The changes to cull feel extremely unsatisfying

As per a previous post of mine, I am having the time of my life in PoE2, and I have very very little complaints. The feedback I give is out of a genuine place of wanting the game to be as good as possible. I am a lifelong PoE enjoyer, and I first played in 2012 beta, and still hit 40/40 in SoK. I love this game, and I love PoE2. I am also an indie game designer, and have released games on various stores.

However, playing as a Witch Hunter, I must say, the changes to cull just feel awful.
I wouldn't even say that the 5/10/20/30 cull threshold thing is a problem, but the fact that cull is calculated BEFORE your damage is dealt and not AFTER is really really unfun.
You will so often hit an enemy on to 1% hp, then have to swap to something lightweight to knock him over.
It feels like cull almost doesn't do anything against most enemies, and for an ascendancy, that's unfun. Bear in mind, I also have the Giantsbane passive that increases Cull Threshold by 25%. And still it feels completely underwhelming.

Gabe Newell famously said "feedback" from the game world is what makes a game feel fun, which is why he insisted on bullet holes in HL1. If that logic is to be believed, I really would suggest changing cull to be checked after damage is done, and not before. With this change, you can even nerf the threshold values, but as it stands it feels really awful.
Last bumped on Dec 9, 2024, 6:54:38 AM
I wasn't even aware they had changed this, that feels really unintuitive, even from an outside perspective, this means that if you would kill in 2 hits without cull, you will still have to kill in 2 hits with cull. Kill in 3 hits without, kill in 3 hits with. I can't think of very many situations where this would be advantageous instead of in the way.
It is waste node on the path to decimate.

Decimate feels great thou...
The reduced threshold is definitely also part of the problem imo, when an enemy is low enough to die to cull, they are probably also low enough to die to the hit causing the cull.
The only time it helps is if you do so little damage that it shaves off a significant number of hits, but at that point, cull is more so just slapping a band-aid on the real problem.

Cull feels fine in situations like lightning warp, where it's less about killing the enemy, and more about enabling the secondary effect.

But for an ascendancy node, it's arguably worse than the 20 slot chest titan gets, because at least that can let you pick up more useless magic items to sell for gold.

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