Regen kills meaningful combats. It's the root of your problem.

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riotarchangel#2809 написал:
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cuonganxac#6064 написал:
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riotarchangel#2809 написал:
leech life makes warrior builds viable. even with 85 phys resists and 90 elemental warrior can still be one shot by a white mob if you dont notice a caster in a sea of monsters on screen.

without investing in it i would be out of flask charges after a few packs.

most builds dont bother with it as they go elemental which cannot leech.

leave me alone your idea is half baked.


Oh, so you are fine with a game where the only way it kills player is one-shotting max-def build with a screen of monster which hides the real threat then. Go ahead and keep swallowing excrement then.

Leave me alone your comment is half baked.


lol, posts half baked not thought out plan and attacks people who point out its flawed.classic


lol, comments half baked not thought out plan and attacks people who point out its flawed.classic
L Take. Good games have life Regen. Shitty games do not. The only exception is games that are not relevant aka old games that didn't know better.
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xxn1927#3319 написал:
You are arguing for turning this into Diablo 1. Won't be fun, except for a select few.


Maybe, but his argument has some merit and is presented with an adult form. So might be worth looking at the problem he is pointing. Indeed the fact that inter combat players effectively alwasy reach full power makes a combat relevant only with binary results death.. or victory. There is no such thing as depletion. That indeed does push the developers into unhealthy one shot scenarios.


His points do make sense, even if one or more of us do not agree with the solution.
OP is right.

If you have lots of regen in the game, guess what happens???

Devs implement mobs that oneshot you on purpose, because otherwise you'll never die.

If you want high regen/leech in the game, get used to the oneshots.
Последняя редакция: Gordyne#2944. Время: 23 апр. 2025 г., 12:24:34
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CovidPatientZero#0332 написал:
If regen was eliminated or nerfed in the games current state, it would just result in more portals to refill flasks. No thanks

They need to add HP nodes or increase HP gained from strength before thinking about changing regen.


No no, if the game is to turn out like GGG "envisions", they should not let player go back to refill at all. It should cost portal to go back to refill and players must be forced to keep their flask consumption in check. That's how you make every encounter impactful. But that's gonna be too much to handle for both the players.

... and for GGG as well. First, it's because of the amount of backlash they would faced from crybabies would be insane. Secondly, a portal mechanics like that means they would have to implement instant buy-out so it wouldn't mess up trading.

About your point on HP nodes. Well, instead of adding more life nodes (which is gonna be mandatory to almost any life build), they could just nerf monster damage.

When regen is hard to come by, each point of damage taken would be still impactful even when monsters' damage is a third of what it is right now.

I'm pretty sure all I've said must have crossed the devs' mind at some point. Experienced devs don't need amateurs like me to point out the elephant in the room. But it might be too extreme so they haven't followed through.

Heck, I wish they'd just make up their mind and make PoE2 a graphics upgraded version of PoE1. Preaching about meaningful combat is useless when your game design is a dead end.
IMO, the lack of regeneration or the extreme rationalization of healing in a game where the goal is to run as many maps as possible in a given time to challenge luck and find useful items (not the 30 predetermined items over 60 hours like in a soulslike), in a constant and repetitive way, is completely outside the purpose and gameplay of an ARPG.
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kaostdo#7055 написал:
IMO, the lack of regeneration or the extreme rationalization of healing in a game where the goal is to run as many maps as possible in a given time to challenge luck and find useful items (not the 30 predetermined items over 60 hours like in a soulslike), in a constant and repetitive way, is completely outside the purpose and gameplay of an ARPG.


One thing shoudl already be clear.. what you see as the limit of scope of ARPG.. is not what GGG wants. They clearly want to explore outside this limite, so any argument of "this is not supposed to be in an ARPG"is meningless. You need to point WHY something would not work or lead to undesirable results. See the OP did that, he posted a LOGICAL chain of tought... I am not sure his solution is right by itself.. but he sustained a reasonable defense of a thesis. "This is not ARPG.." is not a reasonable argument.
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cuonganxac#6064 написал:
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Sardekar#4803 написал:
Not all ideas are good ideas - case in point - this particularly bad one.

Sincerely hope no one ever takes your game design advice OP.



Sincerely hope no one ever takes your advice, too. Oh wait, you didn't give one. What you just say is "Your idea is bad. Period" without even one analysis.

Okay, so let me have a go at your style then.

Not all comments are good comments - case in point - yours particularly bad one.

Sincerely hope no one ever takes your comments seriously.




Your idea was so bad it wasn't worth my time or energy to break down. People can dislike a truly idiotic idea without having to explain why, sorry.

My comment on the idiocy of your post is as pointless as your initial bad idea, so we're both just wasting braincells at this point.

The ideas are still bad though.
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Sardekar#4803 написал:

Your idea was so bad it wasn't worth my time or energy to break down. People can dislike a truly idiotic idea without having to explain why, sorry.



And that is qhy very likely your opinion is not taken seriously by GGG. No professionals care for an opinion that has no well presented or organized argument.. period.
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kaostdo#7055 написал:
IMO, the lack of regeneration or the extreme rationalization of healing in a game where the goal is to run as many maps as possible in a given time to challenge luck and find useful items (not the 30 predetermined items over 60 hours like in a soulslike), in a constant and repetitive way, is completely outside the purpose and gameplay of an ARPG.


You know the ARPGs genre is a wide spectrum, right? All the soulslike games by-definition, and by wiki, are ARPGs, just like Diablo or Path of Exile. And even in souls games people still reset areas to target farm items and grind exp. I've been there, done that.

Sure PoE1 was a game "the goal is to run as many maps as possible in a given time to challenge luck and find useful items", it's not impossible to balance between that and having impactful encounters without the game trying to one-hit players every time. It's just a matter of twitching the numbers.

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