Red pill me on this please. Never played it before, it looks damn complicated...
Path of Exile Legion
Why don't you just play it instead of asking us to tell you what to think? It's free.
It's a shitty clicky trade simulator which used to boast being D2's spiritual successor but has been streamlined and casualized so much it's unrecognizable now, basically D3 with worse combat but better itemization. The company being bought up by Tencent and their shitty console branching out really hurt their game design philosophy and the quality of their expansions.
Gameplay is braindead *clicks* shit, literally spamming 1 skill over and over like a mongoloid.
Are we pretending D2 isn't some casual retard click shit?
Which is fine as a genre if you're into it and it worked for it for a decade and more. PoE pretends to improve on the formula but does the same things now and is afraid of taking risks and trying something new now that they answer to their bugmen overlords.
>asking Yea Forums about this when Yea Forums is so casual and retarded they play Diablo 3
Don't bother asking here.
It's not. You'll end up pushing 2 buttons. 3 if you are lucky. Spamming the same skills over and over.
Winnie the Pooh
The "genre" was built on not taking risks and copying a single game. None of these games are risky, they're all casual, and you literally can't improve on the formula because people don't want you to. The only attempt I've ever seen at truly difficult engaging gameplay was vanilla pre-patch Diablo 3, a game that was hated even though the gameplay was top notch. They literally had to casualize it because people were visibly upset about not being able to plow through the game.
most population of Yea Forums are either manchildren nintentards or sonyfags masturbating on cinematic experiences
no fucking wonder Yea Forums can't stand arpgs
>afraid of taking risks and trying something new now that they answer to their bugmen overlords.
Every other league lately has been disliked by the general playerbase because it strays too far from the existing formula. You are not only wrong but saying the exact opposite of the truth.
I'm a Nintendo fan who also loves PoE.
>465363573
thats what arpgs are user. i think you have brain worms if you didnt know that
>and is afraid of taking risks and trying something new
Synthesis league. And players didn't like the Carcassone-part of the new mechanic. PoE does take risks (thats what leagues are for, safe testing grounds).
>Game gets so many players in one day that the PoE trading site crashes.
Get fucked, casuals. Its either trade chat or SSF for you!
I never said they never tried anything new with leagues (which fail spectacularly when they do as they are forced to admit they don't even know what their own playerbase expects), I was talking about game design and the underlying philosophy behind the fundamentals of character progression, build diversity, ascendancy identity, etc. Which have all suffered since about a year ago, if not before. Of course you being the retarded mouthbreathing GGG apologists you are you actually think the game is innovating and not stagnating in mediocrity.
>Which have all suffered since about a year ago, if not before.
Theres more viable builds than ever thanks to the skill gem buffs. Most old skills got updated on the powercreep. If you want legit things to whine about, its shit like them trying and failing to fix the Synthesis lag occurring on specific kind of rigs. Balance is not one of the things to whine about, you can get to red maps and play them reasonably well with shit gear and lower tier skills just fine. And thats the point where majority of players stop playing anyway because of the amount of grind you need to get to endgame bosses and to level 100.
testing grounds for what? leagues are the game, unless you are implying anyone would actually play standard.
also i'm everyone was excited for the "build your own map" system Synthesize seemed to promise, what they didn't like was the convoluted untested buggy mess it delivered instead.
i have no idea how those stupid little exit platforms with a big textbox over them which obscured all your garbage on the floor you were supposed to pick up, made it into a live product.
People didn't hate synthesis because of the concept of placing tiles and running them as maps.
The problems were more in how absolutely annoying the synthesizing crafting system was, how you couldn't rotate tiles, how they would decay after x uses, how you got random tiles, how you had to use multiple third party website tools just to make sense of it all and so on.
It just takes you out of the game.
They did something great with Delve, but both the Syndicate with its god awful syndicate board and Synthesis after it were fucking bad.
>Theres more viable builds than ever thanks to the skill gem buffs. Most old skills got updated on the powercreep.
As I would call it, D3-ification. Not something to praise of be happy about. A strictly higher number of viable skills doesn't mean higher build diversity, when you're playing the same indistinguishable shit you have to wonder at some point why you're still wasting your time with arpgs, or if GGG has anything new to offer besides point-and-click-aoe-screen-deletion skill #50.
>If you want legit things to whine about
Homogenization of skills (see every skill "rework" for the past year) and atrocious ascendancy balance are legit things to whine about, since they make up what you play as a character and are about the replay value much more than whatever "new" thing they're trying for the current 3-month league.
> its shit like them trying and failing to fix the Synthesis lag occurring on specific kind of rigs.
Irrelevant and not what I was complaining about. The game thrived when it was experiencing much more crippling technical issues, like desync.
IMO they should make Synthesis more like proper Carcassone, as in you can rotate pieces but you can only place them once or remove them completely (to prevent unwinnable scenarios). The only way the built road would decay is when the players choose to get rid of them. This would turn the road into a big Delve run full of loot but balanced with only one back so you choose carefully what you take with you.
Basically what you do in Carcassone is you build a road, a church-yard or a city. And only once you've completed it so that it has point A and point B and its coherent-looking, you get points. What makes really ambitious projects hard to do is the fact its a multiplayer an other players can steal your construction if they start building from the other side and putting more of their dude-tokens on that project than what you have. Synthesis should just basically be a single-player version of this. Really huge roads going to multiple enhancers would take a lot of time but as reward when you finally collapse it, you get shit-ton of rewards for your effort.
>A strictly higher number of viable skills doesn't mean higher build diversity,
Thats exactly what it means. If theres more ways than just a few to get to Shaper or red maps, then its the exact opposite of D3 where you get guaranteed build-specific unique drops that you HAVE to wear to get anywhere after that.
That's not what build diversity means you mong. If you can't grasp that very simple concept this discussion has no reason to continue. When stat sticks were still a thing and every dw melee faggot was shitting out trillions of dps abusing a game mechanic that wasn't intended from the start, was there melee build diversity? If I uplift every underused AoE spell by tripling their damage numbers and making them Shaper viable on a 3L, did I increase build diversity or decrease it?
It's super fun until about lvl 40-50 and then gets very stale. It's got some real cool aspects but is bogged down by some pretty bad design choices that permeate the whole game.
>did I increase build diversity
You increased it, more skills endgame viable=more build diversity. Theres nothing stopping you from trying to build your own weird combo-build that doesn't rely on spamming one damage skill. One-skill spam is popular because it is time-efficient and makes speed clearing easier.
I hate the way the skill system works in this game it makes getting gear never feel satisfying or exciting.
>Are we pretending D2 isn't some casual retard click shit?
It's not, because there's an actual game behind it
>is bogged down by some pretty bad design choices
Name them.
Amazing, I for one am sure glad I am not wasting my time with a babby's first casual arpg like D3 when I can indulge myself in the deep complexities of PoE where power creep is not only accepted, but worshiped as the holy grail of game design. Carry on.
The link system for slots is cool at first but ends up making most builds focused around boosting 1 move instead of using various moves, as well as making a huge part of getting your build just rolling/buying an optimal max link.
Trading system being so pervasive makes buying some extra tabs almost a requirement if you want to do endgame even kind of seriously. Plus it makes gear not actually feel very exciting to drop since you are going to trade for almost all your build.
Builds being comprised of gear from all levels means that you have to start having optimized gear before you're even done leveling if you dont want to get oneshot by bosses.
Builds have been pretty samey for a while. Movement ability, aoe move boosted to fuck, spam those.
Those are prob the mains ones imo.