If PoE2 wants to be a game for skilled gamers...

There is a reason you never fight hordes of monsters in Elden Ring. Deep combat and density don't mix.
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chobo999#2010 написал:
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AceNightfire#0980 написал:

Yes, you can feel that GGG tried to make something new (PoE2 elements), but has problems distancing themselves from the years-build mechanics in PoE1. They need to start thiunking outside of the box and think of PoE2 as a brand new game instead of trying to bring in PoE1 elements. Because these elements worked for PoE1 very well, but they don't work well with the new PoE2 mechanics.


Overall, +1.

There's no point embarking on this (PoE 2) since like 2019? - and then making a PoE1 Clone.

(What does PoE1 Clone achieve? We have historical data and evidence what zoom-zoom-1-shot does to the game. Look at the SteamCharts data for PoE1 today. Does GGG want that player count for PoE2 too?)

Get rid of the zoom-zoom-1-shot. Improve "melee < ranged".
Balance the game for SSF over Trade/Standard.
This -- and you have a long-term future-oriented game, with longevity, sustainability, and growth.

(Re-iteration: TLDR: PoE1 Clone Has No Future.)





You need to understand that this will never happen. Trade needs poor people to function, a lot. If they are buffing SSF, which is the most logical response, people are leaving trade and start playing a singleplayer game. This means less MTX Sales, because players don't interact with each other. Many features and decisions are implemented because of the MTX and Sales FOMO, it's worse for the game itself, but not the sweet dollars.

For me personally, I spent the most of the money when things were broken and fun like in affliction or 3.16.
Последняя редакция: Baalarios#5460. Время: 6 апр. 2025 г., 15:32:21
Stick to the vision, GGG! ;)
"PoE1 Clone Has No Future!" ;) | EA 0.2 | Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
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Aphyrax#1088 написал:
There is a reason you never fight hordes of monsters in Elden Ring. Deep combat and density don't mix.


Pretty much this.

If you increase the standard pack size too much, the enemies need to be balanced so that the player can take care of them. That means less health and damage per enemy. Problem with this is: Enemies that have complex combat mechanics (special moveset, special attack patterns and skills) usually won't be able to show these mechanics, because players try to clear the screen as fast as possible. And the reason is, that players wouldnt survive long enough if they can't kill the pack fast enough.

I say it again:

- Reduce pack size to 6-8 monsters
- Increase health/damage per monster
- Increase experience per monster
- Make monsters more interesting (movement and attacking patterns and skills)

This would enable players to focus more on developing personal skills (dodging, blocking, parry), similiar to games like Dark Souls etc. It would make encounters more intense and rewarding.
Skilled gamer here...most of the players in PoE are not very good fro a mechanic perspective but also the game is not very precise and lend itself to the meaningful combat it keeps grandstanding about. A roll based odds system for combat is actually at odds with the entire idea of meaningful combat as its not actual combat but a simulation of combat that is not actually happening. its bullshit. Realistically PoE is closer to a tabletop or card game than it is a Souls-like game
Yes, feels like lots of effort for very very little reward.
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AceNightfire#0980 написал:
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Aphyrax#1088 написал:
There is a reason you never fight hordes of monsters in Elden Ring. Deep combat and density don't mix.


Pretty much this.

If you increase the standard pack size too much, the enemies need to be balanced so that the player can take care of them. That means less health and damage per enemy. Problem with this is: Enemies that have complex combat mechanics (special moveset, special attack patterns and skills) usually won't be able to show these mechanics, because players try to clear the screen as fast as possible. And the reason is, that players wouldnt survive long enough if they can't kill the pack fast enough.

I say it again:

- Reduce pack size to 6-8 monsters
- Increase health/damage per monster
- Increase experience per monster
- Make monsters more interesting (movement and attacking patterns and skills)

This would enable players to focus more on developing personal skills (dodging, blocking, parry), similiar to games like Dark Souls etc. It would make encounters more intense and rewarding.


Man ,even with caster i go melee range on bosses bec of the lower thread i have.
cast dodge roll cast dodge roll .... ya rly cool,that make everything so "wow".And btw with that ping and shutter these days, your dodge roll wont work 100%.
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AceNightfire#0980 написал:
Then it probably needs to tune down the number of mobs and increase the loot to compensate for it.

The thing is, this game offers alot of skill-based mechanics. Like blocking, parry, dodging, aiming. Those are typical mechanics from souls-like games which require good positioning and timing. And yes, that is fun for alot of players.

Parry, Block, Dodge, Positioning etc. are not manageable in a good way, if the player gets swarmed by 20+ enemies from multiple directions. It kinda forces me to play the dps-game.

Especially melee would benefit from this change alot.

The community's obsession with calling this game "souls-like" really limits how players approach the game. Yes, there are "souls-like" mechanics that require player skill in 1v1 fights. There are separate mechanics for 1v20 fights that don't require the player to blast the whole screen instantly. Whether that is fun for players is a separate question, I keep seeing posts being unaware it is even possible to manage the 1v20 fight.

The game gives tools like mass slow, mass stop, leaps, dashes, conjured walls and conjured minions yet players are trying to parry or dodge-roll in 1v20 fights. Melee can manage the 1v20 just fine, whether it feels like melee to do a big AoE is another matter.
To me their vision means that basically all trash mobs need to be wiped reducing density by like 80%. Then make each pack the little 5 minute dodge all over the place encounter they want it to be. Make all bosses 10 minutes minimum. I wouldn't play the game but it would be more fitting to their vision than what exists today.
Johnatan told only campain need any skill and is hard
then end-game they want to be trivalized

and it makes core identity issues that game is for no-one.
Последняя редакция: saashaa#5518. Время: 2 мая 2025 г., 07:59:05

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