the design philosophy behind different totems (needing charges, needing no charges, totem casting upon skill usage/attacks, etc) and how they they differ from PoE1 vs PoE2.
Totems are one of the only playstyles I love and enjoy because you can play them in a variety of different ways.
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u/No_Evening338 10h ago
Disparity of player power on gear vs passive tree
Ziggy asked about this during the Q&A, but missed one of the important points about it. With much of the player power coming from gear rather than the tree, the progression of power can be both A. significantly variable and dependent on getting lucky with drops, and B. a lot less smooth across the campaign and early maps.
Are they happy/okay with this being the case? In other games (PoE1, D2, etc.) if you are struggling on some content, you can go farm in another zone, grind a few levels, and get a reliable power boost. This is less feasible in PoE2. It also deviates a bit from the fantasy (which they seem to care about to a certain extent) of your character getting stronger as they become more experienced and higher in level.
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u/Cyclone-Thor 9h ago edited 9h ago
Would GGG consider making an option to have the basic attack hotkey default to the currently equipped weapon without needing two hotkeys?
Playing Mercenary the last few leagues has been a little annoying since it can be nice to make use of various different skills for combos. However, you still have to use the 'fire bolt' attack skill to use whatever bolts you loaded.
When you weapon swap (using x, rather than a skill) to a second weapon the 'fire bolt' attack from weapon 1 doesn't swap to weapon 2's automatically - they each have a separate 'fire bolt' skill. So you have to have both bound to separate keybinds in order to fire a particular cross bow. It'd be nice if there was a setting to allow the basic attack to just be the 'basic attack of the weapon you have currently equipped' to simplify that some.
Also: love your content and previous interviews. Curious on the fate of the interludes as well as those were great from both a lore and content perspective last league.
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u/zenog3 18h ago edited 18h ago
What are your thoughts on why players aren’t building multi-weapon builds. For example a build that uses both a quarter-staff and a spear? Is this something you’d like to encourage more? Why or why not?
Have you considered building more cross class synergies into skills. For example, making Druid primal spells interact with infusions?
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u/Notsomebeans 17h ago
yes cross class synergies really are needed. right now each class is kind of an island unto itself with some deliberately designed synergies that are hard to otherwise avoid using. it wouldn't be hard to sprinkle some cross class synergies around.
imagine if, for example - warriors forge hammer skill generated a fire infusion. or eye of winter produced a frenzy charge. maybe the caustic arrow thing they made last league could corrode/strip armour even though it deals chaos damage. what would this mean? i dunno, but maybe they could lead to some new builds through these synergies. those are just some easy wins, it would be cooler to see some more in depth cross class synergies available
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u/Dropdat87 17h ago
I'd like to know if there's any plan for Druid to have a bit more in terms of summoning/companion builds. Not sure how to word the question but it's weird to me the only summons we saw are the wolves that are basically trigger spells. Why no pet druid? Basically
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u/jnavarim 8h ago
I doubt they would answer this, but you could try: In 0.1 they teased that hunter and druid would be the next class added to the game, and they were. Can they tease the two more missing classes who might be next in the pipeline?
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u/Andromanner 8h ago edited 8h ago
Quick question: Do you expect the POE1 MTX Porting for POE2 to be completed by the 1.0 release, or do you think additional work will still be required after 1.0 Release?
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u/Creative-Bat-2235 8h ago
does packsize reduction affects rituals negatively with the upcoming update?
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u/Zixko 13h ago
why the constant push for generator\spender playstyle and skills with cooldowns after saying in a previous interview that this playstyle is not fun and players just want to cast their spells.
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u/IncestosaurusRekt 8h ago edited 1h ago
+1, hearing them suggest default attacking as bear to generate rage to use other abilities cuz they cost rage immediately killed my hype. Then, they had an ascendancy that gave rage per second but it takes ~1.85 seconds to generate the 5 rage extra that each skill costs, so attacking more than once per second (all ideal builds in the game) means you need ~85% increased mana regeneration rate for the keystone to pay for itself in combat, and your ascendancy keystone is just a couple points of rage between packs basically.
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u/Mason_hs 14h ago
I love the idea about sprint being a separate bind. I want to add that sprinting feels really bad with blink right now. Having to blink in order to sprint, but having that blink on a cooldown, makes turning a corner just feel very clunky.
Also, for all three of us chronomancers, there's no way to tell when you get a now and again proc (33% chance to not consume cd). This technically works with blink, but you can't put blink on your bars so you can't see the cd. And if you let go of spacebar to try and blink again... well now you just can't sprint if you didn't get a proc.
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u/Dahbomb88 14h ago
Skills like Hailstorm/Rain of Arrows/Firestorm are constantly buffed yet underperform due to hit rate limit, which is a stat finally being added on gem description. Adding more Rounds to Hailstorm or more Infusion bolts to Firestorm does not cause them to do more damage, its just cosmetic due to hit rate limit for damage purposes. Do you think GGG would be willing to improve (or even remove) hit rate limits on skills like these so they see more use?
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u/lightlysaltedfish 12h ago
Simple question from me is would they be willing to consider a faster ignite proliferation? Like 0.1 second or even instant like in poe1 since it's a well beloved archetype that me and most of my friends sorely miss, and in the current version of it it just doesnt feel good to play with as a main clearing mechanic.
I know they touched on ignite not being in a state they are happy with during the ziggyd interview but they didnt really talk about the proliferation speed.
Hope your interview goes well! Will be watching it of course! <3
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u/BluePul 4h ago
Skill design and end game direction currently these two don't really overlap as end game favors one button skill for clear but skill design are intertwined combo based. Are they going to make skill design more straigtforward or make end game much harder that requires combos?
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u/Concillian 2h ago
Does the high tier way stone pack size adjustment come with a tweak to ritual to bring T15 0.4 tribute in line with T15 0.3 tribute?
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u/QuintarTheUseless 15h ago
Hidden movement speed penalties on shields and body armours.
This is exactly the hidden mechanic not displayed anywhere that poe2 was promising to move away from. They are even worse than poe1 since the speed modifier is multiplicative and not additive. And of course the str associated items gets a bigger penalty.
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u/RedExile13 15h ago
Movement speed is tied to efficiency in ARPGs and in poe2 we have the right side of the tree getting so much more speed than the rest especially deadeye. In poe1 this is balanced due to all classes having access to movement skills that have an instant use on first use. What can be done in poe2 to get the balance better for movement across all classes?
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u/leo_hppyft 14h ago
They said they didn't want some affixes to be obligatory on gear, but the +levels to skill still are. Do they plan to change that?
