General Poe2 feedback while partway through Act 2 - level 23 Warrior

-Support gems don't seem to do anything useful so far or significantly change how a skill acts or feels.

-Needs more physics - the impact of the skills don't match the physical impact on those objects, at least make it optional

-Working with setting gems, moving them, binding keys etc should not care which weapon is currently active or even care if you're holding a weapon

-Maybe for crossbow skills needing to bind a load skill should only be necessary if you're going to use multiple types, but you need something viable that takes only one keybind for people that want to just have one elemental crossbow skill on standby for utility purposes

-As far as use of elements goes in all classes, the focus should be on learning into the element of your choice, say two maximum that have contrasting effects and so you don't typically meet something entirely resistant to your skills, and how they synergize among skills of the same type or even have effects against eachother- for example if you use freeze and lightning, the frozen enemies could act as channels to spread it. There's all sorts of ways different elements could interact. Some also maybe should not make sense - like hitting a chilled enemy with a fireball, should not be smart.. unless they are frozen. This creates more grounded tactical gameplay and is not just about spamming every element you can to stack up damage

-The way enemy types actually force you to switch up your approach at least a bit is great - so many interesting little things enemies could do - some could attack eachother when the player makes something happen (like breaks the totem they cast sometimes, but it's hard to get to), drop their weapons if hit with cold, weapons become stronger if hit with fire. It's great for example facing these big guys with shields in act 2 and you make them drop their shields, not to mention they are way less vulnerable in the front. Also, if enemies see you blocking some could wait you out, refusing to attack.. a bit of cat and mouse there

The maps need more secrets and reason to explore, nooks and crannies, and more environment interaction i think, more breakable objects that really break .. how about if you burst the breakable pots with certain skills there is shrapnel that does damage?

-The dynamic nature of the combat needs to apply to ranged builds as well, people might think they want a faceroll but long term.. i think most of them don't, they want to be engaged. Playing zoned-out only works if you can get the loot drops perfect and keep them engaged that way and as we know that's very difficult over even 50 hours let alone 500 hours of progression.

-But speaking of overall level of tactical engagement in the fights.. why not make it optional to a certain extent? Want to just faceroll through the game? Okay, a lot of the enemy mechanics won't be there but rewards come at a slower rate per kill (because they're killing like 50 mobs a minute as opposed to working harder to kill 20 a minute). Notice i didn't say "their health is scaled up" instead i said the mechanics are different or more in depth. some of the usual scaling would probably still apply

-Some of my favorite moments in these games have been when my current build was no longer working well so i had to rethink my character. If you can nail that, so every few hours the person is rethinking some aspect of their build or even trying things totally differently, that's a big win.
Last bumped on Dec 14, 2024, 8:13:40 AM

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