Get rid of combos, build + spenders and downsides and POE2 might get really good.

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gabimaru#4392 написал:
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allanballan6ix9ine#1114 написал:
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gabimaru#4392 написал:

https://streamable.com/zyjxin

great showcase !

that is combo game play my man, only thing that could make it even more vision is adding falling thunder.



Hahaha, spot on man, I was actually using falling thunder for bossing :P

<3
-1 this is poe 2. if you like poe 1 gameplay go play that. This game is supposed to be more tactical and slower.
Yeah. No.
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komji#3796 написал:
-1 this is poe 2. if you like poe 1 gameplay go play that. This game is supposed to be more tactical and slower.


Careful.

Your message is going to get moderated.

I said the exact same thing as you said here.
Mash the clean
Was just watching the tri interview. talking about the 3 charge totem requirements, he said he said he doesn't want spell totems to be the meta for spell builds..... Okay but is that possibility really so insulting to you that it's better to add annoying an requirement when there's some players that enjoy that playstyle? Is there no other way to balance them to not over shine self casting?

he also said he wants charges to feel like they give you a significant bonus, otherwise they just feel pointless. His words and they are frustratingly close to describing the problem. He wants charges to justify themselves with damage spikes and spending on other skills. But players don't feel that justification, they feel like charge generation is either a mandatory part of their build, or something they would rather avoid all together. They do feel pointless, they feel like an unnecessary addition of friction to most builds. just because they have uses doesn't make them feel good, especially when you're so limited on ways to generate them.

This is the problem he wants to justify these mechanics by integrating them into more and more skills, creating more friction and less build variety each time. whilst also selectively choosing his least favourite playstyles to add extra friction to. no easy spell totems for you lazy boy, now earn your charges.
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komji#3796 написал:
-1 this is poe 2. if you like poe 1 gameplay go play that. This game is supposed to be more tactical and slower.



How is pressing Q-W-E in order to a white monster, "tactical"..?
[1] "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793

[2] Mechanical Skill (Dodgeroll) and Intellectual Skill (Build Theorycrafting) exists on a spectrum.: https://www.pathofexile.com/forum/view-thread/3883605
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stecheese1#0850 написал:
Was just watching the tri interview. talking about the 3 charge totem requirements, he said he said he doesn't want spell totems to be the meta for spell builds..... Okay but is that possibility really so insulting to you that it's better to add annoying an requirement when there's some players that enjoy that playstyle? Is there no other way to balance them to not over shine self casting?

he also said he wants charges to feel like they give you a significant bonus, otherwise they just feel pointless. His words and they are frustratingly close to describing the problem. He wants charges to justify themselves with damage spikes and spending on other skills. But players don't feel that justification, they feel like charge generation is either a mandatory part of their build, or something they would rather avoid all together. They do feel pointless, they feel like an unnecessary addition of friction to most builds. just because they have uses doesn't make them feel good, especially when you're so limited on ways to generate them.

This is the problem he wants to justify these mechanics by integrating them into more and more skills, creating more friction and less build variety each time. whilst also selectively choosing his least favourite playstyles to add extra friction to. no easy spell totems for you lazy boy, now earn your charges.


And here lies the amazon + deadeye overplay problem

People dont want to do that stuff.

For those who say, "this is poe2 not poe1"

The majority of players don't want to play like that. That's why deadeye/amazon is overplayed. Same with monk for melee too. monk feels broken after you play warrior for a week.

The problem centers around the fact that most people are used to playing stock market simulator instead of poe. So they think they have to farm max divines/hr to play the game. So most people feel forced to play the easy clear and fast builds.
My issue with builder/spender gameplay is that in my opinion it makes your builder time unrewarding and your spender time rewarding. If you can build around that and solve it then it is an okay system, if you're stuck with it then it feels meh to me.
The charge thing, if investment whether on the tree or somewhere allowed for reduction in charges needed, other forms of charge generation or whatever I wouldn't mind it. Ease of access or fewer resources required, balanced by the totems being weaker or less defensives because you have finite gear slots/points should be an option I feel.
Yeah I can go ritualist and force charge generation with the unique charm. I can play a dragon, use the sacrifice gem to make my minions corpses and munch them (if it all works as it sounds I haven't played minion.)
Or go Druid with the damage taken conversions and proc the unique charm.
As some examples of charge generation but it feels steeper then what I would want to do just to reach 3 charges. If I had those options plus say a point somewhere for -1 charge required it would feel better.
Maybe the stuff gets better, maybe it doesn't and GGG has their own "vision" for the game and won't budge. But I do feel that somethings are a bit rigid though hopefully is loosened up with power creep/design decisions.
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stecheese1#0850 написал:
Was just watching the tri interview. talking about the 3 charge totem requirements, he said he said he doesn't want spell totems to be the meta for spell builds..... Okay but is that possibility really so insulting to you that it's better to add annoying an requirement when there's some players that enjoy that playstyle? Is there no other way to balance them to not over shine self casting?

he also said he wants charges to feel like they give you a significant bonus, otherwise they just feel pointless. His words and they are frustratingly close to describing the problem. He wants charges to justify themselves with damage spikes and spending on other skills. But players don't feel that justification, they feel like charge generation is either a mandatory part of their build, or something they would rather avoid all together. They do feel pointless, they feel like an unnecessary addition of friction to most builds. just because they have uses doesn't make them feel good, especially when you're so limited on ways to generate them.

This is the problem he wants to justify these mechanics by integrating them into more and more skills, creating more friction and less build variety each time. whilst also selectively choosing his least favourite playstyles to add extra friction to. no easy spell totems for you lazy boy, now earn your charges.


He said himself doesn’t play endgame, spending charges only becomes annoying in the endgame when you are swarmed and needed speed. He thought that builder spender was fine for the campaign, but of course it is because it’s a fking tutorial.
I enjoy how PoE 2's vision that people are defending is quite literally just worse Diablo 3.

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