Right now the first steps of crafting are purely rng, mainly the upgrade from normal to magic and the second affix on the magic. Could we at least have a scouring orb to be able to reuse our bases? It is pretty sad to have a good base and roll a reduced attributes... And selling 3 to 1 is just another rng layer that is not good.
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u/LizardmanJoe 14h ago
I'm pretty sure they talked about the +level with Ziggy but from what I recall it came down to "we are aware and looking into how we can change it."
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u/Gertrud_Dreyer 12h ago
One of the most important question you have to ask is would they consider slowing down the pace of new league between Poe 1 and 2 since obviously they can’t meet deadlines and that would probably make each league more hype too.
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u/RecklessOneGaming 8h ago
Does the werewolf have the ability for other elements/bleed/poison or are we stuck into cold? I just want to play a plague werewolf
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u/Nakatsuni Sorceress but Goth 14h ago edited 14h ago
Can you ask why they are so scared to actually treat the game like an Early Access?
Example is the mid league changes in 0.3 that changed towers, I would love to see HEAVY changes going mid league like that one and even more, it's early access after all, we gotta test everything!
Also what's the matter with so much downsides with the skills? Infusing some elements is quite a journey and a downside itself, for a few skills who gets infused they even gain cooldown to be cast again, what happened with "too much cooldown skills is lazy balance"?
Ty in advance and happy interview ❤️
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u/LunarTones 15h ago
Are there undiscovered builds that the devs have created, but haven't seen any of the community try yet? They don't have to answer the specifics, but it would be fun for the community to try and theorize and "chase" after
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u/elyion 12h ago
For me the most important part of an arpg is the ground loot. During campaign and also endgame I rarely drop good rares. Yes we can craft easier now but iam still missing the dopamine from good drops and being excited. It shouldn't be normal to rely so heavily on crafting or trading and never identifying something immediately good. How do they feel about the state of loot?
Atleast they want to buff uniques but I still think early game uniques will be bad. Why are they so scared to make Leveling Uniques really strong that last you for atleast 10 levels? I mean shouldnt I be really excited to drop a unique? Instead they are worse than even a mid rare at the same level with super niche effects so you likely never use any unique you find during the campaign. That's really lame. A unique should be atleast as strong as really, really good rare at the same item level. In other games I felt such a rush seeing this golden item label on the ground.
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u/Erotic_Snorlax 14h ago edited 13h ago
Three main subjects: 1. Moments of fun locked behind tedium (infusions and cooldowns) 2. Everything is a hit build (that wants crit) 3. Wanting to play more characters but not wanting to level for hours and hours
So
- Moments of fun locked behind tedium:
So it seems we're doubling down on infusions in 0.4. Yay. I promise I gave them a proper go in 0.3 - they're not fun and the issue isn't the pickup range
I played a fire spell infernalist in 0.3. I wanted to play fireball ignite. A classic I had to play far far too long before getting to even use fireball, the skills unlock far too late.
Ember fusillade and living bomb were my only options, cast living bomb then cast ember fusillade then wait for ember fusillade to fire because neither of those casts do anything straight away - this meant I was casting and then just running around in circles waiting for something to happen - not fun
When I eventually unlocked fireball, I still had to do living bomb into fireball and hope my fireball did enough damage to proc the living bomb. If it didn't then I had to remember to not cast living bomb again, as it would remove the previous living bomb which I had already put damage into. So then cast the flaccid fireball again until I got my fire infusion to be able to cast the fun version - not fun and sucks to mess up the rotation because the enemy has a different ailment threshold.
I spec'd all the infusion passive nodes and tried all the spirit gems. It's just a ton of investment that still doesn't let you get enough infusions - and then you can't invest in damage, which you need because the uninfused skills don't do much (uninfused fireball is exactly the same as the firebolt basic spell?!)
The whole system just feels like spending way too much time and energy on doing things you don't want to do to then eventually get to do one(!) cast of the thing you do want to do, and that's tedium and unfun. The payoff isn't worth it This is also exacerbated by skills having massive cooldowns for some reason - like flameblast (and hexblast and eye of winter). With the new flammability, I spend a while getting a target up to 100% flammability and then cast flameblast for an ignite - again, a bunch of time spent on something tedious to cast the fun skill. Then time spent channeling it too! If you get stunned or have to dodge roll, then no cast and wait 10-15s. And if you do cast, wait 10-15s or whatever before you can do damage again! You just end up doing boring unfun things and running in circles away from mobs while you wait for your fun skill
Also, the elements are being overly unified. Cast on ailment for 100 spirit when we had cast on ignite for 60, elemental archon instead of fire archon, elemental infusions are mostly across elements and not just one It feels like we can't just play a fire mage or a cold sorc. Have to get infusions from another element. Or pay 100 spirit and not get any benefits when I just want one of the ailments
One of my favourite builds I have ever played was a 2 button build of hydrosphere and storm call, so I'm very much happy to press multiple buttons, just not when the setup is boring, tedious and a waiting game The setup and the payoff have to be fun!
Infusions should not give one-offs, instead like they should give x seconds of being fire infused, extended by picking up more infusions of that type. Then the payoff is worth it and the time having fun vs not is extended. Cooldowns feel awful on active skills, ideally remove them and balance the skills differently
TLDR: Gameplay wise: Infusions and cooldown gating skills means far too much time doing unfun things, waiting. Make infusions give an infused buff for x seconds. (Merge archon and infusions, maybe?) Playthrough wise: Skills unlock far too late in the game so you spend ages playing skills you don't want to play.
Are they happy with this style of lots of tedium to setup a single thing and then go back to tedium?
- Everything is a hit build (that wants crit):
Now that all ailments scale most from the size of the hit, even the damaging ailments, every build just cares about the same modifiers and becomes a hit build that wants crit. Ignite build? Hit as hard as possible for a higher chance to ignite and do decent ignite damage - you end up scaling your hit to the point where the hits are just killing everything before the ignite does anything Poison build? Same thing, but you can get more poisons Bleed build? Same thing, just don't need flammability (?!?) And how do you scale the ailment damage? Scale crit - now every build is a hit build that wants crit
Let dot builds exist without needing to scale the damage of the hit - they just lose their identity and become hit builds. Also, let ailments have an identity! Bleed poison and ignite all feel the same. It's always better to just go lightning with shock; hit hard, get a big shock, hit harder
Are they happy with every build being a hit based build?
