So why does GGG want PoE to be a twitch reaction arpg?
I dunno. I've always thought PoE's gameplay was incredibly easy. Its more about loot, oldschool mechanics, and outside the game preparation: Trading ability, skills/builds/game knowledge/economy knowledge, etc. Hell, 9 times out of 10 you are literally running around mashing mouse 2 to kill the entire screen over and over, with maybe a pot or movement skill mixed in. The extreme oldschool simplicity of it all really hurts the actual difficulty, which manifests itself in 1 shots since there isn't a ton of crap you really have to manage. Its just the nature of the beast. Its the only real difficulty in the actual gameplay.
I mean lets just look at my current foray into D3 for example. I'm playing a Nat's Demon Hunter cause that was the starter set for the season. Lets see what I have to do: Use a resource generator, and use a resource spender. These come with added stipulations. They both buff dmg for 5 seconds after use(independently). Generator also buffs defense for 6 seconds after use. So there is 2 things you have to keep going every 5-6 seconds. Then, they cut the CD on the main skill in the set; Rain of Arrows. It has to be up for the set to even function. When it's cast, it gives 3500% dmg for 10 seconds to all your abilities. Using your generator and spender cuts 4 seconds of 30 second CD when you damage with them. You have to constantly keep doing those 3 things within small time periods to even function at a base level. Then, you got another big nuke, Fan of Knives, that you let build up for 30 seconds and use during the 3500% dmg buff. On top of that, you got another ability you keep active for passive dmg/defense. When you get enough CDR you can just numlock it but until then you probably manually casting it. Then, you got 1 defensive/travel ability(usually same for DH cause they are squishy) you use, and 1 potion on a 30 second CD. And yes, you have to keep doing all of this, all the time. You can't just say screw it to any of these buffs or CDs or you just aren't getting things done. All that on top of rare guys that spawn will all sorts of dumb shit like walls, orbs, beams, mortars, teleports, various "lab traps" you have to constantly dodge or immune with your defensive ability. Thats a hell of a lot more going on that mashing mouse 2 90% of the time, or worrying about if a mob has extra damage, extra crit, volatile, etc. So no, I dont think they have designed it to be twitchy at all. Fast maybe, but the way they have cornered themselves on the actual gameplay has left little but 1 shots and damage spikes as true gameplay difficulty. You dont really have the same kind of crap going on that you do in other games. I guess just reacting to something with an instant potion is kind of twitchy, but that's about it. The 1-shot mechanics are just a symptom of fast, simple gameplay needing some kind of difficulty mechanism. 1-shots are dumb, but what else could they do? Anything else and the game gets pretty damn easy without redesigns in a ton of areas. I dont even think slowing the game down is going to affect it. It was like this from the beginning of the game. You never died to an accumulation of damage. It was always a 1 shot mechanic as far back as closed beta. Reflect, boss 1-shot mechanics, lag. If you didn't actually die to those things, you just never died. I guess you died less then, lol, but the gameplay was exactly the same. Last edited by Destructodave#2478 on Nov 12, 2017, 1:19:09 AM
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That is one of the reasons, that I liked the game most in the Beta Version. Max DPS (With really most expensive items) was about 20K. Super uniques existed like the 1000 Life chest. I never got one, but the feelings that it could drop was so great. The monster damage was balanced. Player life was not so high, but it could be fill up again easily. Energy shield was much higher but the only way to refill it, was to survive the time until it started to recharge. (And there was nearly no way to speed that up). This concept made sense. But it is complete unbalanced now and frustrating on both options. (Life and ES)
Now we have nerved uniques to feel all equal and either you one shot the monsters (with 100000th of damage) or they one shot you. In my opinion, the balance has developed in a wrong direction. Getting to level 100 was an extreme challenge. It took 9-12 month to do so. Now we have the leagues, somehow great. But doing all the same (yes it feels the same) stuff every 3 month... I don't know. Last edited by DeltaWing#2252 on Nov 12, 2017, 5:44:31 AM
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" *grabs glasses* where do i like articles here? age and treachery will triumph over youth and skill!
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" It could be a better game, but right now, it sure as hell ain't. The passive tree and skill gem system hold tremendous potential. But the specifics of how they're currently realized, and many of the features layered on top, are a colossal waste of that potential. GGG are too focused on coming up with new league gimmicks to get that spike on league launch, when instead they should be focusing on making the core gameplay more enjoyable to prevent the sharp dropoff afterwards. |
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" On a side note that is related to the concept of the 'leaking hull', their lack of a trade system has really fucked the game over immensely. The fact that they refused to implement some sort of trade improvement has reared its ugly head now. The only reason why we even have poe.trade in the first place is because GGG had to basically do a patch job with the premium stash tabs and the API to prevent people from literally blowing up their web server (because people used to literally run a crawler engine to gather all their item info from the board, huehuehue GGG). Lots of things are starting to show issues; they never really addressed the boring combat, which is something D3 does immensely better (despite all the faults of the game, the combat is smooth, animations are crisp, you actually FEEL like you're playing and not just holding a fucking button down like you do in PoE 99.9% of the time). They never addressed trade really (and only did when it was causing massive server issues). They never really addressed the issue of power creep on both sides (player and mob power creep). |
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