Part 1 - What is the vision?
The VISION is to make the next gen ARGP of our time. This will be achieved in the first step with more
engaging/combo (no 1 Button smash builds),
risky/evaluating combat - ECREC
Part 2 - Why this vision?
Lets begin simple: Why we are making games? Because of FUN. FUN is the main premisse overall and what thrives us playing games.
I also enjoy one button smasher builds, they make FUN for a moment but not the MOST FUN the whole time. MOST FUN is to block/dodge/use a tactical skill in the right moment and then counterattack after that and smack your foe and see the outcome or combo skills together in the right direction in the right moment to outcombat your enemy.
This is the moment where my hairs stand up and energy flows through my brain and body and my ADRENALINE pulses.
Part 3 - Suggestions
YES it is no FUN to be overwhelmed by foes when you try engage in a more tactical playstyle build.
YES it is no FUN to block a hit and counterattack or use eg. escape shot or channel a skill for 2 seconds when in the same time your onebuttonsmasher friend is clearing three screens of monsters.
These are the so called FUN BUT NOT EFFECTIVE skills - FBUTNOTEFF.
To be effective they lack in kill and movement speed.
So ECREC is in the game to some extend but it fails in the realization to get the MOST FUN out of it.
SUGGESTIONS to emphasize and reward ECREC more:
1.
Introduce a new mechanic called ADRENALINE - ADR
Every time you succesfully use a FBUTNOTEFF skill you get a stack of ADR.
1 stack of ADRENALINE gives you
- 5% more skill speed
- 5% more movement speed
- 5% global defenses
- 5% more damage
straight to the bank. This would be FUN! You can balance it afterwards any time...
Marauder is the perfect class to introduce ADR and establish it as a base game mechanic and to not make the mistake to make the marauder just a brainless button smasher class.
2.
Make bosses and specific enemies easier to kill with a ECREC playstyle
Would be awesome if you can get down a boss faster with ECRE playstyle then a 1 button smasher build!
3.
Make easy bosses harder
Most thrilling moment in the game: Can you survive the boss of this map with your setup and skills? Time to test and risk it and then you smash him down with 1 button in 3 seconds. This is NO FUN.
4.
More Weapon set Points
I'm loving them for giving more playstyle variants to the game and with it more ways to get in a ECREC playstyle.
Give 10 more points all classes baseline and allow to get keypoints und jewels with weapon set points!
5.
More Power from skillpoints
To further enhance engaging playstyle:
Reward careful/tactical and strategic decisions more, especially when you want to choose your skillpoints to fit a engaging playstyle. Give them more weight.
6.
Alternative game modes that reward engaging combat
from Mav2125#5750:
"
Keep the game how it is and just add alternative game modes to obtain the same rate of loot. Add alternative sources of loot that avoid benefitting a never ending cycle of moving faster and killing faster. The problem is the central loop of gameplay in the endgame is to clear a map. This can be done faster and faster so why be slow? Even if it could be fun, why do it slower? So you just leave maps in the game how they are. Keep em a bit balanced to tide off the crybabies , and start developing some type of other game mode for the endgame that doesn't reward those types of builds anymore than a kick punch backflip arrow build.
7.
Nerf dodge rolling
from JarlaxleDaerthe#2435
"
Everything is telegraphed so painfully obvious and all you have to do is roll or move.
That's it.
This is right dodge rolling needs to be nerfed and for this way of mitigation should be the FBUTNOTEFF skills.
8.
Make armour or evasion or ES more meaningful
from JarlaxleDaerthe#2435
"
You don't need armour or evasion or ES, just don't stand in the bad.
This is also right. To get FBUTNOTEFF skills working you need more mitigation from these defenses to roll out some engaging tactics (eg. channeling)
9.
Put rare mob icons back in and even more tactical informations
from AintCare#6513
"
not to mention all the threads begging for rare mob icons to be put back in
This is true...even in more engaging playstyle this is a failure. It adds more to tactical gameplay and map running "smoothness" if you can see rare mobs. Here I would see even more potential: What if you can see more information of the monsters on minimap? Like seeing where are more or less and which rough type like projectile or melee kinds of.
10.
Fix inconsistent boss powers
from Giamantis#6154
"
One thing I have seen is after the last update is people complaining about bosses in every map - I also see a lot of people asking for carries on act bosses. They can't do them, or don't want to. Presumably they were avoiding them and just spam clearing maps without them in the endgame. You could say the bosses are meaningful engaging combat, or at least intended to be - a stronger mob with mechanics to avoid and takes a bit longer to kill, perhaps needing different skills than you are clearing with. Would you want every mob to be like a boss fight?
Bosses "can" be FUN ;-) Bosses should be a fun and risky toughness challenge for your build and skills, but not as frustrating as it is in the momentary state of the game. This is the same issue as another thread called this problem out as "inconsistent boss powers". All bosses should be in the range of not being frustrating but not be killable without brain and in 10 seconds! Bosses should at least be easier to kill with an engaging approach.
11.
Other ways of map improvements than 0.3.1
The map juicing in 0.3 was more engaging...searching and combining towers and approach them in a tactical way.
12.
Voting for/against engaging combat
Let every POE1/2 streamer make a voting for/against engaging combat and consolidate the results and present them to GGG. This is needed because we all have seen that they
want to go this way but don't know if they can
risk it. Let them show our confidence!
Aspects of engaging combat to be clear:
- nerf dodge rolling and in the same time let other skills let do the job of dodging/blocking and mitigating damage
- NO slowdown of combat: The combat dont need to slow down for engaging combat!
There are ways too prevent this! Just the sequence, position and direction and so on is different
- Its the vision GGG held up in the initial EA release and its definitley accomplishable
13.
Remove respec costs
from Pizzarugi#6258:
"
The truth of the matter is: Experimenting is expensive as fuck, buying gear, testing, then selling back for less than what you paid for, spending tons of gold respeccing passives, and of course the amount of time that needs to be invested for all of this.
This is soo true. I try to experiment with other builds which emphasize engaging tactical combat but the hurdles and investment to test and experiment wiht this is just too high. There shouldnt be a respec cost.
14.
FOCUS ON YOUR VISION OF FUN
Can't say it enough we all are seeing your goal und thriving there and know that ECREC is the MOST FUN. Just held the vision up as always through all concepts of this game.
Thank You GGG for this! Great job, great game!
Guys let me know what you think and what other suggestions we can have! Please in constructive way!