Dawn of the Hunt - What We’re Working On

We all wanna play this game but we can't bec of your shity update. This game'll die if u guys contiune like this.
"
Remember Titan's Revenge, Ceremonial Javelin? Those things fucked. Imagine a Huntress playstyle like that. People would love that shit


Titan's are actually a tool that enabled Lightning Fury as a skill.

One could just get a blue magic Jav and clear the screen anyway.
(obviously the more +skills the better clearing speed...)

Obviously, the right skills (gems) , passives (tree nodes), Support (gems) and player know-how PLUS the right balance by GGG will determine the staying power of certain classes - in this case a pseudo version of the LF/CS amazon from D2.
While the snow remains,
veiled in the haze of evening,
a cold leafless branch.
Flowers are only flowers because they fall,
but thankfully the Wind.
Game is not hard, its just to slow and unrewarding, what is the point of playing melee huntress and go face to face with monsters, just to get stunlocked, when you can offscren them with spear, playing melee feels like punishment, same as poe1.

there is not enough loot, to revard this "difficulty" or lets say time you spent to kill some rares/bosses, during the campaign, less than 5 usefull rares dropped for me, as a huntress most of the loot I was getting were wands, and ES gear... rare chest or rare strongboxes that drops only gold and maybe some magic items at best...

If no rare items, then give us more alchemy orbs/regal orbs, so we can manage something with white socketed bases which seem to be dropping regulary.

If the game was more revarding, and offering more items to keep up with campaign progression it will be more enjoyable to play right from the start, and probably less people will drop the game due to the frustration about struggling right at the beginning, and becoming even weaker, rather than stronger while going through the campaign.

More loot next time plz.
Again, misrepresenting what the players are telling you.

Maps feel bad because they are too long while the player doesn't have any meaningful speed and there are a lot of dead ends. Feels like being a headless chicken running into a maze with no indication on where to go. More checkpoints won't solve this, either shrink the map or give back the players the movement speed necessary to progress through the zone.

Campaign design feels so backwards, it baffles me. I don't understand why PoE2 is the only game where the game gets easier and easier while you progress with the biggest wall being right at the start.

Nerfing monster life or upping player damage will not fix the game or make it feel like you want to feel, 'meaningful combat'. The first and most obvious problem is that the monsters have way too much movement speed, attack speed, chance to stun. At this point did you even play any of the games you are trying to take inspiration from? In dark souls and elden ring, you fight on average 1 monster that usually doesn't charge you at the speed of light while also delivering a bunch of attacks that never stop. It's a dance and it's balanced.
Look at your design of mace skills, almost all of them are the slowest attack in the game, including monsters. The slowest weapons in dark souls and elden ring didn't feel slow or sluggish to use because the rest of the game allowed for such a type for attack to exist because monsters speed was not 10x faster, it was more normalized with the rest of the game.

Later Edit: Regarding map size, just shrink it until you start adding the "extra content" that will justify the map size.

Anyway, just think about it for a minute, why do you feel you need to do all these type of changes to force the player to spend longer in the campaign?
Last edited by LiviuL#5328 on Apr 7, 2025, 2:57:14 AM
So, all you guys took from this was slow game play and parry? How about the real issue every single person has spoken about which is the over tuned 400% faster white mobs that perma stun, stun lock?

Generically over tuning mobs and doubling down on it is a very poor decision.

Nerf us or over tune mobs, not both. Giving us a 10% buff on poor designs like parry will not make the game feel any better as the white mobs will still be generically over tuned to force us to feel like stun threshold actually matters. It doesn't matter and won't matter. Adding 8 different types of defence is not the same as adding actual mitigation.
Warriors rework?
You guys really have absolutely no idea what you're doing or what type of game you're even making do you? There's no way anybody on the team actually plays this game.
Blood boil and Herald of blood interaction fix pls.
Herald of blood kill the ritualist,can't use sacrefice eather without corpse, just remove the herald of blood corpse destruction.
If this was the plan all along,then make a different dex base physical herald.
Nobody test this game?
0 fun = 0 microtransaction
This simpl is not good enough. You need to lower the monster damage across the board by 30%. Also you need to lower hp across the board, not just in campaign... We all love POE2 but it isn't fun. Start aiming on making us happy if you want retention. Do you really want to lose everyone to Last Epoch?
Please undo the presence radius nerf. It's so bad.

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