Confusing annoying/exhausting with hard is a fatal mistake.
On the off chance GGG reads the forums.
Small foreword, irrelevant for the post's substance, but necessary so that GGG knows this comes from a place of deep thought and respect: I think most people don't realize how much work it is to create a good game: making sure all these cogs and wheels work at the same time, so that multiple types of people enjoy it? Has to at least be a very involved task. And so, I don't wanna take away from your efforts - largely because I don't know the specifics, but you've got a disease, slowly spreading, that most people don't even recognize exists, and now's not the time to not address it. Am saying - we, reasonable people, respect you, and we know how big a task you have ahead of you. --- The boss fights are annoying. They're not hard. They don't require you to think. They're just annoying and exhausting: https://www.pathofexile.com/forum/view-thread/3615737. There isn't a fine line between this and actually hard content, so that you can easily make the jump. However, making content that is exhausting, will, eventually, create all kinds of issues for you: - People's goodwill will vane, and they won't know why. - People's patience will deplete faster. I understand and know who PoE's audience is. People that think "number go up" is an achievement. But in an era where actually interesting games keep popping up left and right, knowing full-well those people do in fact crave actually hard content, you're practically living on borrowed time. Somewhere, somehow, someone will create something that caters to the ARPG fan, and there'll be no going back. Or, given how accessible everything is becoming, it'll be a slow bleed due to lots of releases through the years. I'm happy you made the decision to create a new game, and recognize the changing landscape, but you *must* work on making hard content. As a blanket statement, I am saying "rework most bosses", but what I'm also saying is: - Create hard, pinnacle content that can't just be beaten out of this universe by a build. Focus more on strategy and problem-solving, rather than just reacting to mechanics. Your build should be part of that journey, but not the entire journey. - Remove all animation-locking and fluidize combat by decreasing cast timers (a pseudo-channel, if you will). - Dodging should feel rewarding; I get the realism you're going for, and I know you've made great progress since the start, but baseline, dodging should have no delays. The price you're paying by not doing damage and having to run back, etc. is enough. - No more non-QoL BS. That era's gone: introduce markers on the map, self-identity items, and, uh, well, just steal LE's QoL. You will eventually be forced to implement it. Might as well do it sooner than later. Again, those people that think this makes the game hardcore? They'll be far happier with those changes in. - Combos that practically reduce each other's animations timers and cast timers should be the baseline. They feel really, really good. Really good. Masterful and coherent rotations not only maintain your goal of making content meaningful, but they fill in the gaps of that moment-to-moment rewards. I want PoE2 to succeed. But it can't do so, if all it's ever gonna be is "fucking annoying bosses, and the entire game is all about numbers going up, no real soul". Not in this era. Certainly not in the next, where you'll see major releases frequently. Last bumped27 июн. 2025 г., 10:38:42
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Only two good bosses in the game count and arbiter. Everything else is just bad design in general tbh.
They should do more MMO style boss mechanics and move away from spammy souls like mechanics. As someone who come from literally thousands of hours of souls gameplay.... you will never compete even with crappy souls knockoffs. It just won't happen because of how the games are designed at the core. The spam of screen clutter and mechanics will never compete. Simple as that. Последняя редакция: DankWeebTrash#7386. Время: 26 июн. 2025 г., 15:30:26
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" Couldn't disagree more with the idea of going more MMO-style boss. I agree that trying to replicate a souls boss in an isometric environment that doesn't even have a Y dimension probably doesn't make a lot of sense. But I'm even less excited about the idea of standing in front of a boss and avoiding ground effects for 15 minutes while we beat on each other. As you said Geonor is a great fight, actually I think all of the act end bosses so far are really well produced. Jamanra has too much HP but otherwise it's fine. They have a formula that works. There are certainly some problems with some of their minibosses though (slows + one shots from Lachlann, Napuatzi stalling endlessly after 25%). I hope they can spend some time producing those bosses better. |
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Both of the giants need their arena terrain/hitboxes heavily reevaluated. Its a bugfest fighting either as melee.
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"you're completely missing the point of what makes PoE special. "Just annoying and exhausting" bosses? Come on. The Atlas bosses require positioning, timing, and actual mechanical skill - that's not exhausting, that's what separates good players from bad ones. Your whole argument falls apart when you say builds shouldn't be "the entire journey." That's literally the core of ARPGs - theorycrafting, optimization, and yes, making numbers go up. If you want pure mechanical skill games, play Dark Souls. And stealing LE's QoL? Please. Half their "innovations" water down the genre. PoE's complexity and lack of hand-holding is a feature, not a bug. The people asking for markers and auto-identification are the same ones who'll complain the game's too easy in six months. The game doesn't need to chase trends or compete with "actually interesting games." It needs to stay true to what made the original work - deep, complex systems where player knowledge and build optimization matter more than your ability to dodge roll perfectly. |
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From the title, I didn't realise this would be about boss fights.
I quite like the boss fights, tbh. They at least seem "fair" in that you can learn the mechanics, trials aside. I like less that some unexpected combination of mob(s) and a debuff can randomly vaporise you. It's really odd to be zooming through top tier map after map then kersplode on full health/shield without any warning. That's not hard; that's confusing, annoying and/or exhausting. It'd more intuitive to be taking regular damage from tougher mobs than huge spikes once an hour that may one-shot you. |
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Finding the right build is the challenge, not the gameplay itself.
Like all other ARPGS I can recall. | |
" I just mean mechanics like arbiters starfall and counts blood icecicles. Those are very MMO like mechanics. |
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-1
Hard disagree with everything you said. Pick another genre lol. |
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