I'm fine slowing down in PoE2 but ...
I just hope their slow down isn't '' You are going at grim dawn speed unless you play 12 hours a day while grinding the best content of the game. '' If I wanted that speed I wouldn't be here.
Also hope they fix dumb shit like spawning delirium and searing exarch/eater of world mobs on your portal. I know it has nothing to do with this topic but there is a reason why mob in map start at a distance from where you spawn. Why am I still here
|
|
" Exilecon is pretty soon. |
|
" It's mainly design fault. And tbh, there is no solution. You either appeal to player who already play or to compeltely different group. Rush-rush meta main reason is rule of big numbers. 99% of loot is useless. Expensive items are rare, currency too. Only way toget _something_ to imprve your build is get 100500 drop events and maybe ONE of them will be somethign useful. The chance to get rarest items is less than one per million, whcih makes it impossibe for most part (as RNG used by game got lesser value range - not sure if GGG knows that as that's very arcane math knowledge). Another reason in PoE2 it's high chance of failure and high cost of failure. People get tired. 2-3 minutes ofstressful fight wheneyou must not make a singe mistake - that's beyond most of people who aren't combat veterans. By all science applicabe the only way sto cut down risk is to minimize to of encounter. It's somewhat a fault of GGG too. They design character to be squishy and offer no other way but gear to make them not-squishy. And then they wonder why everyone builds glass cannons. The pasive skill tree is DESIGNED as glass cannon meta, with defensive options rare and far apart and tied to specifical classes. Complete removal of life bonuses from passives and gear for exception of melee triad (merc - yes, merc is a semi-melee class, warrior, monk) made other three rather squishy until they reach MoM or CI. At least in PoE1 we had cluster jewels to compensate that part. Cluster builds are the most tanky builds. "Fun obstacles" isn't what the game. That's actually contradicts all that known about psychology and, yes, physiology, of gaming. It's reward in form of dophamine which makes game a game. Thing is, dfferent people always have different reactions to difficulty and rewards. There is no universal solution except giving viariety in both short term and long term rewards, in which both games fail. For some it's "fun obstacles" and "process". For some is ability to improve, and what is more important, a HOPE to improve. So when difficulty in game linked to player's physical inability to see or react to something when game borderline requires a degree in math to build corectly (PoE1) or fighter pilot sight and reaction time (PoE2), that's a downer. In general aRPG was always outlier. It got two ends of scale - an MMO stye - like Diablo 2 or three and hardcore style like Rogue. But in both cases it's a STRATEGICAL game. PoE2 tries to sit on both chairs at same time and steal some features from DarkSouls, which is completely different genre, an arcade action, highly linked to physical state of player. At this point we could just have a first-person shooter, Borderland-style, and tbh,that would feel more natural, as more people react better to threats from over-the-shoulder or first person view. PoE2 essentially overstresses\voverstimulates player by conflict of signals it sends. An ARPG game with arcade gamble ascendancy process (trials). A low moving, slow casting character facing machine-gun like opponents, fast-as-xenomorph or dozens of enemes with single shot attack you need to react manually - that's closer to survival horror than aRPG. A hardcore mode (single death) in a non-hardcore game. Requiring to match dodge timing window < 0.1 sec which cannot be matched unless by accident due latency - dodging during one-shot slams many bosses produce. "Stealing" rewards - if you got accidently killed after actually succeeding, all that you received in form of drops is gone. All that generates a reaction opposite to dophamine reward unless player is a masohist (literally, there hormonal response related to it) or got some disorder leading to hyper-focus. In that case they burn out silently, not realizing it. They may even think they like it - the "boring" reaction will come later, perhaps in a year or two. Thing is when agame doesn't ofer a tangibe illusion (at least) of progress,it's becomes boring too. That's problem of PoE2. If it got soft "ceiling" mid-content, unattainable by most people - it get's boring too. That's problem of PoE1. I'm ignoring current swathes of bugs and visual problems - from how aiming curently works (it doesn't - character constanty wastes single-strike shots by placing it NOT where mouse points), clunky controls, the oddest glitches - e.g. when a boss becomes unkilable by starting to act erratically or when spells or skills start act to oddly. These can be fixed, in theory. Last edited by EllAnteres#7194 on Jan 25, 2025, 9:25:12 AM
|
|
Well written @EllAnteres#7194.
You should be working at GGG design team. I was (badly) suprised that GGG used PoE 1 Ruthless mode as base for PoE 2 design. Some GGG decisions like the 1 map portal on death are so bad at first view (especialy on EA!), it's hard to believe they have so many years design experience. By the way - this post is older than year - wrong post probably. Last edited by Jerexil#5282 on Jan 26, 2025, 8:42:53 AM
|
|