The vision is dying
Would reducing experience from monster kills be a good interim solution to finding a slower more fluid gameplay? In theory this would make the combat slower by stagnating player progression, the less passives the more reliant on gear, skill/spell gems weapon stats etc.
Although it's patch work and not a real solution this could prove beneficial in showing the developers where the monster pain points are. It's my opinion that monsters 'feel' fast, if you ever notice they have relatively high spam rates for spells and attack speed in general. They get to you fast and swipe even faster making it essential and optimal to instead create zoom builds. Or make builds around tanking the damage e.g. thorns. If instead they lowered the monsters cast/attack speed maybe, then buffing them to be stronger but not as fast would enable the methodical approach that is novel to many arpgs. However, the issue with map sizes would likely make this feel like a gauntlet to run instead of a relaxing or enjoyable gaming experience. By second degree exacerbate the map sizes issue by making monsters difficult would inadvertently cause exhaustion in maps needed to run for currencies, progression etc. |
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Vision been just to aim for wider audience (pocket), but instead of playing souls-like people preffer playing Dark Souls, instead of playing combos in the corridors, rather do drunken Tekken session with bro.
GGG been good at ARPG zoomzoom dopamine delivery and should keep doing that, dont try reinvent the wheel. Polski kanał
/global 966 |
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Completely agree with a topic starter. 99% of the game is brainless script with 1-2-3 buttons pressed and occasional roll. Where is that meaningful engaging combat?
Seems every time anyone raise lack of even somewhat captivating combat there strait away back screams of "game might turn souls like". Like if game has any fun combat system its becoming souls like in an instant. At the moment aside from promises game offers not much novelty compared to poe1. |
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" To some degree i agree. But i also think that the player should feel powerful. Jonathan once said that and this not a direct quote just a summary "At one point the player should feel really powerful" The issue right now is that this is only the case on some builds. On other Builds that do work you are screwed. The biggest issue here is the difference between melee and range as a melee you are really really fucked. Depends on the build tho. The best example here is Desecrated Ground https://www.pathofexile.com/forum/view-thread/3852816 I cant wrap my head around who approved this. It hurts Melee almsot unanimously hurts melee. Rang can jsut dodge it while still damaging the boss or rare |
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" Well you better quite now bc they are your travel skills in poe 1. Like flame dash ice dash lightning warp that is dodge in poe 2 lol. What's the difference if I hit be to dodge roll or set up a travel skill and use it to "blink" out of danger same thing Последняя редакция: Foeten5639#8632. Время: 14 сент. 2025 г., 05:45:05
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" Dodge Roll is a "one size fits all mechanic." Instead of being a skill a player chooses, it is a mandatory game function. It turns every character, regardless of theme, build, or background, into a combat tumbler, simply to emulate Souls-like combat. It reminds me more of old arcade games than an ARPG, while all the other skills you mention in PoE (not Deuce) provide flexibility and thematic variation (to say nothing of autonomy of choice). I won't "quite" just yet. ='[.]'= =^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/ whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled / =-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie Последняя редакция: Raycheetah#7060. Время: 14 сент. 2025 г., 08:04:52
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The Vision needs to clean the lenses as they are smudged. :p
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I do not and will not use TFT. Gaming Granny :D 🐢🐢🐢🪲🪲🪲 @xjjanie.bsky.social |
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