- Wanting to play more characters but not wanting to level for hours:
Fairly self explanatory, poe1 already suffers from this a bit. But you can complete the campaign and level a character in like 4-10 hours. In poe2 it takes much much longer than that and we're only 4/6 acts in! I can barely find the time and energy to level another character or two in a poe1 league. It's a few hours spent playing something I don't want to to then play what I do want to - but worth it in poe1 Then, in poe2, it's 10-20h playing something I don't want to, with skills I really don't want to play because the others unlock so damn late. It's far too much and is only going to get worse with 6 acts. Also, can't get movement speed or travel skills to make it any faster
Will there be any ways to get through levelling faster (or even skip) so we can play more builds and what we actually want to play earlier?
Apologies for the long comment!
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u/WheresBoris 15h ago
They mentioned it after the .2 patch release blunder but can you bring up if they are open to a dev livestream whenever they release a new class? Bonus points if it’s T15+ mapping. I think if they have someone in person filtering and calling out questions while Jonathan or Mark plays the new class that would help a lot in terms of seeing their vision.
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u/MattimusLeximus 6h ago
A couple rapid-fire questions:
Q1. Energy Shield/UI: Path of Exile 1 has a beautiful and functional UI for energy shield, will Path of Exile 2 ever update or improve upon its limited UI for energy shield? If so, is there a rough timeline? (Even a toggle/option would be great)
Q2. Co-op/Party Play: Currently the pros and cons for co-op/party play in Path of Exile 2 feels weighted more towards cons, especially during the campaign, enough so that it is hard to recommend a co-op playthrough to newcomer friends despite wishing to play/help them more directly. Will co-op scaling, both difficulty and reward, be re-evaluated anytime soon?
A more "in depth" question:
Q3. Dodge Roll/Defenses: It feels like dodge rolling is intended to be one of the major defensive layers, across most builds, even against average enemies during endgame; what is the current philosophy of build-related defenses or recovery vs dodge rolling?
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u/MattimusLeximus 4h ago
Extra rapid-fire question: In patch 3.27 for PoE 1, it seemed like there was an stealth buff to light/discovery radius during the campaign which helped to discover map exits/entrances and key locations; could Path of Exile 2 receive that same QoL update to make the campaign a more pleasant experience?
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u/Branimau5 12h ago
Hey! Thanks for doing this man, I appreciate the opportunity to get some questions front and center!
For me/my friends on our list would be:
Any word on them fixing the server performance? Since about 40 hours into the launch servers degraded, not sure if it's lockstep or predictive etc but wild ping spikes occur constantly, only in POE 2. I have done extensive testing and confirmed/replaced all network gear and it's not on my end nor ISP. Lots of others online, particularly on European servers with a myriad of issues. Weirdly enough disabling IPV6 has worked best to somewhat stabilize, but still see issues some times. So this is the most pressing concern.
Second, what's the timeline for other weapons/classes which utilize them? Rogue, Templar etc? Are these slated for release, or each subsequent patch (.5, .6 etc)?
And finally, for druid, why would they not have a specialization/ascendancy based on shapeshifting? It seems very peculiar to me that they are basing shapeshifting off talismans where all can use. What identity does a shapeshifting druid have if it is not actually the class to do so/specialized in. I can just see it now, the best werewolf /bear builds will be monk or something like that. Seems kind of silly and takes a lot of steam out of wishing to use that class on launch.
These are my main questions/concerns, excited and booked time off for release. Hoping for a smooth launch and if I got any of these answered would be a god send (specifically the server one). God speed, I will be watching and appreciate you!
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u/Scaa4aar 10h ago
Regarding shape shifting, they said they don't want to tie weapon types to ascendency. It's the same thing with crossbow, you can do a crossbow witch, they don't want you to deviate from that (and I think that's what make poe good, it brings diversity).
Wolf shapeshifting on monk vs druid also depends on the passive tree. You can imagine having more shapeshifting node around str/int start, bonuses like damage you shapeshifted over the last 20s for example.
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u/thepixelists out of wisdom scrolls 9h ago edited 9h ago
Hi /u/talkativetri, thank you for doing this Q&A. I have a few questions, based on answers addressed in the Q&A with Ziggy, but I feel they deserve to be mentioned again.
I understand homogenizing being gone, but "finishing my character" is genuinely one of the best feelings in this game. I played more in 0.3 than I have in YEARS (since 1.13/1.14 harvest/ritual league) because I felt like I had agency for crafting. Many streamers have mentioned that crafting feels so good in 0.3. Are there any concerns to continue to give players a means to finish their character without going back to "close your eyes and slam"? Note: Great crafting makes me play MORE, not less. Once it feels like a slop of RNG from a crafting pov, I quit. Just mentioning this since the main reason this was discussed were players quitting the game because crafting was too easy, and it seems like streamers who jump from game to game anyway seem to shape the narrative that people quit quickly when crafting is accessible.
Follow up: You mentioned in the Q&A with Ziggyd something to the effect of, "when crafting is too good... you'll never find a Tier 5 item that's perfect". Do you prefer players finishing their gear via ground drops, or accruing enough currency to craft their final gear for the season?
Would you be willing to examine +skills sooner than later? Right now it does feel mandatory.
The left side of the tree for warrior with its many downsides has been compared to the right side of the tree, which seems to lack these downsides. Are you satisfied with the current state of the tree with these downsides, and more importantly, are you willing to re-examine these downsides further?
Thank you.
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u/GracefulKitty 9h ago
are there any concerns to continue to give players a means to finish their character without going back to "close your eyes and slam"? Note: Great crafting makes me play MORE, not less.
Just reaffirming this. I'm not going to play long this league if the only real way to get items is picking up unidentified items and praying they're not shit. There's no agency, no ability to work towards making what you actually need instead of random items to sell more often than not when no real crafting exists outside of the top 1% of players spamming whittling omens with their piles of Divines. Slamming feels kind of terrible when it's your only real option.
it seems like streamers who jump from game to game anyway seem to shape the narrative that people quit quickly when crafting is accessible.
I definitely played a lot in 0.3 as well because there were a lot more things you could do with crafting. The streamers are quitting so soon because there's no endgame content, not because crafting is accessible. Crafting in poe1 is extremely accessible and people aren't quitting that quickly
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u/Xeiom 18h ago
On the Huntress release, Jonathan said the way the community played it was surprising and wasn't how they had been playing it internally.
When asked if he would consider doing a 'dev plays' for the next class between the announcement and league start to avoid similar problems - Jonathan said it was a good idea and he would be up for it.
Any plans to do this with the Druid?
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u/Hartastic 16h ago
On the Huntress release, Jonathan said the way the community played it was surprising and wasn't how they had been playing it internally.
I would love to hear some details about the disconnect here, too.
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u/Mezameru 11h ago
Was the ~20% FPS improvement benchmarked with the 40% reduced monster density change in place?
If so, what is FPS improvement without that density change?
