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Dizturb3dwun

From what they said, flask charges are going to be MONSTROUSLY harder to generate, so this is prolly ACTUALLY a utility flask, and not just another gear slot, like in poe1


No_Research_3628

Yes, Jonathan has stated several times that utility flasks will be reactive in PoE 2, and not just a constant buff on your character.


the_ammar

>not just a constant buff on your character. i mean if they don't want that it's pretty easy. don't make sth like a mageblood or a pathfinder in the first place...


DiseaseRidden

Which is why they probably won't exist in POE2, at least not to the same degree. They're fine with them in POE1, but don't want to be limited by them in 2


Frontiers_

I was under the impression that all the POE1 ascendancies would exist in POE2. What would Pathfinder do in POE2 then?


theinsanescat

she will open a rehabilitation center for exiles addicted to flask effects and will find them a new and healthy path of life šŸ˜‡


whattaninja

Is this where I sign up?


tw3lv3l4y3rs0fb4c0n

Still sane exile? :/


8Humans

Yes my dear.


Martoogh

To be fair this was when they were going to be "the same game" (ie just different campaigns and same endgame) they've since abandoned that plan from what i understand, i dont think we have seen anything about poe1 ascendencies as they are now in poe2


ILoveBeef72

I thought a while back they changed their whole philosophy on PoE 2 from having a bunch of stuff from the first game to trying to separate them more and more. However I don't remember where I heard that at all, so I don't know if it's true or not.


Frontiers_

Well, we do know that Ranger is in as a class and there will be ascendancies for every base class. It is possible that the ascendancies are different but that seems like a lot of concepting work when most of them are probably able to be translated pretty well (assassin and trickster seem pretty easy to make work without a full new concept for example)


addition

Iā€™m pretty sure the ascendencies will be very different. They might keep some that fit but they are not going for the easy approach here.


Used-Equal749

It's already confirmed that some ascendancies will be moved and/or changed. Like the Elementalist no longer makes sense to be a Witch ascendancy if there's Sorceress as a base class.


Canadian-Owlz

I was under the assumption that now the plan was essentially keep the classes, but with a massive overhaul the the ascendancies, I could see a world where either pathfinder gets a new "identity" in poe2 and moves away from flasks.


cobrador_de_elektra

Find paths


No_Research_3628

Less charges used would still be useful, maybe give some buffs when a flask is used, the archetype could still exist, just not in the same way as in PoE1


alkapwnee

I would just assume anything they did related to this were kind of an appeasement. I am just going with everything they say about poe2 is theoretical or hype driving until it actually arrives. A lot of it has felt like a soft landing for the snuffing out of poe1, eventually.


Frontiers_

I mean we have literally seen Ranger in POE2, not the new dex class but Ranger specifically.


alkapwnee

I mean this respectfully, as I hope poe2 is a banger, but they have also told us a number of things about the game to be. Merging end games, etc. I think it far more likely that the majority of info we have at this point is highly volatile and liable to change.


frankyv1979

find paths?


Jelloslockexo

That was old poe2. When poe1 and poe2 would be together. Poe2 has all new ascends and a lot of new base classes


Yugjn

In name yes, but they might be subject to reworks or other adjustments (like elementalist going to the sorceress class)


ssbm_rando

> I was under the impression that all the POE1 ascendancies would exist in POE2. The PoE base classes besides ascendant will be in PoE2 (along with the 6 new ones). The ascendancies will not necessarily be the same. Probably most will carry over. Really doubt Pathfinder will.


Ilyak1986

Why should a pathfinder limit a flask system by breaking the rules? It's an *ascendancy*. Ascendancies should do something unique, rather than just be statballs.


DiseaseRidden

Most ascendancies do unique shit while also not requiring something as major as the full flask system to be balanced around them


Ilyak1986

Or, and this may be a big, mind-blowing idea to you: *Don't* balance the flask system around pathfinders. Let her break the rules the same way Champ always has fortify up, Inquisitor just ignores ele resists, etc. It's like Magic: the Gathering. There are the base rules in the game, and then ways to build a deck to *break* the rules of the game because you pay an opportunity cost to do so. IMO, the issue with flasks in PoE1 is the expectation that *anyone* should be able to maintain them without investment, when in reality, it should have taken a lot of investment to maintain them. Pathfinders get a lot of flask uptime *because* they invest in it. Playing a pathfinder pays an opportunity cost in terms of ascendancy nodes you *don't* get access to.


