Arua combos that should not be!
had one... 2 rare necros, one had hp regen other had ES. in a room full of skele archers... sucked.. i managed to kill em all after 45-55 minutes and got no rares... kinda bs but still fun either way.
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to everyone that is crying about this. How often dose it happen, that they get a hard combo like this, honestly NOT often at all. they cant design this to never happen with out making everything too easy. when this happens just kite them to an area you all ready cleared and tp out and run back from wp and ignore them. this game is 1000 times better than d 3 inferno that is almost impossible EVERY run. why are you so upset over something that is not that bad or hard to deal with, if your fighting something for 45 mins, your strong enough to run past it. ANYWAYS to PoE if you read this BEST MMO i have played in years and look forward to supporting you more soon!
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I agree with what "hardcore" said.
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i love the hard aura's and such - but the problem is that i have lost a bunch of HC chars this way.
Perhaps implement a system of when you die to an aura mob that there is SOME way of getting back to HC - idk, places you in a nether hell instead of just resurrecting that you have to fight your way through w/o dying, paying some orb cost, loosing some equip gear, loosing 10 levels.. something so that when u already have the cast out and that aura mob walks onto the screen and gives aura to the mob that you had already done something to and you go self-splat, you don't feel like 'oh well there goes so many days into a HC char to a death that i didn't have a choice on' not just reflects - i have turned corners and had been rushed by packs with the + speed + dmg and have died in under a second. |
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Based on my Diablo 3 experience (found it disappointing and boring like many) and having played during the last round of PoE open beta, some observations:
1. Risk vs. reward It can feel really rewarding to defeat a difficult aura combo, but that can be time consuming and/or risky (on HC). To the extent the game can sense how tense/risky a fight has been, it would be great if it could reward it. Not asking for insanely good drops, but as others pointed out some level of effort-or-risk/reward proportionality is necessary. A grey drop after an intense fight is such an anticlimax. I also liked the idea earlier in this thread that mob auras would affect drops. Beating rares should go like this: "wow that was close, I feel pretty good about how I went about defeating it, and I got a decent drop out of it." 2. Make me seek out rares and sustain intense fighting Since the presence of two or more rare mobs can make things really hairy because of their combined powers, beating rares within a short amount of time of each other should be recognized as an extra feat and rewarded in some way. This can become another thing for gamers to exploit (in a good way) by actually seeking multi-rare encounters (via kiting one rare into the other for instance). This might also create an opportunity for interesting group tactics, where a member of the group ha to seek and pull the next rare to keep the short-term loot buff active (and maybe increment it a bit the more rares you can chain - make it a short-lived buff). 3. Counter auras via abilities, not just stats Out-of-balance affix combos really restricted options in D3 Inferno, for instance many witch doctors (originally supposed to be a poison caster/pet summoner) switched to face tanking with life-on-hit gear complemented by high resist/armor stats. In practice, to counter crazy affix combos players stack a few defensive stats in order to brute force through the content and negate the mechanics (i.e. you end up assuming you'll be "staying in the fire"). The player should be able to have an impact by their clever use of game mechanics/skills, not just stack stats that counter auras which makes for very static gameplay. I should have tools to slow/divert/stun a fast mob, blur the vision of an accurate mob, reflect damage to a crit mob, and so forth... If for instance some mobs are too fast (or can perma-root you) to be kited by even the most kite-oriented builds, then this ends up restricting player options severely and everyone ends up trying to be a tank. Given PoE's gem-based skill system, this means players should be able to swap a couple items to get the skills they need on the fly to counter specific auras, if said auras are not too crazy. 4. Skipping should be minimal If you have to skip mobs too often then immersion breaks down and you feel your character is a powerless wimp. Skipping should be a last-resort solution (probably most in HC), not something people feel they routinely have to do. 5. Bragging rights As a somewhat related aside, it would be awesome to have natively-embedded Youtube recording/uploading of rare/boss fights. Games as diverse as SpaceChem or Dirt 3 got a lot of social currency out of it, and it's also pretty nice for the player to have their best fights (or horrible deaths) recorded that way. |
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Ran into a pack of skeleton lightning archers with allies cannot die with a few necros in the room. Mechanics like this make the game fun. Having to dive into the fray and target down the one minion making the group impossible.
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An individual mob shouldn't be tougher then the boss yes. But a well made group of elite mobs is another story. This a good way to have challenge with enemies. With rewards however . . .
Edit: Not D3 bad though . . . Last edited by Dougydoo#6899 on Jul 26, 2012, 7:37:33 PM
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In Diablo 3 the problem is your being pushed to the rmah to win ultimately,unless your very very lucky with your drops or have a bunch of money to spend.I like the risk/ reward model.Super tough elite mobs and champion enemies,if you run around battling for a good 30 min or and just survive and win,hopefully your hard work is paid off :)
"The harder the world,the fiercer the honor"
Dancer:Memories of Ice |
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" This is the main thought |
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I haven't played the game yet, but if this is ANYTHING like the stupid combos for Diablo 3 elites in Inferno mode, where its possible to run into something you just cannot beat, period, then its going to be a huge turn off for me. But at least this game is free though. Once I try it and if I don't like it then I will move on. I don't mind it being challenging but if its Diablo 3 Inferno, then I'm definitely not gonna like it.
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