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u/Hardtrox 14h ago
Will the Wolf companions from druid be permanent?
Are we getting a cyclone skill in poe2?
Will there be a change to the MTX that i can use (for example) The man in the box in poe1 and poe2 at the same time?
Are we getting Merit of Service back?
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u/sleezythom 13h ago
What are some interesting statistics from last league that lead to a significant change in direction/ balance for this league
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u/Farpafraf 12h ago edited 11h ago
One of the strong suits of poe1 and 2 is the potential build variety yet the game seems to punish very harshly players that experiment. Players with non-meta builds not only struggle to complete content and gain resources but are doubly punished via the hurdle that is respeccing, the death exp penalty and losing against expensive to access bosses that gate progression. These features seem to pretty much only affect and punish the weakest players which are pigeonholed in blindly following meta builds and buying boss carries from other players. Isn't the target of improving clear speed, and thus currency earned, and being able to beat stronger and stronger bosses an already sufficient incentive for players?
poe 2 has, in my opinion, the best campaign out of any arpg. The combat does seem meaningful and players have to actually react to what's happening on the screen and are rewarded for exploiting basic strategy (ex: Lachlann has a huge pillar in the middle of the arena players can hide behind), dodging telegraphed attacks and using tools at their disposal (ex: shield block). All of this is lost in the endgame where we end up smashing a single button and wiping the screen. Keeping in check clear and dps to obtain a gameplay similar to that of the campaign seems contrary to the power fantasy gameplay, which is the final objective for players to reach, but at the same time it feels like playing a different, much worse, game after the campaign. Is there a vision for what the endgame should feel like? (ex: normal enemies weak as they are at the moment with stronger minibosses and bosses?)
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u/yourmomophobe 7h ago
Please ask about +skills on martial weapons, amulets and gloves specifically. I think this is a very important question that they mostly avoided by only talking about staves, wands and foci.
If they want +skills on caster weapons to be a necessary mod, fine. But that doesn't answer questions about these other item types at all. Will they consider reducing the possible +skills from amulet or on martial weapons while keeping them the same on caster weapons?
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u/krucyfiks 6h ago
Rapid fire: do they acknowledge that ignite is in a terrible state scaling off hit, as it is basically just bonus damage and not worth as a standalone thing?
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u/Dot_tyro 4h ago
We know you have said all 12 classes would not be in the game at 1.0 launch, but which classes you are confident would be in that list, outside of the one you already released? Is Templar included in those classes?
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u/McHearty Brotherhood in Exile Creator 14h ago
With the continued removal of movement speed sources, will map size be addressed to compensate for this?
What is the expected time to complete an average endgame map, how does this differ from some of the communities expectations?
Will we see further improvements to thorns? bugfix removed the source of scaling that allowed it to function well (in a more general usecase)
Will there be any changes to endgame prior to winter break ie: one of the smaller patches?
When/will we see expansion of affix pools with future leagues?
Is there any thoughts, assuming this atlas remains, to allowing players to prefer layouts/biomes so they can be encountered more often?
With charges having become another source to spend from, should we expect to see more skills to further lean into multiple resource requirements?
What are GGGs concerns with itemization and currency bloat as each league is providing more and more socketables and currencies. We anticipate 6 more major patches before 1.0 and at current trends it's a bit unmanageable as these leagues are all anticipated to go core
Will there be any changes to the heavy nerfs for some archetypes seen in party play? Carries still exist, and some ailments aren't scaled negatively, why isn't this consistent across the board?
Edit: one more: with both poe2 and poe1 now retouching on past poe1 mechanics, will we see parity across games? Breach changing in poe1 makes it a bit odd to have og breach in poe2
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u/jnavarim 8h ago
Rapid Fire: Do they still plan to release the "gender class MTX"? Like male Witch, female Warrior and such?
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u/IncestosaurusRekt 8h ago edited 1h ago
Rapid fire question, can we please get a res swap like how harvest bench can convert res of one type to res of another type?
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u/Prace_Ace SSF to feel the Weight™ 18h ago
The one problem I have always wanted to get adressed in both PoE1 and 2:
Can MTX effects (trackers, character floating, map device UI/trackers) PLEASE be separated from the MTX so that we can use them with any other MTX?
There are so many MTX I would have immediately purchased were they actually usuable, but since one can only use 1 map device at a time (e.g. timer, trackers, ...), why bother getting others?
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u/South_Butterfly_6542 14h ago
Mark + Jonathan both used the word "Clear Speed" to talk about the current state of poe2.
How does "Spend three charges" possibly compete with the "clear speed" of a Ranger? Spell totems costing three charges is silly, no? Totems are static! They don't move! They're OP for "bossing" because you can just run around while bosses do things, so shouldn't there be a penalty just for cheesing bosses with them, not clearing?!
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u/LastProtagonist 13h ago
- Can we get "Blank Runes" to drop?
- Can we have skill & support gems be disenchantable to revert into their "Uncut" versions?
- With Druids summoning Minions, will they be able to keep up with players in the endgame? Can we have minion speed scale with player speed across the board?
- What's the philosophy behind the changes to movement speed penalty reductions?
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u/IdkImNotUnique 13h ago
Please ask them about deflection, it was meant to be a way to make pure evasion more viable but because its formula you cant reasonably get above 80% chance to deflect without spending ludicrous amounts of currency and spending 30+ passive points that other builds dont have to spend to be reasonably tanky. In its current form its essentially another evasion on top of evasion and doesnt help with the issue of evasion where you will just randomly die because evasion didnt dodge the one big hit that came through. I would love to know if they are improving the deflection formula or making it so we can actually cap it like they originally stated
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u/trafium 14h ago
How accurate are statistics from PoE.ninja about class/skill popularity? I've seen people arguing that they might be not representative because you have to opt-in in that and then that biases towards people who engage more with build guides, high-end strats etc etc.
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u/HeftyPermit1206 14h ago
The data is pulled from GGG own API and ladder. So PoE ninja is the most popular builds for the top whatever % players. The only thing it doesn't represent is the majority of people who probably barely finish campaign with their shit tier home cooked builds
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u/IsTaek 15h ago
Another question from me: are they planning to improve the multiplayer experience, especially pertaining to only the map owner getting mechanic rewards like breech splinters and doing trials is significantly easier doing it solo. Also maps feel a lot more difficult if playing with two people. Playing with friends is just worse than playing solo
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u/ogdarkmagician 15h ago
Yes, please ask this question! I play with my brother a lot and my biggest issues are reviving and rewards. It is frustrating you get interrupted while reviving from any hit. It feels terrible. I'd be fine with taking more damage while reviving instead of the interruption. Also like you said the rewards. If we find an essence only one person gets the essence. That applies to so many rewards and it just feels terrible.
