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Author Topic: Path of Exile 2: Corruption Bogaloo  (Read 2539 times)

nenjin

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #15 on: December 07, 2024, 03:59:29 pm »

Combat definitely feels like it intends to be more combo and tactics based. Refilling flasks only on magic and up monsters is a interesting decision. I hope that does something to slow overall gameplay down from PoE1. Melee combat against multiple enemies feels a lot riskier now, especially when you know you can't just chug and replenish your way through it.

I'm also surprised at the change to a gold-based economy. I thought that would be a design hill for them to die on. Interested to see how it plays out.
« Last Edit: December 07, 2024, 04:03:00 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
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It's kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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anexiledone

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #16 on: December 09, 2024, 01:55:47 pm »

Looks like the game is a little more early access than it seemed like it was going to be. I think I'm going to hold off on this one for a bit
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Ozyton

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #17 on: December 09, 2024, 02:38:43 pm »

Encountered a pretty bad bug that made most of my gold disappear. I respecced my passive skills so that instead of going down one branch I went down another branch and converged at the same point so I could go off in another direction later. However, the game must have gotten confused because I committed the changes and it took my gold, but when I left town the changes got reverted. Just be careful using the respec option and only make small changes at a time.

For the Warrior I just unlocked Perfect Strike and the skill that throws an exploding ball of magma I can't remember the name of. Having a skill that lets you attack at range is such a nice addition, since getting close to some enemies can be quite risky. Perfect Strike is just really cool with its timing mechanic, though I wish the AOE on it was quite a bit larger, it feels almost too precise, but I guess I just really want a good slam skill at this point.

I've said it once but I'll say it again, Rolling Slam just feels bad to use because of it being a two-part slam attack with a really long animation commitment. Aside from spamming earthquake and totems to trigger jagged ground aftershocks you don't really get any alternate crowd clearing skill until the magma throw skill mentioned earlier.

Jopax

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #18 on: December 09, 2024, 02:56:37 pm »

I've gotten to mid act 3 so far. Running a lightning sorc. I've died a bunch but it was rarely a struggle against a specific boss, mostly random rare mob ganks and specific dick punch moves by the devs (certain act 2 areas being full of things that trigger swarms to gank you, leaving you seconds to gtfo or get mobbed to death). It's been super enjoyable for the most part, from the enemies and spectacular bosses to the sounds and visuals.

It's not without problems tho, there's definitely tuning to be done, both to the enemies and to the player progression. As fun as the skills have been I've been pretty much using the same 3 things for 20 levels now, only at lvl 39 did I drop a higher level support gem to add to the power of them and even then, none of them are particularly exciting or strong for the stuff I'm running. Gear upgrades have also been fairly rare, having to resort to both buying and crafting things, which is nice but at the same time going trough like almost 2 full acts before dropping a single amulet is kinda wild and not in the good way.
Similarly, the skill tree, as massive and as stylish as it looks doesn't feel that great, at least the top half of it where I'm based. Even the notable passives don't feel particularly impactful, like, having to invest 4 passives to get a single extra chain on my lightning skills feels fairly shit if I'm being honest. Certain things are barely supported as well, stuff like unleash support has a single cluster on the entire tree that just gives a slight boost to how fast you gain charges. Compared to the original game where when the support was introduced you had at least 2-3 clusters, each of which felt way more impactful and fun to implement into your build.


It's a good base so far and I have no doubt they'll improve and add to it, but there is issues that I'd love to see fixed and hopefully will by the time it's out of EA.
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nenjin

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #19 on: December 09, 2024, 03:10:22 pm »

For what it's worth, I'm enjoying it. About midway? through Act 2.

Let's see....

People are probably going to hate this. But I feel like POE2 is more Soulslike than PoE1.

It comes down to three things that make me say this: the presence of active blocking/dodging mechanics, the boss fights and the stun mechanic (which is basically posture from the souls games.)

POE1 boss fights kind of sucked. Enemies didn't telegraph their big attacks very well, and you were CONSTANTLY at risk of a one-shot due to crits.

