Training Ground/ Dummies - Please at least in PoE2
" Learning every boss (especially the end game ones) in training room would be too much for me. This is something that have to be experienced in the game. But if you want you could quickly check what change in gear, what change in passives, did for your dps or survivability etc. and then go back to this boss knowing how you have improved, and that all else is in personal skill. |
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Here is a short video of Marvel Heroes Training Ground.
https://youtu.be/K0bzJwKzOE0?si=OQSfVCXUbIamtAfC It shows four rooms: - Stationary mobs random spread - Stationary mobs wide circle - Boss HP sationary mob - Melee attacking mob. In PoE each of the rooms might get a set of switches/ options to make it better. 1. Set stationary or attacking 2. Promote one mob to rare (hp, defences, dmg) 3. Room deals you dmg constantly etc. --- It would be so good for players who don't use guids, or don't want to crunch numbers eveytime, or just want to feel the change, and it would subtract nothing from no one. Here what it could do quickly Situtaion 1 - Gear 1. You check your DPS 2. You change two pieces of gear and check your DPS again 3. You see the difference Situation 2 - Supports 1. You try a skill with support XYZ 2. You try a skill with support XYU 3. You see the difference. Situation 3 - Skill Rotation 1. You try rotation of skills ZXXXXYXXXX repeated for 30s 2. You try roration of skills ZXXXXXX repeated for 30s 3. You try rotation of skills ZBXXXXXX repeated for 30s 4. You see the difference Etc. Etc. Последняя редакция: Bakubylozajete#1182. Время: 4 янв. 2025 г., 01:29:13
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+1
World of Warcraft has it for a reason. |
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" Sorry, you wrote some nonsense. The game gives too much non-obvious information about DPS... Ignoring the dummy is ignoring the standard of the gaming industry! Последняя редакция: Max_ak#2633. Время: 18 янв. 2025 г., 04:56:34
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I think they won't add it for the same reason they won't add Death Recap:
too many variables and too much imprecise data. |
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" So it's better to not have anything, than having a system that is helpful in many situations, but not fully precise? This would be classic "perfect is the enemy of good". |
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This game has a lot of evolving complexity and not a lot of information on wikis. A target dummy just to test mechanics in the hideout would be extraordinarily useful still.
- When playing in coop it's impossible to tell who's actually doing the damage and make informed decisions on gear based on that - Bosses have invincibility phases or are otherwise randomly placed on a map so it's contrived and impractical to repeatedly use them to test damage - There are a lot of mechanics that aren't clear (e.g. how much will armor break contribute to my damage? If I swap weapons with a skill out which weapon set decides the damage? How much damage are my Summon Raging Spirits actually doing since they don't have tooltips?). While some of those are misrepresented by a target dummy with ambiguous stats, it's at least SOME indication of how mechanics can or do work. Some damage test is better than no damage test. A configurable dummy would be even better to test different armor numbers, but at least providing SOME means of testing mechanics in the game would be really helpful. |
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