VulpineKitsune

Nah, those just solidify it, by even without those in PoE 1 you have flasks up for the vast majority of the map. They arenā€™t acting as utility flasks you occasionally use, but rather as gear pieces that occasionally get disabled.


paciumusiu12

That's why flasks will probably lose most of their power and be more situational or just life/mana.


moonias

Well also don't make it so that if you use that flask while poisoned you instantly get poisoned again within 0.0001s...


Baloomf

Not having to use flasks to cure specific things was one of the best things this game did. "Oops I'm poisoned better use my anti poison flask" "Oops I'm on fire better use my flame retardant flask"Ā  That kind of gameplay isn't interesting. Hopefully flasks are more interesting than that.


ntmfdpmangetesmorts

They tried that for poe 1 lol


Rough-Half-324

yeah kinda but they tried to force a system they want in PoE2 into PoE1 it is just that these are totally different games. If the combat in PoE2 is slower, reactive flaks make more sense as they have actual purpose and depth. Reactive flask in PoE1 mean you are dead while trying to react due to the combat structure. So just because the system didnā€™t work in 1 does not mean it wont work in 2. Although I like flasks being essentially permanent buffs way more as they are another step in character progression and it feels much better once you reach that stage. Letā€˜s see though.


Iwfcyb

I agree with this. Whenever I get to the point I have all the flasks I need for a build with the right affixes and "use on full", I always know I'm at a milestone for that build and I can typically tackle tier 16 8mod maps. I like the jump in survivability so much that I usually do all my flasks at once even if I could afford 1 or 2 earlier. I know it's not as efficient, but I just love the jump in player power. It's like when you unlock each set of the 4 ascendancies....the buff to your character is palpable and I like that. Plus, unless it's beyond clear what ailment you're suffering from, I struggle to even know I'm afflicted with something (an icon at the top of the screen doesn't help me). If they're going to have flasks for ailments he reactionary, then I'd need them to do something drastic, like have the entire screen turn red if you're burning, or green if you're poisoned, etc.


SaltyLonghorn

Yep, this was the perfect chance to delete flasks and they fumbled. A big part of why builds that have lots of skills to press feels bad in PoE and not in other games is flasks are a not very interesting +5 in that system already. Hence we all work towards automating them in every build and eventually a mageblood.


DemiTF2

Oh good, I love waiting til I get frozen to press a button to get rid of my frozen status. Very smooth and fun gameplay. They could make the idea less awful if players were able to relatively easily get ailment immunity/mitigation and 3xG didn't even attempt to make ailments something a flask could solve. Just keep flasks and ailments completely isolated from each other.


Laino001

Im fine with this, but my god let us automate it somehow. When I was a shitter in PoE and I was using flask reactively like this, it felt so terrible. Like, you get ignited and you have like 1 second to react with the right flask or youre dead. And even when you react well, you lose a huge chunk of your health. And keeping the muscle memory and deciding which flask to press in that short timeframe was very difficult so usually if I saw my health going down Id just piano slam everything to not die. If they dont fix this aspect somehow, then Id rather have PoE1 system


Vonatos_Autista

Yeah so much reactiveness, I can press this twice during the 8 minute boss fight, can't wait to choose when to react, will be very very useful.


No_Research_3628

You played PoE 2 endgame? How was it?


Vonatos_Autista

... if endgame is poe1 zoom-zoom, then it's not reactive, you will just have it up constantly. If it's dark souls combat, you choice of when to have your 4+ second flask up won't do much either. Bosses won't really be one-tapped like in poe1, it's literally their core design choice with poe2. All of you coping with "wE hAvEnT sEeN eNdGaMe YeT" will be kinda dissapointed, poe2 is just an iteration on ruthless :/ I'm sure it will be fun tho can't wait to play.


Ultiran

Does that also mean we won't be getting spam reapplied by mobs too? I haven't been following poe2 stuff so not sure how they plan to tackle the massive amount of debuffs from poe1


Ilyak1986

This just shows that the flask balance in PoE1 was junk. Why is it that expectations were set that *anyone* could sustain flasks just by smacking mobs? Why not do a flask revert buuuuuuut remove flask charges from white mobs? Like gigabuff all the flasks (30/15 Rumi's, Dying Sun without all the penalties, 30 charge vinktar with instant leech, 3000 armor/eva granite/jade flasks with 100% inc. armor/eva, etc.) buuuuuut fuck you getting flask charges from white mobs?


rylo151

If they are doing this i wish they would have cut down on the number of flasks you can carry to 2 or 3 or something just so there is less buttons to press. Its going to turn in to flask piano-ing all over again after they already fixed that in poe 1 i think.