PoE 2 boss fights are just flat out better so far. The bosses are all unique. They all have good animations. They telegraph their attacks well. They have a variety of things they do. And most importantly, it's about pattern recognition. They consistently do attack patterns that you can learn and avoid AND how you can avoid it is largely fair. TBF there is a lot going on with boss fights besides that. There's tons of area denial stuff like creep on the ground. There's sometimes as many as three phases and two life bars per boss. There are gimmicks. There are adds. But all in all, the boss fights feel fair compared to PoE 1's animation-light, excessive single hit damage boss fights where you'd go from full life to dead and get demoralized. These feel like something you can learn rather than battles of attrition.

Bosses have some regular melee attacks, a host of special AoE attacks and then a few unblockable attacks you really want to avoid. The regular attacks, playing as Warrior, almost dont even register. You can face tank them without issue until something you have to avoid comes up.

That said there's a bit of an issue, at least for melee, where you just don't get to do damage that often because you're dodging and avoiding so much. So boss fights can take a little while solo, especially if DPS isn't your priority.

Still, I've enjoyed each boss fight thoroughly and felt good by the end of it, even if I died multiple times.

The dodging and blocking also go a long way toward making fighting over all feel more engaging. Instead of just blasting your best one button attack forever and hoping no one hits you, you're encouraged to try different things and stay mobile. It's not quite kiting, but it's definitely not face tanking either.

On the content front, the three acts feel pretty meaty. That's not my issue. My issue is the lack of skill gems and gear. There just isn't enough variety out there right now. There are just straight up no swords in game, at all, nor spears, axes, daggers....melee is basically blunt weapons and quarter staves. And since there's no skill gems for weapons that aren't in game, there just isn't much to choose from right now. That's a pretty big disappointment. I agree with the rest of you that there isn't enough gear in game by half. You're desperately looking for new upgrades because the game simply doesn't drop enough, because there aren't enough items nor item levels to work with yet. There aren't enough different kinds of weapons to choose from within a given weapon class, so you're stuck using the same weapon for half an act because the game hasn't dropped a higher tier of it yet. Rings and amulet drops are also very rare. The game's pretty stingy with currency drops and yellows too. Maybe I'm channeling too much of the PoE 1 late game loot bonanza, but I'm still picking up whites to sell for gold because there's just not much else TO pick up.

On the one hand it's kind of good because upgrades feel like real improvements and you're interacting with the crafting system more often as you level to get upgrades. It feels very Lvl 1 D&D. On the fiip side though, so few things qualify as an upgrade that there isn't much new except skill gem drops and level ups to actually increase your effectiveness as you're playing.

And there's just not that much side content either, the thing PoE is kind of famous for. Sure, there were a couple Delirium altars in Act 1, but I only got to interact with the Delirium altar once and I can't seem to do it again? And there are a few Essence spawns (they cut the # of essence types down by 75%!). But other than that.....? There's fuck all optional content. There aren't even any chest caches, which blows my mind. One of the easiest pieces of side content to implement and it's just straight up not in game yet. Very few side dungeons as well, opting for "field bosses" instead in most cases. Hell, there aren't even any basic buff shrines!

The level generation also seems less random. That, or there are more fixed set pieces in it so there's less flexibility to randomize around. Areas feel smaller than in PoE 1 which I'm kind of thankful for. But there isn't much in them, which starts to make their size feel like a detriment rather than a benefit. There aren't half as many chests or breakables or any of that in the levels. I'll be lucky to find more than 5 or 6 chests per area, and many of those are white ones that are empty.

The jury is still out on the skill gems. Part of me likes what the rework is going for, part of me doesn't. It's simpler now. You get uncut skill gems and then choose a new skill to create from them. Rather than the actual skill dropping as a gem. But they're ALL grouped under weapons. There's maybe 15 blunt weapon skills, that range from attacks to Warcries. Rather than having an attack like Double Strike that can go on anything, skill gems seem designed around weapons first, application second. Which makes the whole system seem like it has fewer possibilities. I'm kind of reminded of Diablo 3's design, actually. While the system is easier to wrap your head around, it feels like there's fewer cooler things you can do with it.

