Idea: Damage cap against bosses ( optional )

It is clear that we have a 2 kinds of players and it is going to be really difficult ( maybe impossible ) for GGG to find a solution that satisfy both of them

Basically we have
- The blaster: They do not want to engage with the game mechanic and just wants to blast through the game as fast as possible and 1 shot pinnacles.
- The believer: They have been attracted by POE2 due to the promised meaningful combat. They saw it during the Act 1-3 in 0.1 and slowly faded away with the following patches.

So my idea is to add in the SSF Leagues an option to play the game with a damage cap for bosses and pinnacle bosses ( the damage cap should obviously be optimized for each boss and boss level encounter in the game )

Why only SSF leagues?
Well, I don't see many people wanting a challenge in trade league and you don't want to split the player base with this option active and not active.
Anyway SSF it's always been the league where people are searching for more challenges and, since there is no economy, splitting the player base is irrelevant.

Why a damage cap?
The idea is to fully appreciate the boss mechanics without having to handicap yourself on purpose.

Why only bosses?
Anyway you want to be able to blast through the maps at a certain point. Unless the endgame changes radically ( there is still hope but I don't see it coming ) it's still a grinding game so it will became a slog after a while.

The idea comes from FFXIV where you have an option to play old content with a damage cap in order to play it as it was supposed to be played at time of release. And it was the only way I could enjoy that kind of content.

Last bumped22 сент. 2025 г., 11:12:25
I would never play this game again if this or some other variation of damage attenuation was implemented/existed in this game, or if there was really only two kinds of play to engage with this game.
Последняя редакция: Tynatyna#5552. Время: 17 сент. 2025 г., 08:57:27
If it's optional you could also just equip a white weapon or one with DPS low enough so you're satisfied with the difficulty

Personally think they should just get rid damage multipliers entirely, even on support gems, assume that would make balancing a whole lot easier
Последняя редакция: Rikku#7536. Время: 17 сент. 2025 г., 09:06:37
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Rikku#7536 написал:
If it's optional you could also just equip a white weapon or one with DPS low enough so you're satisfied with the difficulty


White weapon is not a solution, as I said I don't want to handicap myself while playing. It will be too clunky to have the right weapon for every boss encounter.

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Rikku#7536 написал:
Personally think they should just get rid damage multipliers entirely, even on support gems, assume that would make balancing a whole lot easier


Yeah, I would be all up to get rid off of some complexity in order to get balancing easier. But we all know GGG will have an huge backlash if they do something like that.
Последняя редакция: ikjronie#9805. Время: 17 сент. 2025 г., 09:43:08
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Tynatyna#5552 написал:
I would never play this game again if this or some other variation of damage attenuation was implemented/existed in this game, or if there was really only two kinds of play to engage with this game.


So, an optional features that doesn't affect you at all will make you stop playing the game!
Sure GGG has a lot of patience to engage with the community :D
"
ikjronie#9805 написал:


White weapon is not a solution, as I said I don't want to handicap myself while playing. It will be too clunky to have the right weapon for every boss encounter.


But you do want to handicap yourself? in fact it sounds like you want to handicap everyone who doesn't play the way you do.
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stecheese1#0850 написал:
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ikjronie#9805 написал:


White weapon is not a solution, as I said I don't want to handicap myself while playing. It will be too clunky to have the right weapon for every boss encounter.


But you do want to handicap yourself? in fact it sounds like you want to handicap everyone who doesn't play the way you do.


I think people reply without even reading the post.

Can you explain me how an optional feature that you are not going to use does effect you or other people?
When a game has conflicting types of players in the audience, the devs should never waste effort trying to appeal to both.

They should decide who they want the target audience to be, and appeal only to them.
The others should accept they aren't the target, and either accept that they are playing a game that will not be edited for their opinions, or stop playing the game.

If the dev is extra ambitious, they could make two games, one for each distinct target audience.

And hey guess what, PoE1 and PoE2 games both exist as distinct games that are supposed to have different visions appealing to different target audiences.
The blasters are supposed to be playing PoE1, not PoE2.
Последняя редакция: The_Song#4903. Время: 17 сент. 2025 г., 10:38:42
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The_Song#4903 написал:
When a game has conflicting types of players in the audience, the devs should never waste effort trying to appeal to both.

They should decide who they want the target audience to be, and appeal only to them.
The others should accept they aren't the target, and either accept that they are playing a game that will not be edited for their opinions, or stop playing the game.

If the dev is extra ambitious, they could make two games, one for each distinct target audience.

And hey guess what, PoE1 and PoE2 games both exist as distinct games that are supposed to have different visions appealing to different target audiences.
The blasters are supposed to be playing PoE1, not PoE2.


I know you are completely right. My proposal it's clearly provocative. They are not going to implement something like that.
The point is, as you said ,the blaster should be playing PoE1 and not PoE2 but they are too vocal and PoE2 is turning like PoE1 faster than I expected.
"
ikjronie#9805 написал:
It is clear that we have a 2 kinds of players and it is going to be really difficult ( maybe impossible ) for GGG to find a solution that satisfy both of them

Basically we have
- The blaster: They do not want to engage with the game mechanic and just wants to blast through the game as fast as possible and 1 shot pinnacles.
- The believer: They have been attracted by POE2 due to the promised meaningful combat. They saw it during the Act 1-3 in 0.1 and slowly faded away with the following patches.

So my idea is to add in the SSF Leagues an option to play the game with a damage cap for bosses and pinnacle bosses ( the damage cap should obviously be optimized for each boss and boss level encounter in the game )

Why only SSF leagues?
Well, I don't see many people wanting a challenge in trade league and you don't want to split the player base with this option active and not active.
Anyway SSF it's always been the league where people are searching for more challenges and, since there is no economy, splitting the player base is irrelevant.

Why a damage cap?
The idea is to fully appreciate the boss mechanics without having to handicap yourself on purpose.

Why only bosses?
Anyway you want to be able to blast through the maps at a certain point. Unless the endgame changes radically ( there is still hope but I don't see it coming ) it's still a grinding game so it will became a slog after a while.

The idea comes from FFXIV where you have an option to play old content with a damage cap in order to play it as it was supposed to be played at time of release. And it was the only way I could enjoy that kind of content.



Blasters can play D3, D4, LE, Torchlight Infinite, Vampire Survivors, POE1, etc.
They don't need a 10th game to play.

Not every game is meant to be for everyone, and that's ok. I don't get why ARPG players do not understand this?
Последняя редакция: ShiyoKozuki#4168. Время: 18 сент. 2025 г., 16:54:15

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