Why is GGG allowing "one shot" monsters?

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Exile009 wrote:
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why is ggg putting this kind of crap in the game?


Because the heal and sustain mechanics in this game are similarly overtuned. 1-shots are literally the only way monsters can kill you, because leech, regen, flasks, etc. etc. in this game are so damn powerful that if they don't kill you in a second, you'll be back up to full health by the next second.

I'm sorry to have to tell you this, but if you want GGG to step away from the 1-shot meta, then you're gonna have to embrace some pretty heavy nerfs yourself. The sustain mechanics in the game will have to be nerfed to near oblivion, and most likely the overall pace will need to be slowed down too.

You want to see what a game that isn't balanced around 1-shots looks like? Just look up some vids of Grim Dawn. Great game, that. 1-shots not that common at all. Funny how it isn't anywhere near as successful as PoE, though...


that game has one shots

try the post game content. basically designed for some bs builds only

the main story content yeah no one shots.. but thats the same wiht poe

main story is easy. its the tutorial on how to play the game.
Have you seen the sun exile? THE TRUE SUN?
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- monsters are designed in this game the way they are primarily because of how overtuned players are. You can't safely nerf one without nerfing the other - you might love the idea of brainlessly slaughtering everything in your path while facing near zero threat, but I guarantee you any seasoned game developer knows the pitfalls of allowing that.


It would be a mistake to assume that the only two options are oneshot monsters with overtuned players or brainlessly slaughtering monsters with no threat.

People criticize GGG (justifiably in my opinion) because it is laughably easy to achieve any of the following options:

- Logarithmic scaling of monster damage, player damage and player defences
- better design in telegraphing skills
- saying no to the next 50 clusterf*#ck screen animation ideas so that the clutter issue can be addressed
- realistic stats on monsters
- fixing things you get wrong in design phase
- spending capital on server/latency/lag/ping issues
- allowing investment in defence to achieve close to immortality at the cost of clearspeed
- getting rid of timers so tanky characters are not so unrewarding
- Allowing knowledgable players and creative builds to achieve superiority and actually progress in the game for the time they invest.
- Reducing the grind/ RNG punish/ death penalty/ penalty for levelling a new toon, so your ill-informed decision to deliberately create oneshots causes less players to leave.
- Giving players customizable settings such as the "I have a life" setting which would allow you to achieve things in the game without 8hrs a day.
- Allowing people to spend currency on buffs to defence (eg: 10 exalts could buy you 'your next death instead teleports you back to town'
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beaniac wrote:
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Shmu1 wrote:
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beaniac wrote:
The example here is the "archer in legion encounters" who IIRC does lots of chaos damage. Most players neglect their chaos resist and she is there to punish you for leaving that hole in your defenses.

hmm.. dunno how to tell you this, but in SC i have actually 73 (YES, 73) chaos resist and max resist on others (necro easy resist from ascendancy), 7K life and i still get one shot from that archer.

now if you tell me a spell caster should have max armor and max evasion also, then i'm sorry but NO. this is not how a game should be designed :)

Really? Because I don't get one shot by her on any of my characters, and I tend to build some pretty yolo SC characters. Sorry man but your problems come from a lack of understanding of the game, not the game being unfair.


I just found this really symbolic of the mindset some folks have in this community. A person with 121 out of 122 achievements (which means extensive hc experience) is being told he's wrong despite putting in the time to 40/40 when the person of condescending attitude is at a 13/40 and just 104/122.

Based on my own experience, it seems like OP is referring to archer at t16 which afaik means the base damage is higher than lower tiers. Combine that with the fact that mods on t16 are higher than lower tier on top of the atlas mechanics that increase those map mods even further, it really doesn't take a lot for a monster with naturally high damage to exceed normal mitigation.

The only time I ever felt comfortable running blue t16 was metamorph when map drops were so reliable. Otherwise you're running chiseled and rare, maybe corrupted. Even when sticking to "safe" mods, you still have to consider it's not the only thing attacking you at that moment.

I'm pretty sure said archer already had to get toned down once already during legion, and that was well before the multiple monster buffs since. And, the experience between my cycloner, who was always moving versus my ed/cont which had to cast two things was vastly different and thus died more frequently to said archer - having less physical mitigation and not being mobile during attack/cast animations.
Yep, totally over league play.
those archers don't do that much damage in isolation, its because people break out 50 rares in the back lines of a legion and you end up with quadruple phys damage auras making every mob do one shot damage.

Tbh I won't touch a T16 legion on HC without VMS, in a majority of cases your VMS will only take 1-2k damage clearing a legion but every now and then you'll notice its lost 10k from a totally random mega hit.

I actually have a fairly strong distaste for aura stacking monsters though as it feels a little like rng makes a regular encounter extremely dangerous, abyss cracks do this too its very rare but sometimes you get triple damage auras and the invincible mobs get a free massive hit off.
Last edited by Draegnarrr#2823 on Apr 11, 2020, 6:06:14 PM
I just want to add that, the frustation of the 1 shot mechanics at higher levels is what keeps me leaving this game. I come back now and then and find the same old BS mechanics in place.

I could care less if there was no death penalty but once you hit past 90 you loose hours and hours of progress to things you have no control over.

As for lag, it seems hit and miss. i remember when rubber banding was part of PoE.

The game should be dangerous and you should have increased risk, but the problem is so many things in this game will kill you in 1 shot and even worse, you have absolutely no idea exactly what it was, meaning even if you wanted to improve your build in some ways you really cannot.

Simply put, players play longer the slower they progress and killing players is the only meaningful way of slowing that progress other than global nerfs to builds and drops.

Why would anyone keep playing if it took even a casual player 20 hours to get to level 100.
IGN: Arlianth
Check out my LA build: 1782214
Last edited by Nephalim#2731 on Apr 21, 2020, 8:47:00 PM
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Shmu1 wrote:
this is mainly for HC (or else you wouldn't care so much).

there is this archer in legion encounters

and the boss that killed ziz in this league SSF HC (and me too for that matter, that's why i'm asking this).

and some rares here and there (though haven't encountered any this league)

and just so we avoid confusion, i define "one shot" as 1 monster performs 1 action and it kills you in less than the average reaction time + some extra (like average player latency). just like ggg defines macro.

i don't care it shoots X number of arrows at once, or it throws i dunno how many bombs, or it applies a degen that drops your life instant. if you can't react to it, it's "one shot". and i mean from ONE monster and one monster only. i'm perfectly fine with more monsters killing you faster than you can react.

so... does anyone know why is ggg putting this kind of crap in the game?

and how am i supposed to "avoid" it? just don't open legion encounters (like i did this league)? or if i see a boss in blight encounter, just leave?


the only way they know how to scale difficulty is to make monsters that do 10-20k in a hit
(سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
you can guess who plays hardcore or softcore reading these.

interesting :)
"Why is GGG allowing "one shot" monsters?"

Because GGG also allows things like Herald stacking builds and log-out macro.
Because GGG keep adding power to the players and in a desperate effort to keep the image of PoE 'hardcore' they buffed the mobs and their affixes, and map mods are 90% designed to kill players. GGG want to kill players, they don't want their game to appear easy but it is. Deaths are mainly due to RNG and PoE is built upon RNG. If you're lucky you die less, if you're unlucky you die more.

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