The new rare mods do not make fun gameplay at all.
- Invulnerable Aura
- Cannot Leech from Monster - Invulnerable mobs that ALSO leech your life -- These two mods brick leech builds, full stop - Exploding Crystals When Hit - Lightning Mirage When Hit -- Visualization in this game is so entirely awful these end up invisible, and punish the player for doing damage in a damage based game. I'm fine with lightning mirage mobs chasing you: the problem is these are often invisible because the visibility sucks so bad when there's a lot of skill covering the action area. When there isn't a ton of clutter these are quite visible and the player has a chance to deal with it (run away, use guard skill, etc). - Physical Aura Reduction mobs that also perform off-screen ranged physical attacks that also get boosted with haste and damage reduction mods -- Physical mitigation in the game is one of the more challenging schools of damage to defend against, and you have been intentionally reducing the strength and sources of physical mitigation for at least the past couple of years, especially by way of armour as well as mana reservation. These Physical mobs are not fun and do not provide engaging content. - Mobs that begin an attack before the player can physically see them on the screen -- This one is just an absurd middle finger to players ## I've been playing since launch, which is now about 10 years. I've experienced all levels of content. A lot of people in various social media spaces voice strong opinion on the nemesis mod retirement. I never had issues with Archnemesis, except that it took longer to deal with the element-immune mod mobs. You did eventually realize how poor of a design choice this was, and removed the fully immune mobs.. I used to support the game fairly heavily, but the game has become beyond tedious and the progression path for characters leaves huge gaps in the level of content vs character attainable progression and thus I have voted with my wallet and chose to not support the game further because: You've made progression detrimentally un-fun. There's also not a choice to simply "skip" mobs if they have undesired mods: The visualization in this game sucks real, real, REAL bad. If the intent is I should read each line of the mobs and then move on there simply isn't an opportunity to do this in most cases (until you are already dead). Quite often I am needing to place my cursor in a place to get away from danger, the mobs are moving around and stacked up such that doing anything else but get away would subject my character to a death; so simply put: It generally isn't possible to just "read the mods" on the mob. Players are now abusing the Crucible "totem explode" mechanic to instant-kill uber bosses. While I enjoy nifty interactions, I don't *want* a god mode character with almost zero effort to attain it. This would provide no challenge and things like that lose my interest very quickly. But I also don't enjoy a slew of rare mobs that completely hinder progress or have no simple mechanical counters (unless playing a very specific set of skills or a very specific currently-popular class). What I want is a fair chance here to play interesting skills against gradually progressive content while eventually countering that content. You've outright failed at meeting that criteria lately. Please tell me you're going to address these things and confirm you understand this perspective, instead of just ignoring how awful and unreasonably tedious you've made the game. If this is the direction and a ruthless style game really is the goal then I'll most certainly stop wasting my time (and support) here and move on to some of the far more interesting games coming out. In summary, go back and review some of your own prior manifestos around visibility and design and read them. There's some good stuff in there. Summarizing, these should be core elements (there are absolute misses currently): - As a player, visibility should be paramount with regard to what type of situation a mob is going to bring - As a player my own skills shouldn't block the visible playing field; especially when it comes to danger-avoidance telegraphs (This is a must and Path of Exile fails horribly at this.) - As a player, I should experience danger but also have a reasonable mechanical counter (ex: mob telegraphs an ability and then the players counters by moving, guarding, crowd-controlling, etc against that ability.. with time to react. Mobs sometimes attack before their animation is even complete. This is VERY bad design). - As a player, I should always be able to find player-progress equivalency while progressing; especially through the leveling experience. This means there are dangerous encounters but by and large an entire area while progressing isn't restricted to just dangerous encounters. - As a player I should be able to opt in to "more risk, more reward". This includes graduated levels of risk rather than solely overwhelming risk or inconsistent levels of danger.. The game ias at a point where there is plenty of overwhelming risk with absolutely no reward for repeatingly engaging that level of risk. Anyway, I hope you'll consider this heavily opinionated feedback and find some areas of compromise to better keep the dopamine flowing. glhf Yet another unpaid Path of Exile 2 Alpha Tester. Last edited by TwentyFiveEX#7096 on Apr 20, 2023, 3:59:44 PM Last bumped on Apr 19, 2023, 7:13:48 PM
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Great fucking change, getting off screened by a Maraketh rare fully hasted and juiced up on souls since they can gather them while frozen. I can't even react since the rare attacks so fast and since I use totems I instantly die. |
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