Monster density scaling was fine!!!

I don't disagree with the approach of making mobs harder rather than more numerous at the extremes, but it was the overrun abyss mechanic that pushed it over the top rather than density in general. Overrun abysses during the first 1-2 weeks of 0.3 were way too dense, to the point I was constantly crashing on launch (eventually hotfixed). But 0.2 maps felt quite empty pre-abyss, so I could see it being too sparse, but maybe all the vaal ritual things will fill the gap, dunno.

I also want to play it to see how it is first.
I really find less monster density to be really important. The gameplay with less, but stronger monsters is just much more fun for me.
I would rather lets say freeze some monsters before shattering them or have time to perform actual skill combos in general over just clearing them with giant AoE.
I don't get it, why is every response drawing this dichotomy between many weak monsters vs few strong monsters. I never said anything about wanting weak monsters in the original post. It would be weird if I had, since what attracted me to PoE2 initially is the promise of meaningful combat. Not that that actually happened so far, the game is easy as fuck, but I digress. Strong monsters and high density are not mutually exclusive. If they would make the monsters 40% more effective while keeping the density that would be great. I just don't see how making monsters stronger would require fewer of them.
Последняя редакция: askii#5202. Время: 5 дек. 2025 г., 08:27:17
In the Q&A the game director said that you will be able to spec your atlas tree back to "swarming enemies" whenever they redo the atlus tree.

Slower single target builds were forced in to AOE because maps were too swarmy
"Maps are too large and monsters are too fast for how slow the players are!"

"Here you go, less monsters so you run even longer through empty maps" - GGG
So GGG are leaning into the combo style gameplay.

Builder/Spender gameplay, get charges, spend them on something.

How does that synergise with lower density?

Don't you need MORE monsters/packs for that kind of gameplay to work?

You have to build those charges with every pack, but then they have more life now so they won't necessarily die quick enough, so then you go build more charges to kill them but you kill them since they won't be at full health anymore, so you have charges to use but nothing to use them on and by the time you get to the next pack, you have to start all over again since the charges would have run out.

This is of course all speculation as we haven't seen the game, but just wanted to throw that out there as i haven't seen anyone say anything about that scenario.
Последняя редакция: Drayvn#7423. Время: 6 дек. 2025 г., 02:44:53
i rather have less monsters in maps and have my game NOT to crush left and right
and actually see what is happening on the screen
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UnholyKirin#7925 написал:
i rather have less monsters in maps and have my game NOT to crush left and right
and actually see what is happening on the screen


I would think that would be better worked out by optimising their game and working out how visual clarity works rather than just nerfing the amount of monsters on the screen there are.
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bloomhead#3858 написал:
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askii#5202 написал:
Just watched the season reveal stream and apparently we're going from maps having less monster density in the beginning to maps having lower monster density period.

Who are all these people complaining about getting overrun by too many monsters? I was already fishing for specific maps with higher density, since some of the maps feel empty as fuck. Now they're making it even worse. How about we just remove all the monsters and replace them with chests people can open to get their loot, then no one will get overrun anymore...

You're only complaining, because you can't one-shot hordes of trash-mobs anymore.

Zoom-zoom goes bye-bye.


I understand why you think that but why is no one here acknowledging they have 40% more hp. This will force people into more damage, not less. I don't get how no one is seeing it that way. This is making less builds viable, not more.
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Drayvn#7423 написал:
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UnholyKirin#7925 написал:
i rather have less monsters in maps and have my game NOT to crush left and right
and actually see what is happening on the screen


I would think that would be better worked out by optimising their game and working out how visual clarity works rather than just nerfing the amount of monsters on the screen there are.


High monster density is one of the main culprits of poor visual clarity, literally. And the most important one at that as well.
"Sigh"

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