peak game design with culling strike
problem: this mechanic lets you cull monsters at certain HP thresholds
solution: make at least half the mobs that u wanna cull, not cullable, ie: beasts berserker executioner souleater etc. etc. absolute genius game design Last bumped on Aug 26, 2022, 2:15:07 AM
|
![]() |
It's great when players feel punished for their build choices instead of rewarded, ain't it.
Украина в моём сердце
|
![]() |
problem : the mechanic of culling wasn't obfuscated enough
solution : hide non cullable montsers in a list of 1000 mod monsters to increase the depth of the game. "this is a buff" |
![]() |
Problem: stuff works.
Solution: "fix(break)it" |
![]() |
lol i thought "What the heck... is it a bug? why it is not work???" Now i see..
PoE nowadays looks more and more like a fork server with tons of custom weird experimental stuff rather than original game with carefully thought out balance brough live to players.
|
![]() |
They will introduce nets which enable culling again
|
![]() |
and you will ahve to take 3 passive points and a mastery to be able to use it
|
![]() |