Making Combat "Meaningful" in POE2, a 10y POE1 Vet View

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Kraythax#2592 написал:

And that isnt an ARPG of this style. That is completely incompatible with an ARPG based on killing large numbers of monsters to gain loot to then take on more monsters. You want specific, combat like a chess strategy game where "decisions" have to be made. OK. Do that. Play parry and fangs of frost and make specific tactical decisions. You wont because you will die in 10 seconds while trying to parry you will be stun locked and killed and if you pull off the parry then you will tickle a couple of monsters.

If you want a game with tactical combat there are a plethora of choices like elden ring, sekiro, stellar blade. The principles of that combat are not at all compatible with this type of ARPG. An ARPG where 30 monsters come at you concurrently and all can kill you. If you ever got rid of the blaster builds no one would play it. I tell you what, I can prove this. Simply nerf lightning spear right NOW. Offer everyone a free respec and nerf it. Watch how the population plummets when you get the "tactical" combat you crave. If your attitude is good riddance then that is how games die.


You make such a good point . Wonder when will players realize that an arpg is totally antithetic to anything "souls-like".
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Timbo Zero#8289 написал:
It’s a game, you either like playing it and shouldn’t moan or you don’t and should go play something else.
How well, or not, a game you don’t like is doing shouldn’t bother you.


To be clear your point is that you, who like the game as it is, should be able to give feedback and those who believe as I do should just go away?

Uhhh no ... nice try.

The popularity and length of this thread show that most are in agreement with me. Over 2000 views and most people in the replies agree with me.
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Kraythax#2592 написал:
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Timbo Zero#8289 написал:
It’s a game, you either like playing it and shouldn’t moan or you don’t and should go play something else.
How well, or not, a game you don’t like is doing shouldn’t bother you.


To be clear your point is that you, who like the game as it is, should be able to give feedback and those who believe as I do should just go away?

Uhhh no ... nice try.

The popularity and length of this thread show that most are in agreement with me. Over 2000 views and most people in the replies agree with me.


No my point is if you like the game and have meaningful feedback (not the fix on death effects as an example but which ones and what’s wrong with those) then make it, just don’t moan about general stuff.

Edit: I also didn’t say I like the game as it is, it’s unfinished so how could that be possible. I am happy enough with its progress so far though. Places it could improve and will hopefully.

Edit2: just to be more clear on death effects are mostly fine, 3-4 are in need of attention but biggest issue with them is they are layered under delirium fog and should be above the fog. That’s a specific piece of feedback
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
Последняя редакция: Timbo Zero#8289. Время: 25 апр. 2025 г., 11:16:03
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Timbo Zero#8289 написал:
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Kraythax#2592 написал:
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Timbo Zero#8289 написал:
It’s a game, you either like playing it and shouldn’t moan or you don’t and should go play something else.
How well, or not, a game you don’t like is doing shouldn’t bother you.


To be clear your point is that you, who like the game as it is, should be able to give feedback and those who believe as I do should just go away?

Uhhh no ... nice try.

The popularity and length of this thread show that most are in agreement with me. Over 2000 views and most people in the replies agree with me.


No my point is if you like the game and have meaningful feedback (not the fix on death effects as an example but which ones and what’s wrong with those) then make it, just don’t moan about general stuff.


there is alot of good feedback in this thread.

people have typed paragraphs on what they feel is wrong. the op your agrueing with opened the thread with a very well thought out argument.

if you chose not to read it your really cant sit here and take the stance your taking.
Problem is there are tiny jewels of feedback in an ocean of generic whinging. You are right this thread, along with many others, has some jewels and also an ocean of ‘noise’.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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Timbo Zero#8289 написал:
Problem is there are tiny jewels of feedback in an ocean of generic whinging. You are right this thread, along with many others, has some jewels and also an ocean of ‘noise’.


There is a lot of feedback in the first post. A fundamental piece of feedback. We get it that you disagree. The numbers on steam charts and other metrics show, however, that I am right. not even a month after patch 0.2.0 and into a 3 months typical cycle, the game has lost 85% of the original patch players. That shows you what is wrong. Kill lightning spear and make the game truly "tactical" and that will drop to 95% lost and only 5% of the 0.2.0 patch players will be there. That is the contingent that thinks the game is "fine".
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riotarchangel#2809 написал:

there is alot of good feedback in this thread.

people have typed paragraphs on what they feel is wrong. the op your agrueing with opened the thread with a very well thought out argument.

if you chose not to read it your really cant sit here and take the stance your taking.


That was kind of you to say, thank you.
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Kraythax#2592 написал:
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mrb0x1#1447 написал:
+1, same with dodge roll don't match the game.


I don't understand why they removed the other movement skills.


In PoE1, without Dash and Phasing, I'd die in one shot. I managed to reach around depth 700 in Delve, but honestly, dodge rolling is ridiculous in the endgame.
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Kraythax#2592 написал:


To make combat meaningful means that every fight should matter. Every fight should have some challenge, mechanics that have to be dodged, patterns that have to be learned, enemy types that have to be understood. You should have to know that sand worms are vulnerable to fire and polar bears are vulnerable to bottle coca-cola. In addition, you should need to combo your skills to empower them so that they actually do full damage in order to make the game mechanically interesting.

Do I have that right? If not, stop here and you define it.



I agree with most of your premise, and I believe PoE2 has this in spades. All of the skills have weight behind them and I've been in many fights where I believe the difference between victory and defeat was accommodating to enemy weaknesses. I don't agree with the "need" to combo skills, however. I do believe the combo skill types make a great edition to the gameplay and make it feel meaningful but I do not thing unleashing the combo in every encounter is a necessity. I'd actually go as far to say that having more difficult combo abilities can make some engagements more meaningful because you can't always build the skill up in time because stuns, elusive enemies, etc... but the meaning is still there so long as GGG can make the payoff for those skills worth it and for Monk, they certainly have.
Последняя редакция: Bilbologna#3059. Время: 25 апр. 2025 г., 23:06:04
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Bilbologna#3059 написал:
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Kraythax#2592 написал:


To make combat meaningful means that every fight should matter. Every fight should have some challenge, mechanics that have to be dodged, patterns that have to be learned, enemy types that have to be understood. You should have to know that sand worms are vulnerable to fire and polar bears are vulnerable to bottle coca-cola. In addition, you should need to combo your skills to empower them so that they actually do full damage in order to make the game mechanically interesting.

Do I have that right? If not, stop here and you define it.



I agree with most of your premise, and I believe PoE2 has this in spades. All of the skills have weight behind them and I've been in many fights where I believe the difference between victory and defeat was accommodating to enemy weaknesses. I don't agree with the "need" to combo skills, however. I do believe the combo skill types make a great edition to the gameplay and make it feel meaningful but I do not thing unleashing the combo in every encounter is a necessity. I'd actually go as far to say that having more difficult combo abilities can make some engagements more meaningful because you can't always build the skill up in time because stuns, elusive enemies, etc... but the meaning is still there so long as GGG can make the payoff for those skills worth it and for Monk, they certainly have.


Clearly you didnt read the rest of the post.

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