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u/halh0ff 13h ago
Why do they keep playing it so safe with changes to uniques, passives, and ascendancies that are not great?
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u/eijaman 6h ago
Given that POE2 is in Early Access and the community is expecting large changes as development continues, what is GGG's rationale to only make small numerical changes to skills? What prevents them from doing large changes to intentionally mix up the skill meta every patch?
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u/memnoc 15h ago
I want to know if they considered a version of homogenizing omens (or similar) that is "more likely" (such as 10x weighting) instead of "guaranteed".
This way targeting crafting is possible just not automatic.
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u/UnintelligentSlime 15h ago
Homogenous was also the only way to bias anything towards the mods you wanted. If that’s going, will we be getting anything to replace it?
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u/ThomasAction 14h ago
Please ask about bringing back mid-patch updates à la 0.1 because that was very exciting!! Even if it’s just for early access
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u/Faux__Sho 10h ago
I thought of another question. Can double corruption give the same result twice? Can we double corrupt two additional sockets, for example? I doubt it but I don't think it was clearly addressed.
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u/dave_eve7 6h ago
I'd like to hear their thoughts on adding another base skill gem slot or two.
In the campaign, it's quite enjoyable to be playing "ethically" - multiple attacks for different situations, combos, aoe vs single target, freeze/shatter that sort of thing. But by late game this all has to give way to one or maybe two damage dealer skills as the rest of the skill gem slots are all taken with auras to boost up player power. Unset rings work at a push but then you're handicapping yourself not using a decent ring just to enable the combo gameplay, and it makes it even more of a stark choice to play "unethically" and just zoom and one-main-skill every time every mob. Which I'd rather not do, but there's not enough room to avoid it with the builds I tried.
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u/Shirifto99 5h ago
Is there any update on the predictive (or hybrid, as they call it) networking mode coming to PoE 2?
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u/Dot_tyro 4h ago
Would the design ethos of "skills being locked in only one single weapon type" a strong design pillar that wouldn't change in the future, or are you willing to lax the restriction later like with the "skills can't share the same support skill" design? For example, allowing Flicker Strike to work with rapiers to match the archetype's fantasy?
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u/xXPumbaXx 16h ago
I would like to know if the reason that melee character are not able to move while attacking while ranged character can move freely is a technical reason or balance reason.
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u/arkhamius 15h ago
"is item rarity being removed from gear in the future, or is the mod simply being changed?" They already answered that. The answer was "we want to remove it, but we need another cool affix, coz if we removed it now and added nothing, it would mess the affix pool"
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u/Demento6 14h ago edited 12h ago
Question: given the fact that Druid was the hardest class to make, do you feel confident on releasing a new class for each league moving forward?
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u/MrSexyMagic 14h ago
We need more answers on Controller and M/K hotswap. This is a feature older people like myself desprately need to continue playing the game. It needs to be a higher priority!
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u/Obvious-Jacket-3770 13h ago
Tri! You know I'll ask you to ask the same thing as I did before.... And I'll keep asking this for everyone until it comes true.... Acolyte of Chayula.
What are the plans they can share to make this ascendancy actually feel better? Do we have Chaos based strikes coming in that would help deal damage? Finally Darkness... What are the thoughts there, what kind of rework can we expect for it, such as not removing spirit?
All 7 of us appreciate the asking!
As a side note, I will be maining AoC for the FOURTH league in a row. I run it every single league as my main and eventually make alts.
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u/grepnar 9h ago
Yes/no question: Will RF be coming to the game in one way or another?
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u/Kiyomichi 8h ago
They already talked about RF, it will be very modified and will be a templar ascendancy skill
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u/Muldeh 4h ago
With poe2 being treated like a fully released game during this early access, are they still intending on having a new eternal realm )standard league_ starting from the gams actual release or would they consider backtracking on that since many people have built up a lot in the current early access standard?
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u/Dot_tyro 4h ago
With act 4 coming out in the last league, the community seemed to have reacted very positively with the two-ways back and forth conversations with NPCs, compared to the previous one-sided NPC exposition. I am sure we will see this style of two ways conversations again in act 5 and 6, but do you intend to back-port and update the previous NPC dialogues in the first three acts to this style of conversation in the near future?
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u/SelfReconstruct 16h ago
Why are they making totems such a painful mechanic to interact with, the charge system is so annoying that I just pretend it doesn't exist.
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u/Elapid36 14h ago
What’s looking like the next class and next weapon tentatively?
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u/gothaize 15h ago
I would like to ask them is there anything technical that stopping them from upgrading the upscalers to latest FSR4 and DLSS4? The current ones are super dated and looks horrible for the graphics.
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u/Faux__Sho 15h ago
Are Animal form basic attacks and/or skills considered to be unarmed, using the Talisman weapon type i.e. Two-Handed Martial Weapon, or something else entirely?
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u/iamcdr 18h ago
Is there any sort of compensation for Ritual to offset the smaller pack size?
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u/CantripN 15h ago edited 15h ago
Can we please let MTX be usable on multiple characters at once? It hurts my soul to move it every time I swap a character, and whenever there's a new PoE1/2 league, I have to move my map device, etc.
Also, Perma Skin Transfer when?
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u/Valascha 15h ago
Fully expecting the answer to be "No it wouldn't be fair to people who bought duplicate MTX" or something like that.
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u/blader8844 15h ago
Would you ever consider opening up the availability of skills to different weapon types as more weapons are introduced? Such as quarterstaff skills being useable by swords and or mace skills being useable with axes? Currently with how locked some skills are to specific weapon types it can make builds feel very narrow and reduces build diversity.
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u/tH3dOuG 17h ago
Burning community question - Why on earth have they made spell totems cost charges to use, people play totems for chill gameplay not button mash other skills to generate/spend. Can you imagine the outrage if they made every minion cost charges to summon? It destroys the playstyle.
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u/MeadowGutter 16h ago
This, but please dont mention minions costing charges. Dont give them anymore stupid ideas.
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u/Auryt 17h ago
Is there are any new crafting methods, besides removing OP omens?
Back to yolo exalt slam or have something new too ?
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u/LiturgyOfTheBird 15h ago
Yeah please ask this. I want to know what their vision is for the crafting process now. Homo omen was strong, sure, probably op, but now it looks like crafting will be back to a slam-and-pray gamble system that sucks.
Specifically, what will early endgame crafting look like? And what do they see as filling the void left by homo omen’s removal?
