By its design, the game forces you not to interact with it

"
MathiasSoul#7397 написал:
They also need to incredibly tone down player life regen and remove life leech entirely

You can't have meaningful combat when a player instantly goes to full and essentially has infinite Effective Hit Points against anything that doesn't kill them outright in a single frame

Core elements of an ARPG or not, if they want to innovate, they've actually got to take a note from the souls games and tone down player life recovery sources if they want to make for deep and meaningful combat

"Don't stand in this awful red shit" works a lot better when the player can survive it, but be in incredible danger if they stand in it again


I'm glad someone else sees this being a problem!

https://www.pathofexile.com/forum/view-thread/3812730

I think the Soulslike side of the game needs to be its own game mode where you can't full screen clear mobs. If you can adjust skill power or modify mobs to be tougher in that game mode then both types of players will be happier. ARPG blasters don't want to interact with dodging and parrying while Soulslike players enjoy overcoming a gritty slog fest.
You can't have focused tactical game play and the bs mob mechanics that GGG love to punish its players with like Shroud Walker. The the two are diametrical opposed. PoE 2 also does not have the engaging environment that souls like games have, and it can't have that because it is already stuggling with how much garbage it does spew on the screen. It is an arpg in an isometric format, the two just do not mix.
I really wanted the game to be more like the 'Path of Exile 2: Mercenary Gameplay Walkthrough' video, but instead we just got a poe 1 dlc
Yeah, I don't think it will ever have complex and interesting end-game combat.
Последняя редакция: Suchka_777#4336. Время: 13 сент. 2025 г., 22:57:57

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