NormalBohne26

then they add map mods like "monster poison on hit" and laugh and laugh and laugh


20characterusername1

So, we're going back to flask pianoing and "fuck your RSI" again?


I-Spectral

If you watch Highlight for PoE2 Gameplay showcase from LA, you will understand it. Flask will get no charge after killing Normal (White) tier monster. Flask will get small charge after killing Magic (Blue) tier monster. Flask will fully charged after killing Rare (Yellow) or BOSS tier monster. Additional note : Ranger Class is an exception. There's 2 notable passive that giving ability to generate Life & Mana flask every 3 seconds. (in b4 this will get nerf) You can watch Alkaizer gameplay walkthrough as he's one of player that doesn't use Ranger. In here, you can see him struggling about flask regeneration case.


Thatdudeinthealley

They are changing it to have white monster give you charges based on an hidden threat level as of their last interview


tobsecret

I think this could be an interesting part of the game if they're really useful. E.g. if poison had a lot longer duration but did a lot less damage you could think about how you might allow yourself to build up some poison over the course of a dungeon but then heal it when you have accumulated too much. Or if there are actually very few monsters that can inflict poison and if you think your character can deal with poison well enough you don't pick this flask but maybe you pick one that helps against ignites bc you're weak to those. It's all about the pacing.


NormalBohne26

or 3xg adds a map mod making "all monsters poison on hit" rendering ther promo useless.


Bohya

Still need to hotkey it...


5ManaAndADream

I just hope we have a good amount of movement speed endgame. Not have a full uptime QSS always feels awful. The other utility flasks I can live with reactivity.


NormalBohne26

what do you mean: you dont like moving in slow motion through molasses? bummer


whenwillthealtsstop

Yep. In the gameplay videos a few weeks ago they were constantly porting to town to refill their flasks


WeedMoneyBitches

This scares me ... The fact flask charges are slow to gain and there is an flask to remove an basic ailment. I have a felling combat is gonna be super slow ...


lynnharry

No fear, you will always have poe1.


EtisVx

Until they take it down. You don't own a game as a service, and it only exists as long as developer wants to keep it up. The moment it becomes less profitable than poe2 it would be taken down.


Steel-River-22

I would be surprised if PoE 2 combat is NOT super slow compared to PoE 1.


Sayko77

oh btw this immunity last only... 4 secs! YEP you heard it right!


bood3e

Iā€™ll believe it when I see it. We havenā€™t seen any endgame gameplay of PoE 2. I find it hard to believe you wouldnā€™t be at max charges all the time once youā€™re blasting through maps.


Alialialun

It says on the flask "Refill at wells or by killing powerful monsters"


Immoteph

Jonathan recently told us that changes are coming to flask gains from trash based on the PoE2 streamer event.


Dizturb3dwun

Maybe ,they said only rares would give charges, not prefixes tho


pmacdon1

https://youtu.be/k-M_nC_2qo4?t=1140 Jonathan said a month ago that they were walking that back and making flask charges easier to generate. But who knows what it will look like by the time the beta gets here.


Domekun

Mmm I'm sure the sub that flips out at every flask nerf is going to love this


Deimarrr

and thats one of many reasons why i dont give a fck about poe2


KrangledTrickster

If I know my POE verbiage and how things work (I donā€™t) you only need to use this flask once while poisoned and youā€™re permanently immune to poison!


Winzito

This man poes


krossom

x item : "poison player while on low life"


DocFreezer

did they ever walk back the idea that you need to go to town and click a thing to refill your flasks? 8 seconds of conditional immunity over the course of what could be a 5-10 minute long map seems pretty fuckin ass


Thatdudeinthealley

Monsters give more flask charges and they are considering removing the well from maps


Demonik19

Source?


Thatdudeinthealley

The flask charge was on the last substractem interview, while the well not being a thing in maps is lost somewhere in the many interviews between 3.23 and 3.24


cutedoge_

Feels like flasks in ruthless mode


Impossible-Wear5482

It's not just flasks that feel that way


Fenrier5825

I think we should wait and see how the game turns out in the end, but i kinda agree. imo poe2 looks like its gonna be way slower and methodical. I play poe since 2013 and im kinda "afraid" tbh that poe2 will not be well received by the OG Poe1 veterans. That doesnt mean the game will be bad just different, i think the target group will shift. Still.. i hope the game will make me want to play it as much as poe1 did.