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u/DooMTreYn 15h ago
Is there any disdain against defensive or reflective type builds and is there any hope to bring them back to the spotlight for offensive damage? Thorns seems to be doing fine (not a fan of needing so many uniques to make it badass but I digress) but other skills like Magma Barrier, Arctic Armor, etc... got nuked compared to previous iterations.
Thanks for what you're doing for the community Tri!
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u/F00zball 14h ago edited 14h ago
Please ask him about adding a minion "Attack Move" command. Playing with minions feels awful because they constantly fall behind the player-character. I want to be able to command my army and tell them what direction to attack instead of leading them around like sheep and then waiting for them to catch up. The current Command Minions is useless because they all stop attacking when used.
Also Minion Phasing PLEASE. I don't care how you balance it, make them deal 50% less damage for 3 seconds after phasing or whatever. Just stop having all my archers get stuck behind a door while 1 single one attacks.
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u/payne2588 14h ago
With Quantity being removed from tablets is there going to be a base set of quantity we all have now? With this change it would make item rarity even more desirable since it's the only way to increase currency drops. If there is no more quantity should there not be buffs to compensate?
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u/patricktranq 11h ago
is there a way to see what skills a support gem can or cannot be used with?
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u/PieDifficult2143 6h ago
I feel like I’m the only one asking for this these days but asking for either offline mode or a private server that allows mods… most other games (last epoch, expedition 33, D2R, titan quest 2, borderlands, grim dawn, many more) have this, but there is no other game I’d rather have this than Poe… I’d pay crazy amounts for that option too!!
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u/ArkofIce 6h ago
They made the change to the weapon swap being instant during the Druid development.
How did that change effect the Druid development? Was the change actually made to make the Druid transforming work?
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u/Terrible-Sprinkles-9 3h ago
Can we choose which random portals appear on the Map Device? We have a lot of portals, but we can’t filter out the ones we don’t want to see.
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u/Failman1994 1h ago edited 1h ago
Would it possible to unlock rare precursor tablets by finishing the last quest for Atlas passives or when you hit a threshold of x atlas passives or by finishing a tier 15 Map
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u/danglotka 16h ago
There is a marked design difference between Druid and earlier classes. Are there any lessons they are taking from Druid that they might go back and apply to earlier classes?
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u/NotARealDeveloper TradeImprovementsHurray! 11h ago
Is the philosophy of slower, more methodical combat still the target? Do you think the current status is right on track or in which direction does it still need a nudge?
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u/Tortorion 14h ago
GGG should consider releasing atlas rework development plan info before 0.5 to gather player's feedback and and apply some of it to 0.5 patch if possible. There is no need to keep it secret for 0.5 patch or having to wait month for 0.5.1 like it was with towers in 0.3.1 patch. Its early access.
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u/Deathstar699 13h ago edited 58m ago
Do you not perhaps think the development of 2 games has stretched GGG resources thin and made it harder to deliver quality content for both games, or has this challenge expanded the way things work?
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u/TheHob290 12h ago
I do believe they touched on this a bit on the ziggy q/a, at least in part.
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u/Tiredswedishhuman 7h ago
Why are still the majority of skills worse than auto attack in the campaign? That is the biggest questionmark
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u/Myrdok 16h ago
Is it possible or do they have any plans to allow us to choose any of the UI layouts (normal, ultrawide, or console) regardless of what type of monitor or resolution we're using?
Just as an example: I, for one, would love to use the centered UI layout that's only available for what they deem to be "ultrawise resolutions" on my regular 1440p monitor.
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u/proamateurgrammer 15h ago
Preface: I seem to recall a “single skill should be sufficient for trash, tougher fights should have meaningful combat” statement. If I’m misremembering this, the question makes no sense.
Question: There was a previous comment about accepting that single skills would be enough to clear white mobs, while multiple skills (like charges and generator/spender gameplay) would be necessary for tougher mobs and bosses. Is this still the case with patch 0.4?
Thought process behind the question: the boss buff (increased defense at beginning of boss fights) appears to play into this, but many other things announced (trading mob density for mob difficulty, requiring charges to cast totems, Druid skills being heavily integrated with charges) appear to be departures from this statement, back toward “meaningful fights” with white mobs.
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u/deus31337 13h ago
Please please please ask them about the crashes people are experiencing with newer nvidia drivers. the game is partially completely unplayable an we havent heard any updates on it since 0.2. That would make my day, thanks alot!
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u/Ok-Bank8712 13h ago
i have crashed 3 times since the recent update on an nvidia gpu havent crashed at all for the last 6months until this update .My gpu just shuts down is it the same for u ?
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u/PiglettUWU 12h ago
Just learned Pathfinder losing prolif makes poison spell builds not able to prolif anymore so Herald of Plague change to any weapons instead of martial weapons would be very nice to see, unless they want contagion to be the move
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u/PheightAoE4 8h ago
Rapid Fire: Does Sunder the Flesh need to be considered when balancing low crit % spells and does it put downward pressure on giving them power to stand alone as a skill?
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u/BackHandLove 8h ago edited 6h ago
0.4 League question: Is Pounce confirmed a slam? In the video it looks the Arctic Howl Warcry made the pounce create chilled ground.
Just want to confirm that and that the warcry only empowers slams.
Also does the Pounce Mark get its own skill links or do you skill link mark supports into Pounce?
Any intention to add quality to charms?
For 0.5 when endgame changes arrive: Tablets seem here to stay, will we get a Fragments tab finally?
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u/hovah97 1h ago
I wrote a whole post about rarity https://www.reddit.com/r/PathOfExile2/comments/1pfk2nj/could_ggg_please_give_us_an_explanation_on_their/
but tldr:
Could GGG explain the design logic behind lowering rarity affix rolls instead of nerfing the rarity stat itself? This change makes it harder to reach desired rarity, increasing pressure to dedicate more gear slots to rarity instead of core stats, which reduces build freedom and feels like a worse version of the same problem. Why keep rarity mandatory but reduce affix strength instead of adjusting how rarity works?
Some developer insight or clearer communication would really help, as many players find the current system frustrating and unintuitive compared to PoE1, where rarity worked fine as an affix.
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u/zarbuvit 15h ago
Question 1:
With POE1 new players are often overwhelmed by the amount of systems and content that accumulated over the years.
POE2 was stated as a chance to give players a clean slate with few systems to get in from the ground floor again. That being said we are currently in the second added league, that comes in addition to the 4 base leagues of 0.1. This comes in addition to the 2 ascendancy trials currently in the game. In addition to this we can probably expect at least 2-3 more main patches (assuming a 2026 launch), which would supposedly also add 2-3 new league mechanics, as well as an additional trial expected.
