Improved monster attack mechanisms (and countermeasures)
You have put forth many countermeasures, such as increasing drops and lowering the HP of monsters, but what you need to do is simple.
1:At first contact, a large number of monsters from a distance fire a large number and range of attacks at once that can basically only be avoided by dodging. This is the main problem. The mechanics are monotonous and the main focus is only on making sure the player is killed, which is not fun. After evasion, what awaits you is the same monotonous killing game played by the next pack of monsters that comes from behind. I have the impression that PoE1 has fewer of these mass ranged attacks that are carried out for no good reason. I also think that a system that allowed defense and evasion to withstand that boring spam could have been acquired with a less expensive target; in 2, the nerfing of this method in rapid succession makes it less effective and uninteresting to acquire. 2:Somewhat improved ranged attack spam shows little to no improvement in runic monsters. Damage range is poorly visible, the period of time before damage occurs is unusually short, and a large number of monsters attack at range at the same time. No need for a detailed explanation. I understand that you are trying to make a clear difference with PoE1. I also feel that it must have been inspired by something from Soul-like, which is praised by everyone who sparkles. Is that what users who want to play hack and slash are looking for? At the very least, I don't think it's a necessary element of the game to have the enemies attack at range incessantly at the beginning of encounters. Last bumped24 апр. 2025 г., 07:15:50
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