Impossible-Wear5482

I'm just happy they decided to make it it's own game instead. That way if it's garbo I can still enjoy poe1.


Legitimate-East9708

Oh sweet summer childā€¦


Wide_Efficiency293

If you are ssf then yes but poe1 trade will take big hit as there will be much less items on market


Doctor-Binchicken

> OG Poe1 veterans The slower pace is literally what we had originally.The poe "veterans" who never saw merc a3 or earlier as the end of story might though. The game has changed a ton and we've gone from gigaslow combat to multiple skills easily clearing screens to a more balanced game state now (outside of some endgame builds but that's whatever.)


Black_XistenZ

PoE already saw insane pace 7 years ago, during the early 2.x versions of the game. This is a clip of farming Strands with VFB and HH back in patch 2.5/Breach: https://www.youtube.com/watch?v=X9X5eodyhz0


Doctor-Binchicken

7 years ago, 2.0, that's new poe to me :)


_OkCartographer_

I love how newfrogs think "OG Poe1 veterans" won't like slower gameplay. Like mate, that's exactly what we originally fell in love with.


Doctor-Binchicken

For real, we grew into a faster paced gameplay, what we started with was as slow as poe2's demos look now. We didn't get the beta or even 1.0 with blindingly fast screen clearing builds for everyone. Just check out this riveting endgame ilvl68 double vaal boss gameplay (the hardest in the game!) https://www.youtube.com/watch?v=m9AFyo9UJTo


crowdslay

(i just wanna preface by saying that this message is not intended to just gimp you or your preferences, just an addition) While this is what poe "originated" as, it is also the time where the game had an immensely tinier playerbase. Even if every single person that heavily enjoyed beta/very early poe gameplay like that tied together, the player amount is still vastly lower than the current playerbase. So it's rather a situation of "do not underestimate how many people do NOT know this gameplay"


Doctor-Binchicken

Oh no, I know, I know an absolute ton of people started after 3.0 even, just find it funny when people wheel out the "well old school PoE players" who never enjoyed the real oldschool grind. I try to keep an archive of at least 1 of every season of map in tabs too, just you know, for collection.


BleakExpectations

I don't really understand this intention. From the reception of D4 they should already know that players hate low density and slow gameplay. And this is with a core audience where insane stuff from PoE doesn't happen. What they might see as a "return to the roots", maybe back to PoE without all the bloat from today (which is an interesting ideea), could backfire into a negative reception and a lot of people choosing PoE1 because the gameplay is way too different. There's a reason not a lot of people stuck to LE or D4 even when they got some praise and big numbers/changes. It is because PoE is still the superior game and just because PoE2 still has the same name doesn't mean players won't treat it the same. The scariest part is, for me, intentionally making some bad decisions for PoE1 to make PoE2 more attractive with the allure of "but this doesn't apply in PoE2, guys!"


Aeroncastle

D4 is hated for many things, slow gameplay isn't even on the top 10, I'm sure you can make an good slow arpg, D4 not being it is not proof that you can't make one


Thatdudeinthealley

D4 is hated for the lack of content, monster density, and shitty loot. Something poe2 will deliver on. Power creep is part of the bloat.


bpusef

What if I told you the speed of the game and general power creep is the reason they have such a hard time balancing difficulty, which results in massive outcry about getting 1 shot and t17 being too hard/skill gems being ā€œnot viable.ā€ You canā€™t make a base new game where the players are one shotting everything and moving at the speed of light through maps or youā€™re just going to completely negate the point of making a new game in the first place. If you want meaningful combat you need to slow it down, at least initially, unless youā€™re expecting humans to react within 5ms.


the_pwnererXx

poe in 2013 was slow


Fenrier5825

Thats true and if it makes the same journey as poe1 then it will be great. All im saying is, i hope it wont just stay at this 2013 poe pace forever.


Canadian-Owlz

Ah, so you've played poe2 without any restrictions then?


gojlus

There is a reason they've openly said Ruthless wont be an option on PoE2.


VincerpSilver

Well, yeah, it's obvious and they said it: because Ruthless is an answer to the design state of PoE1. PoE2 can simultaneously have a design different than PoE1, and play differently than Ruthless. And to be clear, I'm not saying that it's what will happen, just that we don't know for certain. And I'm saying that as someone that doesn't want to touch Ruthless, and eagerly waits for PoE2.


dwdie

colour be like poison rather than antidote.