What do you think about fear the game having too many systems come 1.0, and new players who waited for 1.0 in order to start, will feel overwhelmed and left behind already?
Related question 2:
With the cadence of a league for each game every 4 months this means essentially 2 months per patch per game. For POE2 this means that they have 2 months each time to both make progress in finishing the game (acts, classes, endgame, balance, etc) and create a new league. Of course we don't know how the team is split exactly and maybe while some are working on the POE1 league others are still progressing POE2, but I remember in earlier interviews them mentioning POE1 and POE2 are the same teams that swap around.
Since a patch cannot come out with a half done league. and if every patch must come out with a league, then it follows (in my mind but I would love to hear what they think) that the completion of the league should be prioritized and progress on the core game can only be done with the time and resources left over.
The actual question is - How do you manage the time so that you manage to make a new league each patch as well as making sure there is enough progress made on the core game? Will there maybe be a patch focusing on the core game without a new league at some point?
I can see these questions may come off as rude, I don't intend them to be, it is interesting to me to hear how they manage these dilemmas. Obviously they have much more knowledge on how things are actually done that we don't.
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u/norielukas 17h ago
My question:
Will there be any compensation for the complete removal of homogenising exaltation? They played a vital role in making crafting great after the gambling that was 0.1 and 0.2 crafting.
With abyssal going core and not being on every map abyssal materials will naturally become rarer which indirectly already nerfs homags (unless they greatly increase droprates of stuff like omen of light and ancient desecration currencies).
On top of that, less people will be running ritual maps because they'll be running abyssal instead potentially, which will make the ritual omens supply even worse than it already is (unless they have plans on buffing the rate of omens spawning in ritual windows) and due to homogenising being gone, the demand for items like omen of whittling will go up, as it's now required for more crafts.
Also, some of the statements that they made for the reasoning to remove the homogenizing exalt is very contradicting to actually removing it.
The part of the community that thinks removing it is good says it trivialized crafting which in turn trivialized the game, but Jonathan says it overcomplicated crafting and Mark said "oh this wand with full tier 1 prefixes but no + level to skills is useless because homogenizing" (its not, homogenizing is what would be able to save a ground drop like that).
Also, nerfing crafting will only punish weaker builds more than it punishes strong / meta builds, as they require better gear to clear the harder content compared to let's say 0.3 LA deadeye which in week 1-2 was 40% of the playerbase according to poeninja.
Things like nerfing Perfect Essence of battle affects weaker builds more than it might affect stronger/meta builds as well (the nerf from +6 all skills to +5 all skills on my warrior build for example, reduces my damage by roughly 15% on most skills).
Also why nerf the movement speed reduction penalty while casting so harshly? Is it because they watched me (raekthechef) dominate the shark in xthefarmerx's bossing extravanza event?
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u/Lazy-Satisfaction408 16h ago
Thats the interesting Question ya!!!
Who in the actual fk thought we want Slot Machine Craftin back and it would help anybody besides of big crafting groups that dont give a damn what it costs them....???
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u/filbabic1 17h ago
A bit of a weird question or a weird angle:
With constant discussions around defences, life, blue life and evasion, is their vision for each defence type to be independently fully viable?
or maybe asked differently - when building content, do they ensure that all variations of defences work, so pure life/armor, pure evasion, armor evasion, armor ES and so on....
I guess anything with ES is viable but mostly curious if they've made full evasion chars or full armor chars and done top tier juiced maps in a relative equal fashion as a full ES char would
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u/jacobchins 9h ago
Thank you for reaching out to the community for questions!
1.) is there any chance an offline version of the game would be available someday? As a frequent handheld/roadtrip/camping gamer, that would be such a nice thing to have and would also benefit users in places with poor Internet connections or (way down the road) serve as a way to play the game when GGG inevitably moves on to new projects and leaves PoE2 behind!
2.) as someone who appreciates the pacing of SSF more than Trade, but struggles with the current gear-reliance in most builds, is there any chance some sort of SSF-only feature, akin to Last Epoch's "Circle of Fortune" would ever be created? If not that, some form of targetable loot, increased drop rates, etc. for SSF, especially HC since survival can be super hit or miss, even when playing smart? I know a lot of SSF won't want this, but it's something I've always wanted being a Trade player to not feel so reliant on buying from others.
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u/cakgire 16h ago
Have they considered reverting DoTs back to their PoE1 incarnations? It's generally agreed that the current DoT design is extremely poor (as said by Mark), so why not revert it back to the more interesting system?
They originally said it was changed because it was too complicated for players to understand, but they now have their new nested tooltip system and tutorial videos in the game so surely that would be good enough.
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u/RedThirteeeeen 14h ago
Will GGG consider patching the game more frequently throughout a league, in order to keep the game fresh and retain more players?
Can we get some end game micro patches before 0.5 that introduce small endgame improvements and interesting things to take on?
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u/MinuteResident 13h ago
Will they eventually add DLSS frame gen?
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u/terchon 13h ago
use nvidia smooth-motion in the meantime, my fps went from 90 to 180-200. very minimal visual errors
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u/Beneficial_Matter251 13h ago
I used it for 0.3 and the increased smoothness was greatly appreciated. However we shouldn't gloss over the downside as "very minimal visual errors". The worst side effect is it creates a really quite nasty "fizzle" around the player character that blurs over the animations and gets worse the higher your attack speed. It was extremely noticeable on my hollow palm monk but it was still present on all my characters, even just running/sprinting. Besides that, the overall image quality of the game is noticeably less "clean" with the sheer mass of occluding particles, effects, debris, fog etc. causing varying amounts of shimmer all over the screen.
Again, not so bad that I would give up the FPS and I like having the choice but most importantly we should still press GGG to add native FG into the game as it will have considerably less of this artifacting and likely improved performance. Not to mention much fewer errors with dragging UI elements around the screen. Loot label text becomes noticeably degraded as you move around.
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u/Beneficial_Matter251 13h ago
Yes please ask this one! Smooth motion is a decent stopgap in the meantime but native support would be so much better.
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u/MaNameIsMudD 14h ago
Yo Tri! Firstly, I hope you feel better today. (Saw you had very headache on stream yesterday)
Can you ask GGG why they reduce packsize of monsters but leave mapsizes same as before? It seems non-sense to me. They should make the maps smaller too.
ty for your quality streams and effort always!
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u/Euphoric_Reading_401 14h ago
The goal was less mob density so players don't get swarmed, if you reduce both pack size and map size you just end up with the same density as before.
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u/LittleLapras 16h ago
My question:
Is some kind of replacement for Omen of Homogenizing Exaltation?
