My concern isn't about the story or zone design or anything like that. My concern is with character progression and itemization. I have played meta and non-meta, followed a build and yolo'd, but every character hits a point where it hits like a wet noodle, dies in one hit or both.
I know objectively that PoE2 does some things incredibly well, but I feel the early/mid game character balance is not in a good place. Enough to make me and many of the people I play PoE1 with frustrated.
I agree those changes are positive, but I was mostly referring to character/item progression. I've played at least one character to maps every patch so far and I have been enraged by how weak my character has been at some point on every character.
I'm not going to pretend I'm a great player, but I don't have that problem in PoE1 even if I play some self-made garbage build.
@NeverSinkDev I feel a serious disconnect between the PoE2 that I'm playing and the PoE2 that everyone talks about.
Endgame was a problem, but imo it was a problem because the campaign felt so terrible that I didn't want to keep slogging through unstructured areas.
@ConceptualJames I see a lot of truth in your assessment. My concern is that focusing on the foreseen inevitable conclusion would prevent good people from at least trying.
Do you have any suggestions on how to proceed, or are you wrestling with that too?
@JohnnyUltimate@BretWeinstein Basically, yeah.
One of the examples used in the episode was the speculation of Biden's failing health in the days after dropping out of the presidential race, only to be seen a few days later perfectly healthy (dementia aside).
2nd post.
A) Deep wounds was never meant to scale the way it does in SoD. It currently incentivizes a playstyle focused on spamming low rage cost abilities to trigger as much deep wounds as possible, all scaling off main hand weapon damage.
B) Change deep wounds to scale off of the triggering hit instead of weapon damage. Give a reason to hit a button that costs more than 10 rage. Or, have the ability that triggers deep wounds have a % modifier on how much of the weapon damage it applies, something like "deep wounds triggered by hamstring deals X% reduced damage," or "deep wounds triggered by bloodthirsty deals X% increased damage".
Warrior scaling (from a die hard Warrior main that likes being on top of the meters but also wants a healthy game).
A) Issue #1: Rage. As you cited in your initial post, rage normalization of some kind could fix this. But I also think it's important to point out that Consumer By Rage already feels bad and would feel god awful with any rage normalization.
B) Possible solution: I think CBR could be reworked to be a rage degen/spender instead, something like "while CBR is active, lose X rage per second, but gain Y% increased damage." Or "while you have more the X rage your abilities cost +Y rage and deal Z% more damage.