Making combat meaningful
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I'm currently measuring the attacks of boss monsters in POE2. In the process, I've noticed that many of them have amazing animations.
These are attacks that are almost never seen in normal gameplay. Even if you see them, you might not even notice them once you defeat them, or the battle might end quickly before you're hit. To solve this situation, I propose the following content. - Boss battles only - Characters are independent of the main game and have fixed levels. Equipment and skills are also fixed, but it would be fun if there was some flexibility in these areas. - Even if the levels are fixed, there are some reliefs, such as being able to update equipment within the content or being able to power up slightly by allocating some resources from the main game. *Giving it too much freedom would make level design more difficult. - You can choose from several characters. Classes and ascendancies are fixed. Experienceing a variety of characters may motivate you to create new ones. Conversely, it may be satisfying. - Rewards are either based on the main game's characters, or unique items that can be received by the main game's characters. The clear time shouldn't change much unless the adjustments are very strange, so the impact on the economy is easy to understand. - If the skill composition can be changed, make it possible to save multiple characters. It would also be good for the game company to be able to sell save slots. - Change things around once a week. Or add more. There are probably many similar suggestions out there, but this kind of content is an easy way to add meaning to combat. Last bumped6 нояб. 2025 г., 14:44:25
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lol i agree with you on this, its like GGG wasting time and effort to create bosses animation when 99 percent of endgame players will just kill the boss in less than 2 seconds lmao
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I think fixed equipment would make it tedious. This would only work if the passives weren't static values like "x% increased lightning damage." If they were "x% increased fire/cold/lightning damage" and you could choose whichever you wanted, that would be a good idea. A passive tree with static values would kill fun ideas like yours because it's a boomer puzzle.
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" The shapeshifting old man in the cemetery. His unarmed attacks have three different animations. I don't think many people know this. |
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" This means that developers can control the damage dealt to enemies. The purpose is to enjoy combat under set conditions. |
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" Why would I want them to control my game? They already restrict me enough with all the static values, because they don't have the ability to connect multiple resources with volumetric design. Am I their digital slave? Will they feed me digital content like their own babies? I really don't understand some of the RPG community, and it's been over 20 years. Why would you need a digital government sitting on your shoulders, constantly restricting your movements? Is this some weird perversion I've never heard of? Neden yaşıyorsun?
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I learnt a lot about the game animations and monster abilities when played HC SSF and non meta different builds, when you cant invest everything into damage and just enjoying the game as is, having to watch for mob attacks and everything.
The game feels so great that way. Though its absolutely broken in trade/softcore when you can(and must) build damagea and aoe only to explode screen to be have competitive and "effective" gameplay. Currently the balace is so off and hopefully will be there in next patch or at least on release. And under the "balance" I expect all these skill interactions, combos using parry/blocks, and other charges works great, and i expect i can see what is actually happening on the screen not only in few first acts but the entire game, and also bosses that becomes stronger the deeper in game you are, not stupidly weak and oneshottable. |
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" This is just one suggestion to make the battles more meaningful. Everyone is free to choose not to earn money in Sekema, not to expand the map, and not to fight the pinnacle boss. You are also free to choose not to participate in this content. However, this is just one suggestion to ensure that the carefully crafted bosses are not wasted. |
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" I'm proposing a concept that allows you to earn a little money and have fun fighting. Of course, if GGG can balance it out without this kind of content, that would be great. |
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" Agreed. Every player should experiment the modes outside softcore. This game has so much to offer and experiment. The softcore league is pratically doomed within a week and overshadows a lot of this game can offer Последняя редакция: sotorama#6520. Время: 6 нояб. 2025 г., 14:44:41
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