Resumen de la entrevista de Jonathan a PoE Korea:
ransition from "Diablo like' to "Exile like". Jonathan likes to take ideas from other games and expects other devs to do the same, part of the creative process.
PoE2 feels 90% of the way to being Jonathan's ideal ARPG in terms of gameplay feel (though not all the content is there yet)
There will be some amount of sharing between PoE2 and PoE1, kingsmarch is a good example. Games are too different to easily port one thing to another gameplay wise.
Mirror of Kalandra is confirmed returning.
All of the uniques from pinnacle endgame content should be chase items so that players want to do the content.
Unique items can do more interesting things in PoE2 because of all the new design space with skills.
Jonathan has never found a mirror, except when cheating using dev tools to kill monsters.
EA content updates every few months, but the devs will be taking a break over Christmas.
EA minimum of 6 months, no more than a year.
All the classes and ascendancies will be in EA at some point, and will be fully tested by the player base before 1.0 launch.
Simplified crafting, will be expanded over time but Jonathan wants the baseline of crafting to be easier and more accessible through more currency drops. PoE1 has over 10 years of expansion, and has a lot of crafting bloat and overlap with all the different systems in the game.
PoE2 will be getting more sequel versions of PoE1 leagues, and updated versions of their crafting systems will be added along with them.
Devs interested in adding interesting features, even if it ends up in content bloat over the next 10 years.
Controller support is "way way better" than it was in PoE1, entire team dedicated to controller implementation. Skills need specific work with all control schemes, so some things may be better or worse with different control schemes, with special attention being paid to controller support.
Case by case improvements for individual skills with controllers. Some disagreement internally about how different skills should work with controllers in terms of automatic targeting.
Skills have video guides built in, but they don't want to do more than that, and especially not for the passive tree or entire builds because it hampers player creativity. Jonathan said that their in game guides would quickly become out of date. Important to more clearly show information to the player as to the choices they can make, but don't want to hold their hands beyond that.
All PoE1 cosmetics will work come PoE2 1.0 launch, but not all work on EA release.
Shape shifting forms like the demon and bear may have cosmetics in the future. If you transform you can't see equipped armour cosmetics.
Generally speaking they don't want to do mid season updates to league content. They found in PoE1 that it doesn't bring back players, so they focus on larger content updates every 3 months.
There will be many small updates, but they will be focused on balance (at least at the start of EA)
PoE2 has a completely new store, and allows you to try on cosmetics before you purchase.
Up to 6 player co-op right from the beginning of act 1. You can resurrect your teammates, but this stops being possible in endgame. Game is balanced with both single player and multiplayer in mind, with there being no advantage to one or the other.
Endgame map and bosses only have one attempt. The intent is that only the best of the best are able to challenge the very hardest content, so get good.
Jonathan wants actually beating pinnacle content to be very rewarding, compared to PoE1 where it's fairly easy.
Not every build element (Melee vs ranged) is balanced against each other, the important thing is that the game gives you a bunch of tools to solve all sorts of problems. An example of this is being able to have 6-linked utility skills.
Jonathan thinks Melee is very strong (LOGIN Melee bros)
A lot of bosses are easier to fight in Melee, since bosses use different abilities if you're at a distance. It's also easier to dodge around the boss if you're up close.
No dedicated team to simulating capitalism, but the free market is important in PoE, and no item is bound to the player. Items having value is important, and being able to trade helps with that.
Understanding the IRL stock market helped with developing the currency exchange.
PoE1 lore and story was very fragmented, Jonathan hopes that they've done a much better job with story telling in PoE2. Wants to add a lore glossary in game.
Phantom nerfs were 'not really' a thing. Transparency is important, but they did make a few minor tweaks behind the scenes during PoE1.
Some unique items will be harder to build for, since they require certain requirements to be met.
Jonathan doesn't want to spoil specific uniques, but there are a lot of returning uniques, and their reworks will surprise people.
No Mageblood replacement due to recent flask rework.
Jonathan almost leaks something unique related, but restrains himself.
Underused skills will be buffed. Some skills will not see a lot of use, and that's okay. Better to buff weaker skills than nerf the strong stuff.
Jonathan is accused of preferring nerfs over buffs. (No comment is made lmfao)
A main improvement in PoE2 is that there is more skill information in game (such as minion stats).
In the skill tree you can see what effect nodes have before you pick them.
PoE2 will never allow you to try out a build if you don't have the items for. (like in Path of Building)
GGG likes poaching the devs who make the third party tools since they already understand the game
Jonathan doesn't know what the DOT Cap is in PoE2. DOT cap was a technical thing not a balance thing in PoE1 and the player should hopefully not run into it.
Rhoa mount confirmed as the only mount in the game at the moment. A few ideas going forward. The Rhoa lets you attack at range without slowing down and is very powerful. Wants to do a Melee focused mount, but it would take a lot of work.
Guilds are not currently combined for PoE1 and 2 due to a technical limitation.
No guild specific challenges because they don't want to pressure people to join a guild.
You still need to go through the acts, every single league.
Important that everyone has an even playing field at league start.
A lot of work needed to make sure the servers are playable come the 6th so Jonathan is going home.
Se confirma que solo tienes un intento para completar los mapas, si mueres el mapa se va a la puta. Me pregunto si esto será igual para los bosses más jodidos porque puede convertirse en algo muy frustrante y penalizar mucho la curva de aprendizaje del contenido...
Imagina que para poder llegar a un pinnacle boss tienes que pegarte dos horas pululando por el atlas para que te mueras una vez mientras aprendes las mecánicas y ale... otras dos horas de grindeo para darle otro try.
Ufff xd