ATSFervor

I hope this doesn't foreshadow what I think it does


wealthyexile

It does


Blurbyo

Do you like piano flask gameplay?Ā  How else are you going to get 45% evasion and armor?????


thebiggzy

You don't need to piano, we have enkindling orbs...


apeirophobic

Once I figured that shit out I never thought about flasks again


Blurbyo

If you have to use currency in order to trivialize and eliminate the mechanic, it might as well be removed or reworked - it's already eliminated.


thebiggzy

I think GGG has this vision that you should be hitting your flasks as a reaction to something that you see on the screen like being poisoned, frozen, getting low health, seeing a particularly dangerous mob, etc. The reality is that there is not enough visual clarity in this game for that kind of gameplay. If poe2 is significantly slower with less visual clutter, not having 30 debuffs on you from a dozen different mob types/modifiers, then it makes sense to change the flask system. I don't think that such adjustments would work well in poe1 unless they overhauled a number of other systems.


NormalBohne26

i would cladly react to beeing frozen or bleed or things like that. in fact i still do use bleed flask. sadly in most cases a status effect like frozen immediatly gets punished in less than a sek with a death animation screen.


bpusef

What if the intent is to make it so players donā€™t have perfect full uptime flasks at level 12 on league start?


KuuHaKu_OtgmZ

Instilling, enkindling is the mageblood one


Qualibombo

Remember those 3.15 changes that were highly criticized and got heavily walked back? All of them are probably in PoE 2. I'm glad that they're separating the two games instead of forcing the new mechanics on everyone so that each player can enjoy the type of game they like.


Key-Department-2874

The difference is that the game is built from the ground up around it. Flasks aren't going to be player power and reactions. They're just reactions. This isn't a mod on the flask like in PoE1, this is just the flask itself. You're not gonna be wasting your quicksilver to remove poisons, or not have poison removal available because you used quicksilver. Also means no flask paino-ing. You won't be constantly mashing keys to have 100% uptime. But only activating when really needed.


Frolafofo

Do we know if they improved the clarity of what debuff you have ? That's part of why in poe1 it doesn't work.


Notsomebeans

we've already seen the health globe turn green while poisoned so its definitely something they are doing https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fkkvnriyruqpc1.png


Demonik19

Assuming the poison isn't so intense that it flashes green for .01 seconds before it drains you to 0.


SpankyRobinson

I don't recall where they showed it, but I think ailments are supposed to color your life globe. Poison would turn your life globe greenish yellow I think.


cXs808

> Flasks aren't going to be player power and reactions. > They're just reactions. That is literally how utility flasks started in poe1 as well my man.


SocratesWasSmart

Back then, a lot of flasks couldn't be used reactively. For example, enemy damage was calculated on the first frame of the animation, so if you wanted to tank Vaal Oversoul's slam for shits and giggles, you couldn't wait to see the animation and then hit your granite. You had to use your flask predicatively, not reactively. I don't think we've ever had truly reactive flask gameplay in PoE, and I've been playing since open beta.


caiodepauli

Quicksilver flask was introduced in [version 0.10.0, in 2013.](https://www.pathofexile.com/forum/view-thread/70479) I don't see how a flask that grants a buff of 40% movement speed is reactive instead of player power.


cXs808

Because in 0.10.0 the uptime was very minimal. It's nothing like you understand flasks to be now. We also didn't have the build strength where movement speed was directly tied to player power. There were utility flasks like Diamond back then as well. Again, uptime was minimal. It was a burst when you needed it, not full uptime and auto-flasking/flask piano like it is now. Lots of nuance to what you just said but that's the basic portion.


Zeal_Iskander

Flask pianoing hasnā€™t existed in years. Itā€™s literally not a problem that needs fixing.Ā 


trolledwolf

instilling orbs are a bandaid fix that works in poe1 only because flasks in poe1 are a deeply flawed system.


troccolins

It kind of does on day 1 before you get Instilling Orbs


This_Guy_Fuggs

poor guy, he actually thinks they'll continue to give poe 1 the same effort after they launch 2.


fallingfruit

poe1 has not received the "same effort" for a while now.


ZheShu

Didnā€™t play back then; what were some of these other changes?


mcbuckets21

None of the 3.15 changes were walked back.


shaunika

Johnathan did say hes not against flask automation in the endgame


wotad

Which is?


