1 shot is just lazy game design

For OP: Armour calc has allegedly changed since POE1 for the worse and players can't stack it nearly as high. Saying allegedly, because I really don't have the time or means to go fact check Kripps videos but I have no reason to think he is lying. He has been pretty forthcoming when he learns new information that contradicts his assumptions.

I just stopped playing an armour class for now, minus the freebie PDR you get from invoker, but I would not be surprised if today's anouncements include some sort of buff for armour. Hope so. End game feels very different based on class, at least between the classes I have at end game. I think that taken-as conversions would do wonders for warrior archetypes, such as what the witch has in the infernalist tree, suppose we'll see shortly though.
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Tumulten#3988 wrote:
Bosses need to have mechanics, that is what makes them interesting.
You have way more than 1/2 second to react. You are supposed to start reacting when you see the boss jump up in the air not when you see the red circle from him coming down again.

Without one shots people could just heal up all the damage and learning any mechanics would be completely pointless.


I find it to be not a good design that I need to plan a guide and watch youtube video to have a shot against a boss I might find once a week or every 2nd week in a citadel

If the ingame mechanics are not clear enough for something you have such a rare chance to fight and can end 1 or 2 weeks of progress in a single one shot mechanics is considered fun game design, then I just have a different view of what is fun for me as a gamer I guess :)
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I find it to be not a good design that I need to plan a guide and watch youtube video to have a shot against a boss I might find once a week or every 2nd week in a citadel

If the ingame mechanics are not clear enough for something you have such a rare chance to fight and can end 1 or 2 weeks of progress in a single one shot mechanics is considered fun game design, then I just have a different view of what is fun for me as a gamer I guess :)


I think that citadels start spawning a certain distance away from start but after that they show up quite often, at least in my case it took a long time to find the first one but now they show up very often.

I do think we should have more than 1 portal / life / try.
If you really want to practice against the boss you could always go to act 1 / act 4.
Last edited by Tumulten#3988 on Jan 12, 2025, 12:36:15 PM
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Toforto#2372 wrote:


Nah, the game is bad because its bad and it sucks. Its punishing, its a waste of time and it requires 0 skill. Its also boring and it encourages boring playstyles because of it being overly punishing. Punishments aren't required and there are many great games out there that don't delete hours of your time on death, this is some leftover outdated design from MMOs. A game is supposed to be fun, not whatever Ruthless vision bs this game is lmao, its anything but fun.

Stop blaming the players for bad game design, "your build sucks" and "skill issue" aren't excuses that work for a game being bad. Nor is "this is early access". All of these are objective facts.


"Game is bad because its bad"

"game requires 0 skill, but game is too punishing"
If it requires 0 skill why would you care about the punishment?

Top class reasoning going on here.
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You have plenty of time to run out of that circle.


Not always. If there are other mechanics going on, you might not be able to move at all. Given how tough it is just to get to these bosses, it might behoove GGG to NOT give them one-shot mechanics, or at least ensure that the one shots are the only mechanic going on, so if you see all other mechanics start to clear you know to look for safe spots.

Or they need to implement many more mobility skills and give them the range to clear those circles, because right now? none of them do so the only way to get clear is to build at least 25% MS.


Im sorry but your "not always" isnt a sufficient counter to my argument.

The only other mechanic that could "be going on" while he does his jumping attack is if you purposely walked onto the ice he breaths that will slow you down. This can easily be avoided by not walking onto the ice.

You obviously have time to run out of the circle, because alot of people have defeated this boss which means they mustve ran out of the circle. (ive done this myself which is how I know).

How would you not have enough time to run out of the circle but everyone else apperently does? Also you can dodge roll.
Last edited by Nyon#6673 on Jan 12, 2025, 12:44:21 PM
I mean OP has a point in this argument, that one shot mechanic (you or the enemy) pretty much downgrade the whole gameplay mechanic that dev design for 6 years. The easier for you to "skip" the whole content by chugging everything on dmg means the more pointless it is to have lots of build variety/enemy type.
This entire exercise in "making melee relevant" has just been frustrating to watch and to play. Slow, encumbered gameplay, with stats that they try to explain but fail miserably, because some stats just become WAAAAY better than everything else, so everyone ends up playing build based on those, and anyone trying to make their own gets shafted. Mob and boss abilities that you are just supposed to KNOW bypass certain defenses (not really sure how you are supposed to know that), and add to that an action queue and delay that makes me want to throw my keyboard out the window. There is no "informed actions and tactical play" when you half the time you don't even know what kills you or necessarily why.... it's just annoying. And annoying isn't a synonym for challenging.

Making bosses and mobs have tracking abilities, that you have to time perfectly to survive, without any way of knowing the timing beforehand, or any real visual indicators is just not good game design. Dodge roll, may be the single most infuriating skill I've ever used. It is completely, and utterly shit.
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Climet#7103 wrote:
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Hecktoor#2386 wrote:
90 % of them already had all.


Brother you have some unique issues. You are wrong, and here's how:

2019 total profit: $50 million dollars

2020: $54 million dollars

2021: $31 million dollars (1 less league than previously)

2022: $48.9 million dollars (less league)

2023: $28 million dollars(3 leagues.+ exilecon)

Sources:

https://app.companiesoffice.govt.nz/companies/app/ui/pages/companies/1887410/documents

Explanation on GGG performance: https://www.pathofexile.com/forum/view-thread/3357654


Yeah thats right again.
So please explain it to me: If I have an income 70.000.000 dollars and i give away 65.000.000 to another country, do i have 5.000.000 or 70.000.000 dollars ?

If i give it away i am not the owner anymore...
Of course they are the shareholders.

Did you realize the massive costincrease post POE 2 ?

The chinese company ownes 93,33 % .... any questions?
That means 93,33 % of the income are not for GGG.
Furthermore i did not read anything about investments or something like that ?
Intagible assets increased by 56 % - what do you believe could it be ?
Did you realize who sold most of the goods to GGG ?
Correct: Shenzen Tencent Computer and other companies from china.


My first campaign run was going well too. My only deaths were my own fault and I consider myself a decent player, beat Elden Ring. That was until BlackJaw. Holy damn even with 15% move speed and trying to memorize his patterns I still get one shot at lv 42....maybe a break is needed till they work on the game some more

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