The support gem design is also kind of underwhelming. Again, you get blank support gems then 'cut' a new one from among the weapon offerings. Each tier of support gem offers three skills. And once created, you can more or less freely assign that support gem to any skill which it will support. The rub comes in that they're socketed into skills, and how many sockets are available is based on the level of skill gem. It's simpler to figure out what you can put in and how to connect it, but they lost the ability to say that this gem connects to this gem to achieve X effect. Now, all support gems just "work" with a given skill. It's a slicker system but again it feels like there are fewer options. Lastly, it appears you can't socket the same support gem more than once anywhere. So if you want to, for example, use Overwhemling on multiple skills, you just straight up can't. Which feels intentionally limiting and I don't like it. Basically you can socket each support gem only once, forcing you into more diversity rather than using what's most effective. Time will tell on this one I suppose. But again, my first instinct was "oh. These passives support gems are more like Diablo 3's "Runes" than PoE's support gems." Someone thought of a cool idea instead of giving you the elements to assemble a cool idea yourself. Instead of giving you gems that can potentially modify every aspect of a skill, the scope of support gems seems narrower. But I may not have spent enough time with the system yet, and again, when more than half the weapons and their skill gems are marked as "coming soon" we don't have the full picture of it yet.

The Passive Tree is also a mix of better and worse. The better part is that most attribute nodes let you freely assign what stat they increase. So no more "oh noes, I need 5 Int on the strength side of the tree." So it's easier to get the attribute points you need to support what you're doing without spending egregious amounts of passive points to reach a part of the tree that has what you need. There's also almost no +maximum life on the tree, or chaos resistance. Straight elemental resistances also seem downplayed in the tree. They're pushing most of that off on to gear now, what with Runes being able to be socketed into gear to make up for missing resistances, stats, life, etc.... So there's less "oh gosh I have to spend passive skill points for basic survivability in the tree" than PoE1. The tree feels less intimidating AND less load-bearing in the new design.

On the flip side...man the keystone passives are just kind of boring compared to PoE1. There are still some of the recognizable ones like "do more damage/never crit" etc... but very few of them seem to really change gameplay that much, and very few of the major keystone passives are "sexy." In PoE1 I'd agonize about what nodes were worth it for my build. But in PoE2 most options seem to be the same level of vanilla. Put another way, there's very little at the outer edge of the Passive Skill tree that makes me go "oh yes, I want that." So every time I go to the skill tree to decide where to spend points, I'm often left feeling like it doesn't matter as much as it used to. My friends and I used to joke while playing that when someone leveled up we had to pause for "life choices." The choices don't seem nearly as consequential in PoE2.

The story is....meh. While there's lots of voice acting I think the setting just isn't as compelling. Wraeclast as an island of criminals that happens to be polluted by an ancient evil was something I could get behind. PoE2's story is basically the same thing, except without all the trappings of savagery and cannabilism. It basically looks like generic fantasy now, with GGG's sort of grimdark aesthetic. Which is fine, except I already played Diablo 4 and this doesn't do much to stand out from it. Act 2, which is of course a desert act, starts off strong with your "home town" being a moving caravan but other than that it's bbbbbbblllllllaaaaaaannnnnnnndddddd. I'm already missing Act 1's forests and fields.

Quote
I've said it once but I'll say it again, Rolling Slam just feels bad to use because of it being a two-part slam attack with a really long animation commitment. Aside from spamming earthquake and totems to trigger jagged ground aftershocks you don't really get any alternate crowd clearing skill until the magma throw skill mentioned earlier.

This is also one of my complaints. Not that Rolling Slam takes a long time. But because the whole "Heavy Stun" mechanic is the ONLY way I'm dealing real damage. Rolling Slam will get most  guys ready to Heavy Stun with one hit, then I finish them with that other attack and they die. When it works, it clears the screen. When your timing is off or something isn't working though, suddenly, I feel like I'm doing no damage and have no ability to clear.