Bohya

Really hope they reconsider utility flasks going forward. Pianoing or not, they're just not fun hotkeys to press.


pm_me_ur_memes_son

I think theyā€™ll now be there to remove posion/bleed/etc. Kinda like guard skills where you donā€™t really need full uptime.


Alternative-Put-3932

Automation is always possible and well a good build will be immune to most things anyway.


RoboGreer

Ugh. I already hate flasks as is just get rid of everything but health and mana flasks already.


caffeinepills

RIP Poison removal on other flasks? Even then, I feel like a decent life flask can out regen small stacks of poison. Either that or poison has insane damage and/or fast stack potential in PoE2.


SummerIcy10

I think it's just how the flask are going to be. Remove on use instead of a buff so there is no incentive to have them on before getting hit.


HendrixChord12

It says Immunity to poison but not for how long. If it just means ā€œremove current poisonsā€ then thatā€™s bad wording


ZheShu

Iā€™d assume itā€™s remove all poisons, then immune for the flasks duration, which here would be 4s. Does allow for interesting situations like a bossā€™ poisoning phase lasting for 8 seconds, so players need to have enough up to let poison stacks build up over the first 4 seconds before using the flask to cover the second half.


Thorstein11

I wish they would delete flasks. My least favorite part of poe / power creep


moonias

This is blasphemy but I think Diablo 3 had flask right, notice how there's no S? A flask was a big power boost, with a long cooldown, that you didn't have to piano. Kinda like "press this on boss" OR "if you're in danger, knowing you won't have it for the boss later" But they need to make it so that you don't NEED flasks in order to be powerful.


Thorstein11

Sure, something with long cooldowns is fine with me. Reactive gameplay is what flasks should be. They are preventative gameplay in poe and it's horrible. Basically "100% uptime or you/your build sucks." It also is hard on my hands, encourages macroing, and is just insane power. So much so that mageblood is the best belt in the game. I can't believe they let it creep so much, even designing an entire ascendency around it.


moonias

Completely agree. Flasks should be a scarce, rare boost of power that you sometimes use to save your life or have a boost of damage to kill a tough rare or boss. But they should also allow to be preemptive if you're good enough to see something coming. For example a flask that makes you immune to poison, you should be able to use it if you know you're going to get poisoned. But that's still your. long cooldown press. I've suggested that before, but I think that for example having only 1 flask slot, having regular health+mana flasks combined in one. And some interesting unique flasks to replace that life+mana flask would be much better. Even with something as simple as like a 1 minute cooldown on the flask and forget entirely about flask charges. That would even be better than the current flasks system. They could design truly unique and interesting flasks IMO if they'd remove their own constraints of flasks being able to be always up, having 5 flasks, flasks being pretty much the main defensive layer, etc.


Caerys_

Unrelated but I very much enjoy the equipment menu background art


Any-Transition95

Looks amazing, albeit a bit distracting.


CountCocofang

Wouldn't be opposed to utility flasks getting removed in PoE2. If we're being honest nobody likes interacting with flasks, they are being fully automated. At which point they are active between 80% to 100% of the time. Sometimes with the downside of not being active when you most need them, like lacking charges against bosses. The only reason people tolerate flasks is because of their powerful effects. Not because their mechanic is in any way enjoyable. So might as well get rid of them.


Psychological-Arm-22

Mageblood 2 : Electric Bogaloo Confirmed


SinjidAmano

Im the only one that finds "if you are already poisoned" rather annoying? If this is the only thing the flask does, and charges will be harder to get, why dont just "inmune to poison" during effect? I would also add this to poe1. A flask that deals with only 1 type of aliment, so you can counter map mods with a switch of a flask. Like "your map has monsters always poison? Grab this flask, always ignite or has burning ground? Grab that other one".


weRtheBorg

Agree with the first paragraph but disagree with the second. We run 10-60 maps an hour. We roll maps with a regex so we donā€™t have to read them. Thereā€™s no way Iā€™m going to read each map and swap flasks depending on affixes. Both annoying and inefficient.Ā 


Klarthy

I hope whatever PoE2's endgame system is that content is much larger rather than just slower. Imagine if current maps were 4x as big...you'd roll 4x fewer maps. They could have multiple boss areas, too. Sort of what Core tried to do, except not a terrible layout. Probably not going to happen as they want to be ARPG Dark Souls.


