![]() ![]() Those two groups already never interacted Religion of Zoom people don't really care about anyone but other Religion of Zoomers that blow through entire leagues in three days like them. The bulk of Religion of Zoom people will stick with PoE1. ![]() The overwhelming bulk of Silent Casuals that simply play on their off hours and don't interact with the forum/Reddit community will move to PoE2. I doubt it will split the community to any great degree. TLDR: On PoE 1, players are used to having certain power/speed/mechanics, and once these expectations take hold, any reduction in power hurts, but on a fresh game, those expectations are reset.Īnd for people who hate the changes, PoE 1 will still be available to play! Design Freedom: GGG can finally get rid of instant logout, insane life recovery speeds, insane quantities of loot drops and other core mechanics that are the root of so many other issues that PoE 1 is balanced around. ![]() I bet we will see only 1/30th of the complaints about power compared to if they kept PoE 1 and 2 the same game.Ĥ) Misc. By separating the two games, they are free to make PoE 2 much more engaging/slower/challenging without making players feel like they got nerfed (no one complained back in the day when Piety/Dominus took 10 minutes to kill, because that was considered normal.) It's just a fresh start. I can only imagine the backlash and challenges this would've brought.Ģ) Skill Design Freedom: The change to support gems to not add damage is a huge positive for gameplay, but it would feel bad in PoE 1 to lose that power (just look what happened when they nerfed the damage only a little bit on support gems a few patches back)ģ) Power Creep Fix: It feels bad when we have power and it gets taken away, even though the game is better when monsters present a challenge from start to finish. almost every PoE 1 item would have had to be reworked/rebalanced. This will let GGG have so much more freedom to redesign the game while reducing community backlash.ġ) Item Design Freedom: There were so many issues that would've come about with item bases/sockets. ![]()
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