We also got presented with a very clear-cut vision and also very clear-cut comments related to said vision beforehand.
‘Cooldowns in ARPGs are simply bad’
‘Combination mechanics only lead to muscle memory and should be avoided’
Those were basically citations of an interview a while before release.
So I dunno… kinda sounds like PoE 2 definitely has a identity crisis, a heavy one too.
And yes, I know GGG, that’s why I’m saying that they have. PoE 1 went through the same issues with Archnemesis. ‘Nono, it’s not Archnemesis and the ‘lootgoblins’ made through that which are at fault, absolutely not!’. And well… they were exactly the fault. It’s been dialed in at around 20% or so of the effect they formerly had, basically making it a ‘extra vanity’ compared to a core supporting mechanic as it was planned.
Also the repeated implementations of mechanics which force players into storing tons and tons of items in quad tabs. Be it during Necropolis, Synthesis or even Delve when it came out.
GGG is extremely prone to repeating well known mistakes as well as doubling down on severe issues semi-regularly.
That’s one of their biggest weaknesses, which led to 10 years of ‘no asynchronous trading of any kind’ which likely has hurt them extremely over the course of that time since consumables needed to comfortably run content shouldn’t fall under friction mechanics to such a degree, especially since 90% of it won’t be used by a person but the goal is to focus on a few chosen mechanics in PoE 1. It’s shown that enforcing to branch out is a detriment for player retention (as they get burned out) rather then an upside.
And… surprise surprise, we see the exact same thing happening in PoE 2. Which is why the scrutiny is heavy.
I do. But in EA you need to still mention which things are bad and which good.
Also, GGG isn’t treating their own game as a EA version and it shows. ‘No major changes during a league’… which league? They’re EA! Switch stuff, ruin builds, mess about… experiment! That’s what EA is there for after all. After EA it’s not. A lesson EHG has learned this last year, being reminded about that over and over.
EA is a playground, release is when ‘shit hits the fan’ so to say.
As a player though it’s nonetheless good to say ‘Yes, in the current state xyz is feeling bad or is missing’ and that’s viable. Because we can’t infer if they’ve thought about that specific point yet or even the detail of the specific area being mentioned. Sure, late-game will be improved… but what to change is very hard to infer for developers in detail, that’s why EA is such a very important step for large projects, and when properly used a massive boon for overall quality long-term.