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

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Sardekar#4803 написал:
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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 comment was so bad it wasn't worth my time or energy to reply properly, so I just copied pasted and edited it a bit. People can dislike a truly idiotic comment without having to explain why, sorry.

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

Your comments are still bad though.
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Urza_Mechwalker#7393 написал:
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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.


Man, it's so hard to find a person who is willing to discuss matter in a civilized way like you nowadays. Hats off to you, sir.
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Urza_Mechwalker#7393 написал:
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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.


This

Reminds me of that famous quote from Henry Ford:

“If I had asked people what they wanted, they would have said faster horses.”
Последняя редакция: Gordyne#2944. Время: 23 апр. 2025 г., 14:27:53
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Gordyne#2944 написал:
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Urza_Mechwalker#7393 написал:


This

Reminds me of that famous quote from Henry Ford:

“If I had asked people what they wanted, they would have said faster horses.”


Took me a few secs to see the relevance, then it hit me. A well-suited quote indeed.

It feels like GGG is trying to reach a middle ground between the weighty combat of Soullike and the vast range of modifications of PoE1, but they keep shooting themselves in the foot.
+1 to OP.

I completely agree with their analysis and assement.
However, this change should not be made in a vacuum; they need to rework many skills, classes, ascendencies, etc...

This task might be too monumental but the game would be easier for them to balance if regen were not as apparent.

I think something they can do, without changing their current design, is to add mechanics where enemies/bosses deal significantly way less damage, but adds stacks over time (depending on the intiial damage dealt) that either (a) increase damage taken or (b) reduce the effectiveness of health recovery, or both.

That way, a player cannot facetank boss mechanics provided they can survive the hit because if they keep face tanking they will die.
Then they can minimize the amount of 1 shots the game has.


Последняя редакция: sudhirking#4476. Время: 23 апр. 2025 г., 16:23:41
OP, your entire argument basically boils down to:
"Killing mobs before they kill you kills meaningful combat. That's the root of your problem."

Which is what this game would turn into if you just start stripping regen. Tippy toeing around and just killing small packs and from afar, as if you are 20 levels below a zone and trying to be extra careful.

You're taking one mechanic,regen, that you personally dislike (arbitrary), stripping it of all the surrounding systems (flask charges, leech limits, cooldowns, recovery delay, DoT pressure, enemy density, and build diversity), and blaming it for the game’s combat pacing. Dot puddles, cooridors, mobs rushing you, stun, Auras that even prevent regen.

It’s not that simple.

Combat feeling "meaningful" doesn't come from just how long damage sticks. It comes from actual decision-making under pressure: movement, skill timing, resource management, risk vs reward. You can have meaningful combat with regen if it's tuned well and placed within a balanced ecosystem. That’s why some encounters already feel deadly and rewarding, while others are steamrolled. Regardless if they have regen or not.

Ziz lost his character in HC before he switched to LE, and his totem build had some of the highest regen you could get.

Souls games and PoE are just built differently. In Souls, it's slow methodical combat with stamina and positioning at the core. In PoE, it's buildcraft and situational fights. Regen is just one tool in a giant box of levers. If PoE adopted Souls pacing, you'd get more drawn-out fights but lose the identity of the game.

Nerfing regen alone won’t magically make encounters meaningful. It might just shift the meta toward more bursty, cautious play, which would be terrible.



You have a lot of points in here that go off from regen. Which can be for another conversation.
Mash the clean
Последняя редакция: Mashgesture#2912. Время: 23 апр. 2025 г., 16:45:42
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Mashgesture#2912 написал:


Nerfing regen alone won’t magically make encounters meaningful. It might just shift the meta toward more bursty, cautious play, which would be terrible.



That's a good start, it can evolve from there.

I don't see it as a bad thing.

I prefer that over the oneshot gearcheck without counterplay.

It's either that or it will never change.
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Mashgesture#2912 написал:

Nerfing regen alone won’t magically make encounters meaningful. It might just shift the meta toward more bursty, cautious play, which would be terrible.


Man I feel like you didn't read my whole post at all. Yeah I wrote "nerf regen", loud and clear. But I did also list a bunch of other vital twitches that NEED TO WORK IN TANDEM with the regen nerf.

I didn't write a whole page worth of essay just to say "Nerf regen. Period". Jeez.

PS: I didn't even say that I hate regen. Isn't that too presumptuous of you to assume that I dislike the mechanics? You know how many regen nodes I have on my Smith, together with Font of Blood and Vitality.

I simply wanted to point out that Regen does not fit the vision that GGG claim that they are working toward to achieve. It's a pure discussion of game design. I don't take it personally, and you shouldn't either.
Последняя редакция: cuonganxac#6064. Время: 24 апр. 2025 г., 03:44:07
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Gordyne#2944 написал:
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Mashgesture#2912 написал:


Nerfing regen alone won’t magically make encounters meaningful. It might just shift the meta toward more bursty, cautious play, which would be terrible.



That's a good start, it can evolve from there.

I don't see it as a bad thing.

I prefer that over the oneshot gearcheck without counterplay.

It's either that or it will never change.


Yeah you touched a subject which I completely neglected: the gear check.

Sometimes PoE1 feels like it's just a matter of how much gear power you've got, not how well you play. I'm not talking about the boss fights. Those are easy since all you need to pay attention to is one single BBG in the middle who telegraphs their moves so that you can see from a mile away.

It's the rare, magic and even white mobs that make up the gear check. Rare monsters with superhuman speed, swarming magic monsters so numerous that it's impossible to dodge them all. These often take three or four times longer to kill than the map boss itself. There's no counter-play, if your weapons and armours are inadequate, your journey ends there.
+1

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