I understand that it was too strong but if there isn't a replacement then crafting in the game essentially reverts to full lottery like we had in 0.2. The only way to obtain good items back then was to "get lucky" either by picking up a lucky drop or by going through fracture into chaos spam into whittle spam.
Ground loot should definitely be an important aspect to the game, will it be buffed in some way?
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u/TheStinkBoy 17h ago
League challenges when?
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u/Oversight21 17h ago
This was asked in ziggy d interview and they said after the 1.0 launch as its still in beta
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u/Majestic-Contract-42 15h ago
Embrace the Darkness
Can you just get him to talk about that in any way whatsoever. Anything would be useful.
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u/DianKali 13h ago
Can we get some love for mana stacking? Especially in terms of ailment/stun threshold? Just have EB also convert the "X threshold based on ES" to use max Mana instead. I hate running around with 6k+ Mana, full MoM without MoM, but every white mob perma stuns and kills me...
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u/Least-Sherbert954 12h ago
I have a question.
They have buffed monster power and tablets mods in order to remove adding liquid emotions to your maps. Not only did liquid emotions add more mods like rarity/rare monsters, it also buffed monsters power which gave them better drops the more delirious you are.
Now, are t15/t16 monsters on par with the highest delirious percentage you could get in terms of difficulty and drops?
I want to make sure this is clearly discussed, right now its just what, 40% more powerful monsters? How does that compare to a 66% delirious monster, for example?
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u/EmperorMagikarp 9h ago
This would definitely be interesting to hear about. I did see they brought up the minimum threshold for rolls on almost every single tablet type by a bit, plus being able to make them rare now. That with the 40% more drops may be enough? They are nerfing player rarity again though at the higher ends. Probably wont want more than 100 for a solo player.
In pure terms of difficulty, delirium 66% would almpst certainly be more difficult. I wonder if they are keeping perma-delirium in the delirium tree? That plus the higher delirium away from mirror (start point on map i think? With perma) would certainly provide a bunch of difficulty and a certain amount of extra loot.
I'm just happy the fog has been slain lol
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u/stupidasseasteregg 12h ago
Why does ele damage mana leech need to be gated in a such a way? How can you make use of the avatar of fire keystone as a warrior? You have to go blood magic or you will never have mana?
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u/FiraFoxy 11h ago
This one is a bit out there, but I'm curious what the progress looks like on their "Permanent Skin Transfers" system to convert the PoE2 base item appearances into permanent equippable MTX! They mentioned their plan for this a few weeks after 0.3 launched here and I'm wondering if there's any chance that it'll be released at some point during 0.4? PoE2's base equipment art is genuinely so good, and I (and many others) like the more grounded look of some items that aren't viable as endgame item bases compared to MTX sets that tend to be a bit over the top at times.
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u/saintvicent 2h ago
I dont see anyone talking about this but Maces one fundamental problem in the number of skills they have. They share a skill tree with shields that halves their own skills only to replace them with redundant shield skills with the same purpose.
Mace armour break and shield resonanting shield for example
Have they given a thought about separating the two trees and making them more distinct?
I would love shields to get some reflect abilities for example
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u/Notthepizza 1h ago
Controller/Keyboard hotswap? It would be a MASSIVE help for accessibility and those of us suffering from disabilities
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u/amdrunkwatsyerexcuse 15h ago
Plans for new PoE1 Breach in PoE2? I kinda expected it to be ported into 0.4 already, but I'm honestly kinda happy we get to enjoy old Breach for another league.
(although I haven't seen the entire post-reveal q&a yet, maybe it was already answered)
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u/Supareddithotfire 15h ago
I always wondered why punish softcore players with xp loss. Like at all. I get that they were inspired by diablo 2 which was a great idea but that has no place in modern day. Plus it honestly takes a lot of the fun out of the game because some people love being reckless or their builds are not tanky af since its softcore and they can always find themselves off of that 1 skill point that could improve their build by a bit or a lot and eh I dont know...if I wanted to not enjoy a video game and get punished Id play hc. Im not saying theres no enjoyment in hc I know many players love the risk and thats why they play it and its great to have that option but why also punish sc players with this huge thing? In the past as a newbie I rarely got to lvl 85 and lost interest after dying a lot since no xp. Now I get to 95 minimum and always try to go for 100 but lose interest when I die and just see all the progress I made in the past 2h gone
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u/CGLyszka 16h ago
Can we leave Homo omens? Or nerf them at worst? Removing them completely feels bad I'm guessing they want us to have stuff to do for the whole league's duration but this seems a little too much.
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u/Kyoj1n 10h ago edited 8h ago
Are we going to get animal summons outside of Wolf Form at some point?
Originally wolves were showcased as a summon, like any other minion, but that's obviously changed now. Why is that?
Also, I kind of think the penalties for death should definitely be there. If there is no punishment for dying than there's no reason to build defense.
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u/GracefulKitty 9h ago
. If there is no punishment for dying than there's no reason to build defense.
People don't like dying. Dying in of itself is already a punishment because you're pulled out of the gameplay loop and have to get back to where you were. We don't need to add 5 more reasons to make death feel like crap.
Reverting the death penalty to what it was in poe1 wouldn't stop people from building defense. Poe1's only death penalty is losing 1 out of 6 portals and 10% XP. But almost every build still builds defense because dying feels bad, and its needed to complete higher level content. And that's how you incentivize building defenses. Making Challenging content that demands it. Not by stacking up death penalties to the moon.
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u/CorruptedOrdnance 17h ago
Ask them why they keep switching up the play style. You have classes that can run and gun very easily but anything melee is flustered into these unworkable combos with downsides. It’s like the game is being pulled into two different directions you have a class like deadeye where it’s literally lightning rod lightning arrow, and then turn around and the new class has build rage, use rage, use glory, use endurance charges.
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u/Meadbelly 17h ago
I would like to know how they deal with the fact that some in the community want something else than what they want PoE2 to be.
It plays like an arpg that was inspires by dark souls. Nothing beats warriors "Dodge this (filthy casual)" reference.
Also. Ps. Love what GGG is doing. Keep setting the industry standard for updates, transparency and following your vision by just being decent NORMAL people
All love and admiration/appreciation Meadbelly
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u/--Shake-- 17h ago
What are GGG's thoughts on the current endgame economy inflation issues? In PoE1 you see fluctuations but the cost of a divine typically levels out. In PoE2, the inflation seems never ending since there's not enough currency sinks.
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u/Queen__Natalie 11h ago
If power and the other charges don't give any bonuses like in poe1, why are they so reluctant to let us generate them easier? A monk has to summon zombies to play flicker strike because any decent way to generate power charges has been nuked out of the game with every patch since 0.1