And when doing boss fights it gets even less optimal. You have to build their stun bar up to a certain point where you can use your finisher attack, just as normal. Except because of all the fruity stuff bosses like to do, like becoming invulnerable while a gimmick is happening, you miss that window. Or because of all the constant dodging you need to do, it takes forever to fill up their stun bar because it requires so much more stun AND it's draining while you're trying not to take damage. Or a teammate does an attack which pushes their stun over the max and you LOSE YOUR CHANCE TO DO YOUR BEST DPS. Part of me is liking the idea of combos as a way to bridge the gap between raw DPS output for ranged and melee. But then shit like this comes up and it feels like melee is once again getting dicked over, compared to someone just spamming ranged elemental damage.

I'm really hoping other builds aren't one trick ponies like this. Without the Heavy Stun mechanic and combo off of one ability, my guy would be doing fuck all for damage. It's the only way I'm able to clear out swarms of guys, It'd take half a dozen earthquakes to do the same damage as one appropriately timed finisher. Basically if my ability to fight effectively relies on a single combo that is balanced by other factors, then most other skills are kind of useless by comparison. Why would I use Earthquake when it takes let's say 10+ seconds to kill a group of trash mobs vs. 3 seconds with Rolling Slam/whatever the finisher is called. I can clear whole packs with two abilities when it works correctly, which is far less effort than almost all other abilities....until you suddenly can't get them to stun for one reason or another. (Also the stun cooldown puts another limiter on how often you can get good damage out of the Heavy Stun combo. Having to wait for their stun bar to "go back to normal" means you're sitting there hitting them for mediocre damage until they're ready to have their stun bar built back up to do real damage....ugh. Not a fan.)

I'm hoping this is a consequence of 80% of the previous game's skill gems not being in PoE 2 yet. And not a preview of how we can expect the next 5 years of this game to be. Where we wait for GGG to release a new skill because there aren't enough available ones to make for interesting builds and combos. It almost seems like they're starting at square 1 again.

TLDR: gameplay-wise it feels like an improvement over PoE1. Mechanically it's been simplified and while in some places that's a good thing, combined with the lack of content in an EA release makes it feel like a lesser game. Which, following up your content rich decade-old game with an EA release, that's going to happen.

I just feel like they're behind the gun. Or to put it another way, they released in EA not because it was ready but because they needed to start getting paid.

Sort of how like in PoE1, actually getting unique models for all the uniques they had in game was an "on-going project", PoE2 is going to be saddled with numerous "on-going projects." From converting PoE 1 skills to PoE 2, to converting all the uniques, league mechanics, stash tabs and cosmetics, GGG is going to back filling PoE 2 for years. And as we know, that is always going to take a backseat to making content people will pay for. I'm a little worried that it's going to take this game years to get back to what PoE1 was, and we're going to hear a lot of "don't worry, we're working on that!" from the dev team.

So if you're a fan of PoE1 and all its variety....definitely wait or you're going to constantly run into "why isn't this in EA yet" feelings with PoE2. I'm enjoying my experience a lot but there's just not a ton of meat on its bones compared to PoE1.
« Last Edit: December 09, 2024, 05:45:31 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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It's kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
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nenjin

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #20 on: December 09, 2024, 03:17:40 pm »

Also the new Trials of Ascendancy can eat my ass. Now you basically have two health bars. Your regular health bar. Die and you fail the trial. But now you also have "Honor." Which goes down every time you're hit. If honor hits zero, you fail the trial. You can replenish honor through various things during the trial. While it certainly is easier to avoid damage in PoE2 than in PoE1, what I didn't need was a second fucking way to fail what is already a drop-limited attempt. As far as I'm concerned, it's a fail of an implementation.

