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

an arpg for "talented gamers" hahaha what a joke .. a game for 5-10 people LMAO .. sorry to break it to you this is an ARPG you want place for talented players go play league of legends of something. .. ARPG is about knowledge and grind .. . and GGG have to make choice the want the 10-15 "talented gamers" or the want the 1 milion shitty ass grindy lifeless gamers who just want to play a fun game..
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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.


Exactly!

Said it in another topic, in any soulslike game won't put the player up against more than 5 or so mobs. Most encounters are one on one or against very small weak mobs.

Fights like Ornstein and Smough, Godskin Duo... are challenging AF, needs patience, skills and knowledge to execute but fits the soulsgame concept.

Besides dodge (that has some evasive utility), parry and block on PoE 2 are worthless after the campaing or against Pinnacle bosses.
Последняя редакция: Fhrek#4437. Время: 2 мая 2025 г., 08:47:42
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chobo999#2010 написал:
(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.


Oh my, that's so wrong it was painful to read.
What you call evidence in the first part is your misunderstanding of league cycles. I suggest you watch SteamCharts for PoE2 and realize that they have the same structure. Because this is how games work, not whatever "evidence" you thought you found. Game goes boom, then slowly declines until new stuff (can't say it was slow for 0.2 though).

Writing longevity, sustainability, and growth doesn't make your statement magically true like it's an incantation.
I'll just pick on the SSF part as this one is numerically documented. Do you know that SSF players are in the ball park of 5% total players ? Do you know the (fresh) economy is a pillar of the game ?
Последняя редакция: rob_korn#1745. Время: 2 мая 2025 г., 08:35:43
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saashaa#5518 написал:
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.


He really said this? That doesnt make any sense at all. Why introduce mechanics, if you completely get rid of them in endgame?
Loot has been buffed.

Mob density can be turned down slightly

They need to get rid of oneshots.

But in order to do that they also need to reduce player regen or builds that have a lot will never die.
Последняя редакция: Gordyne#2944. Время: 2 мая 2025 г., 10:49:35
/agree

What they're trying for insofar as active parry etc. requires a player not to be swarmed. Otherwise, it's just going to be business as usual. I like that they're thinking about bridging genres, but there are some pretty basic nuts and bolts to it.

I would say do both.

Have areas with lesser enemies swarming which would require AOE from your toolkit, and areas with mobs that would actually encourage the use of these mechanics such as with bosses. Personally I don't use them at all, as it's currently akin to LARPing. It will always be smarter to funnel things into a win button. We're still just making lawnmowers.

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