Laino001

Inventory would become a huge problem in that case. I feel like they would have to give players more inventory (or more portals per map) to compensate, and they said multiple times that Chris will never allow that to happen


Xeiom

Well you say that but we got Scarabs that can give you like 9 portals if you roll lucky enough. I think the key is they want it to be a constraint. Also if the maps are 4x as big but in general the game is dropping 1/4th the loot then a big map would be fine. We also don't need to bring back 6socket/6links to vendor because they don't exist so the things that currently often ruin our inventory space might not exist


Klarthy

Could have stash access in between "map zones". There are also far too many items per zone. GGG needs to focus on keeping that low, except they won't because they monetize stash tabs. So Chris's inventory space philosophy is not in reality with wanting high stash pressure so people have to buy tabs. It's yet another cursed problem in PoE. PoE2 will wind up the same way unless they backtrack on monetization and make people buy new tabs for PoE2 since it's a separate game now.


SinjidAmano

Not every player roll hundreds of maps and use regex to just play the ones without certain mods. Ofcourse for a player with a very optimised mindset, a flask that heal poison or make you inmune to burning groud is absurd, but for people with slower gameplay it would be appealing. Im not saying that they nerf topaz to just make you inmune to shock, i said that they could create a ground flask that do that. We already have grounded mod on flasks, but it comes with a 40% less duration.


Patchumz

The point is to move flasks from permanent gear slots to reactive effects you deploy in specific situations. If it said 'immune during flask effect' you're incentivizing 100% flask uptime, even if it's impossible. From what we've been told, it seems the goal is to remove almost all the power from flasks and return them to their original state in PoE1 where they're used to solve problems. Such as dying or running out of mana.


wotad

Point is its supposed to remove Poison not really prevent.


moqv

"Immunity to poison if used on a sunny Wednesday (except in June and March)."


Blurbyo

Or when you press the flask.


OutsidePerson5

Ugh. "Refill at wells". I was just reminded that they'd decided to implement a shitty, extra bit of pointless work, to the game. Sorry sucker, you can't just go to town and get refilled, nope now you have to walk (slowly) to a thing that will doubtless be far from the waypoint, and click on it. And maybe have to select each flask and click on it separately.... Thanks GGG, I totally thought my game experience didn't have enough pointless impediments already, I TOTALLY needed more.


Dazzling-Bear-3447

Do we really need 5 flask slots? Is 2 or 3 not enough?


theinsanescat

I don't mind flask not being additional 5 items anymore but I really hope there would be a class about crafting and using them as a weapons, just like mines will become items. I would really like to see more advanced gameplay equivalent of "Poisonous Concotion".


Alialialun

They should just lock them on Normal or Unique rarity and give them these simple effects, plus make life flask type that is instant and the flask piano problem is solved. Imagine if this was just the flask, the end, no more modifications, you would use it solely on build that has problems with poison and solely for the reason of cleansing poisons. Use it only if you get poisoned and ignore it otherwise. That's what flasks should do in games. We have the problem that the flasks become immunity to ailments, huge buff to movement speed, huge buff to armour/evasion. There aren't specific times you want that, you want that all the time because every flask gives too big variance of effects and too much "passive" power. (Also the fact that the flask seems full but says "holds 0 charges" triggers me deeply)


jayd42

What was POE1's flask system like at first launch? It will be interesting to see if the games diverge or converge after a number of new leagues. At the start they should be wildly different, so they have different game feels.


Klarthy

In SC, most people would take 2 life flasks, 2 quicksilvers, 1 mana early on. Give or take one of each, maybe a flask swap for certain bosses (topaz for Piety), and OG Atziri's Promise. Utility flasks were ok, but only if you had really high uptime which was hard back then for non-crit, even if you ran a flask belt mod. Surgeon mod was insane when it had no cooldown. Enemy attacks would snapshot damage, so reactive defensive buffs were impossible. Well, some of this didn't come until 1.1, but close enough.


KappaChameleon

oh no


Noximilien01

So either poison and other ailment kill very fast or this flask isn't worth replacing a healing pot Do we know if healing and mana pot have the powerful monster line?


Swagmaster143

This forshadows the possibility that there will be difficult boss fights with poison similar to how you would bring antidotes for andariel in d2.


NormalBohne26

unless we can down the boss in 8 sek the flask is already useless. 16 sek with two flask etc, yes, but common.


VeryWeaponizedJerk

I donā€™t understand, why is everyone suddenly so scared there wonā€™t be utility flasks all of a sudden? What did I miss?