Also.....PoE2 is just a blander/basic game in terms of the setting. All the settings after midway in Act 1 just feel kind of basic and lazy. Generic fantasy with a bit of GGG styling. Act 2 is a fucking snoozer. The Trials of Ascendancy backstory is that you're going through the training grounds that the big muckity muck Maraketh would. It's no where near as cool as the Labyrinth of the Emperors as a concept or in terms of styling. I don't care nor connect with the Maraketh matriarchy, so all the things dangling off that idea fail to land with me either. There's a visual theme to the old Labyrinth that, combined with the knowledge it was used to train the minds and bodies of the EMPERORS OF THE WORLD. That's a cohesive idea. The Trials of the Sekhema are......what by comparison? There to train a caravan leader? Bland. Bland bland bland.

I dunno, in their rush to have a game to play I feel GGG is taking a lot of shortcuts.
« Last Edit: December 09, 2024, 04:38:43 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
It's kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Criptfeind

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #21 on: December 09, 2024, 09:20:21 pm »

Yeah, the honor mechanic seem really bad. I'm playing witch and it was fine since my idea of defenses is hiding behind skeletons and keeping distance from enemies (although a glitch in the honor mechanics caused me to loose my first run) but melee classes that rely a bit more on being tanky seem like they are just sorta fucked, especially if they've invested a lot into energy shield tanking. Really bad for a not very optional part of progression. I've heard some people say you can wait until act 3 to ascend some other way, or wait until you've overleveled the content enough to crush it, but both feel pretty bad to me.

Speaking of ascension I went blood mage, which I'm maybe sorta regretting. Infernalist looked like it was a sorta minion/spellcaster hybrid build, which accurately describes how I'm playing, but I wanted to do a critical hit spellcaster build, which seems like what blood mage is for so that's what I picked. Unfortunately the first big node in blood mage is just a big mostly negative ability, so I've been running around with only 1 point invested into my ascension thus far, and frankly I'm not sure how many points I'll need to make the ascension actually worth it, which feels really bad. Specially since I've been told since I picked it up that you apparently only get 8 points (so 4 big nodes) throughout the whole game? With 1/4th of my points spent on a negative and 1/4th spent on a probably mandatory ability to somewhat negate the negative, I can only pick up 2 abilities that I want from my ascension? That really sucks. Specially if what I want is something that I need to go though something else to get, I might end up with only 1 ability I actually want. Thanks I hate it.

Infernalist didn't look that appealing either, but at least I could give up and just make a probably decent minion/spellcaster hybrid witch if I wanted too, which seems to work out fine thus far.
« Last Edit: December 09, 2024, 09:34:56 pm by Criptfeind »
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nenjin

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #22 on: December 11, 2024, 12:20:11 am »

Can someone explain how weapon switching is supposed to work?

I finally picked up a second weapon because it rolled ridiculous stats. All I wanted to do was switch weapons. My skills, sans shield skills, were going to stay the same.

Except every time I wanted to use an ability, it would switch me back to the other weapon set.

People online mentioned that under the skill's expanded view, you could flag which weapon set the skill was available for. All my skills were available for both weapon sets.

So I'm confused how they expected this to work? Do they really want me to map all my abilities again to a second set of keys only used when I'm on my alt-weapon? Because that seems like ass. Am I missing something or....?
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
It's kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Folly

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #23 on: December 11, 2024, 12:57:14 am »

You don't have to map any additional keys. In the Skill's expanded view are two checkboxes, one for Weapon Set 1 and one for Weapon Set 2. If you check only one of those boxes, you will automatically switch to that weapon when you use that Skill. If both boxes are checked then you just continue using whatever weapon you're currently holding when you use that Skill.
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Ozyton

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #24 on: December 11, 2024, 05:20:44 am »

I had a similar issue with a weapon I picked up. If specifying what weapon set you want to use a skill for doesn't work it might be your weapon increasing the stat requirements for a skill via 'increase meelee skill gems by 3 levels' or whatever. I got a two handed hammer with something like that and every time I used a skill it would swap me to my one handed hammer because I didn't have enough dexterity or intelligence while the two handed hammer was equipped.

