My critique of enemy behavior and my feedback

I have maybe a controversial take on the combat direction of the game. Initially I went in to act 1 and 2 experiencing the game in a way I believe was intended. There was engaging groups of enemies that were mostly well spaced and had some sort of nuance to them that I had to focus on. For example, focusing my attack on the Vile Hags in Clearfell because of their dangerous fire skill all while dodging the Imps, dodging the giant skeletons' ground pounds in act 2 while trying to kill the enemy that is resurrecting them, or crowd controlling the terracotta enemies in Keth as they attempt to swarm you. Too its glory these encounters seem to be intentional and apart of the intended action combat experience until that becomes less of the point later on in the game. I feel like the well intentioned design of the combat started to bleed back into the nature of POE 1. In certain areas of act 2 and for sure in act 3 the grouped encounters start to overlap, maybe even in enclosed areas such as tunnels or roadways. Difficulty of mechanics isn't necessarily my complaint but when multiple enemies overlap and spam the player then that's when things become unrealistic. Whether it be the enemy skill spam specifically (mostly ranged and aoe), or the flooding of my character by enemy
with far superior movement speed. This is made much worse when there are multiple types of enemies or additionally when I lure in a rare enemy with its minions. The more this happens the more tactics of POE1 become the necessary method. I like to call this lawnmowing since the goal is to sweep through and move on to the next with minimal effort. The more I do this I believe to be the intentional combat starts to become lost and what is left behind is stale and exhausting. I believe this is the difficulty issues with melee classes as they were designed for action combat scenarios only to be inevitably consumed unmanageable swarms. Methods to crowd control and dodge eventually become outmatched my a multitude of different attacks. This is kind of the norm in Utzaal when you experience the ice orbs that shoot crystals, the purple snake attack that spawns underneath you, the ranged spear stab attack that stuns, projectiles if I recall correctly, all while the melee is running you down because they are much faster than you. The only viable solution here is to use a AOE heavy range class and proceed to "mow the lawn" so-to-speak. And it further makes it worse that utzaal is a massive map. I was in it for about 2 hours getting drained trying to fight crowds of enemies that could trap and kill me in what felt like RNG. Ultimately to then spawn at a checkpoint and immediately get bombarded by another crowd that is too close to the checkpoint. If I had only 1 feedback to give it would be to reduced the map size sizably, re-imagine the enemy spacing, speed, and try to choreograph the skill usage much like other instances of enemies found throughout the game. The game gets really exhausting to run into these whirlwinds of death in cramped areas within maps that never end. It starts to feel like a massive waste of time.
Of course this is one man's opinion. I certainly could be wrong. I thought it was a bit of an unconventional argument that should be acknowledged since the nuance of combat is hard to decipher for a lot of games, especially advanced ones of this nature. Thanks.
Last bumped on Dec 13, 2024, 4:50:41 AM

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