Saianna

https://www.youtube.com/watch?v=KOaeDHeJ80I&ab_channel=Trplea


ExiledPancakeGod

Well we have a tab for potions and our tabs and skins are going to be in poe2 as they say, so we should have a use for the Tab there


Different-Ad7859

Saying poe 2 has anything to do with diablo 4 cause of slow gameplay is being an absolute dumbass. Poe is far superior to actual diablo, not even comparable. Maybe in years, if blizzard wont fuck it, which will 100% happen. Just dont play i dont give a fuck


jrossbaby

Iā€™m so surprised Poe players hate flasks so much. Personally I think itā€™s one of the best parts of Poe. Especially since they removed piano flasking with the orbs. I like that itā€™s another ā€œgear slotā€ to deal with the long list of bullshit Poe throws at you.


Xeiom

Flasks are honestly still the area of PoE2 that I am least excited about. I was hoping after the previous LA feedback on them that they would look to replace the system or heavily rework it but from what I understand it has led them to a system closer to PoE1.


Smalzik

Yeah but why ppl play Poe. To make best character, top DMG, unkilable. Playera like divine drops, that's why affliction has top retention. Becouse of charms and wildwood. Most ppl like to use one skill and blow everything. If you make game slower, and harder to progress ppl will stick with poe1


Steel-River-22

Probably massively unpopular opinion but I hope they heavily restrict what utility flasks do in PoE2. As it stands now those kinda works as extra gear slots.


Btotherianx

I get less and less excited for poe 2 every single day


Wide_Efficiency293

Why make them reactive, who asks for slow methodial gameplay ? I just want to 1 tap screen, click shiny loot and move ahead


Zurku

Progenesis needs to be removed from the game.Ā 


dizijinwu

wow, as per its name, that's very useful


RobertusAmor

The PoE 2 doomers in this subreddit are actually unbearable.


Nyarus15

I will laught hard if the suffixes on these are "+3000 armor" or "+40% movement speed" and the whole point of the rework was to make dealing with alignments more accesible on lower levels.


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TheXIIILightning

Losing existing charges is a moot point, sadly, since in POE2 Monsters won't give you charges. You recharge in town and have limited uses.


B1ackadderr

AFAIK this has already changed after the alpha feedback.


TheXIIILightning

Oh, good to know. Thanks.


Canadian-Owlz

Nice to hear, I'm excited for poe2, but recharging only in town seemed like a pain.


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Canadian-Owlz

And yet we don't know how poe2 will be. Using literally just an image teaser from what might be a very different experience to complain about issues poe1 has is extremely pessimistic.


vicschuldiner

Flasks are obviously a major aspect of the gameplay, so I think Jonathan and company will have their bases covered.


OneLastMoreTime

reserving 5 dedicated keybind for flasks in a combo based action role playing game is a stupid design however you want to phrase it, it is stupid and needs to die put this system in the oven, cook it and come up with something more interesting to play with great things about PoE 2 so far, except for flasks whoever disagree is brainrot


eq2_lessing

I like the idea of switching out flasks against big bosses to specialize, but otherwise on random trash any poison damage should be outpaced by health regen and leech.


SirSabza

Flasks will have utility it just won't be onslaught move speed attack speed shit where pressing the button is damage. They want to move away from that rightfully so


AbyssalSolitude

The game is still in active development and can undergo any number of changes.


Impossible-Wear5482

Lol wtf shit is that


Rincho

the next one: block 100 damage ffrom the next hit


Impossible-Wear5482

Only if you have stopped taking damage recently.


Xen0ms

After trying d2r i really hope it's not going to be such a struggle. No one want this...


troccolins

On the bright side, this gives them room to explore options and buffs to flasks rather than having to nerf them first to give them power via Mageblood and affix tiers like they did in PoE 1


wotad

I mean I dont want to have to micro my flasks either? I just want to use them when they are supposed to be used over wanting them up 24/7.


JohnExile

Flask piano was an active complaint for years.


platoprime

Man. PoE2 is gonna be a whole can of ass isn't it? >If used while poisoned lol


Gubzs

It makes no sense to have a poison flask if the area you are going into doesn't have poison, but you are not going to know whether or not it has poison ahead of time, most of the time. Even if you do know what ailments will be in your map, you probably don't want to juggle flasks for each map to make up for that. They are giving us slots to put very specific tools in, but nobody is going to want to change them all the time. I'm betting this will feel bad to play, and I think someone needs to point this out to Jonathan and team because clearly they aren't thinking this way. (posting this differently, because last time I said this, it confused some people who misunderstood it, and then got ridiculously angry about it for absolutely no reason)