Haven't played much since last post, but I did unlock Leap Slam which is a much nicer feeling ability to use than Rolling Slam. It really does seem as if they're trying to get you to combo very specific skills together instead of focusing on one or two general skills, so you'd use the first slam of Rolling Slam to stun enemies, then cancel out of it with a roll and do the uppercut that heavy stuns primed enemies, or something like that. They've seemingly designed a bunch of skills around the assumption that you're going to use it to synergize with another specific skill.
« Last Edit: December 11, 2024, 05:23:47 am by Ozyton »
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Criptfeind

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #25 on: December 11, 2024, 09:51:10 am »

I hit the second ascension with my bloodmage so I've been playing around with bloodmage abilities. It's soooooo bad. The life remnants are health positive if you're fighting very weak easy to beat enemies, which, whoo, I guess. Against anything tougher they won't keep your health up, and against bosses? Fuhgeddaboudit. Even with the life leech passive I'm pretty sure that against bosses the ascension as a whole is a negative. Which, yeah, early access, but man it's shockingly bad. The thing that really makes me upset though is that life remnants despawn after a couple of seconds, feels like a slap in the face when you're not even allowed to pick up your little bonuses mid fight, which is a common situation vs some enemy packs or especially vs bosses.

Saving grace is that a minion spellcaster build seems pretty strong and the game is generally pretty easy except against some specific bosses so my ascension actually doing anything isn't actually needed, it just feels bad.
« Last Edit: December 11, 2024, 09:53:32 am by Criptfeind »
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nenjin

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #26 on: December 11, 2024, 10:14:19 pm »

Ooooh, it's how many support gems you can have based on your stat. *eyerolls*

I haven't managed to beat the first trial yet. I hate the honor system so much. Just read a post from someone saying a skeleton archer inflicted 600 honor damage with one arrow. I hope they at least tone it down. Are there relics that boost total honor or reduce honor damage?

edit

The answer is yes.

I beat the boss, and then something tagged me right at the end and I died. >< I'll beat him. But man these things are kind of exhausting, and I don't like this design. I'd take a harder boss fight over this.
« Last Edit: December 12, 2024, 12:39:51 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
It's kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Jopax

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #27 on: December 12, 2024, 10:52:57 am »

So I think I might be done with my sorc character. I'm in late Act 3 and I'm hitting a wall of dps checks where the combat is just not fun anymore. I've spent hours grinding for potential upgrades but nothing found, bought or crafted surpassed the staff I made back in Act 2. I'm level 45 and have heavily invested into lightning, shock and crit and so far none of it is paying off in a particularly satisfying manner. None of the supports are doing too much to boost the damage either, sure I can buff a single skill by about 20% but that still leaves my other 4 in a pitiful state.

The biggest upgrade so far has been getting ball lightning and lightning warp online but, that shit puts you right in the face of anything you're trying to kill which is rarely good for something squishy. I've tried the ultimatum run over a dozen times now, failing mostly at the bosses which are fine on their own but when you have 4 mods out to get you and a build that relies on a bunch of flashy lightning it gets real easy to get oneshot by something that was perfectly avoidable.

I'm considering respeccing my passives but at this point that shit is expensive and I honestly can't see how I can squeeze out any more damage or survivability from the tree.

I've been having fun struggling upward for a good while now, but at this point I'm just wasting time and treading water without any sort of progression. And I can't figure out if it's my skill choices, my passive choices or my gear that hasn't seen a meaningful upgrade in 20+ levels (most likely all of the above).
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nenjin

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #28 on: December 13, 2024, 11:20:36 am »

I still can't beat the trial of Sekhema boss. I think my DPS doing sword and board is just too low. Two nights now I've put in like 4 attempts a piece and I'm getting pretty demoralized. All I want to do is go back to the main game but I can't walk away from a challenge I know I can beat.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
It's kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Folly

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Re: Path of Exile 2: Corruption Bogaloo
« Reply #29 on: December 14, 2024, 04:05:20 am »

Ultimatum feels a wee bit overtuned.

I was 12 levels higher before I could finish my first Ultimatum, and even then it took several attempts. Rough stuff.
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