Hardcore RIP videos on youtube are a joke.
I love hardcore, but what PoE has evolved into is... not hardcore.
Take a moment and look up a RIP montage on Youtube. 95+% of deaths are streamers murdering everything instantly without their health dipping even slightly, and then, all of a sudden, they're dead and don't even know what killed them. The vast majority press their GGG-approved instant logout macro (which GGG has said they balance the game around) the moment the death screen pops up, but it's too late. So two major problems that have destroyed the core of the game (especially hardcore) 1) GGG allows logout macros and balances around that. The reason why damage is so spikey, is because if it wasn't, people would never die. 2) Monsters die way too quick. This is a combination of multi-target abilities hitting way too many monsters at once, and monster life being way too low. End game consists of scoot, explode the screen, scoot, explode the screen, repeat X infinity. Players don't even see what monsters they are fighting before they are dead, only engaging with their on-death mechanics. Because monsters die so fast, they have their damage pumped up to compensate for their minuscule lifespan. Furthermore, due to regen/leech bringing you from 1hp to full life in a couple seconds or less, monster damage has to be REALLY spikey to pose any real threat. The fix would require a total rebalance of the game, which likely isn't possible until PoE 2. Instant logout and mid-fight town portals need to be removed. Monster life needs to be raised so we interact with monster mechanics before they die, multi-target skills need to hit fewer monsters at a time to promote more meaningful and tactical gameplay, monster damage needs to be toned down, and regen/leech needs to be dramatically nerfed. The end result would be challenging gameplay that can be conquered with clever strategy/tactics. Survival would be a constant struggle, but threats would be readable and counterable. One-shot deaths out of nowhere would be gone, but with the instant logout removed, when you're in a deadly situation, you will watch your life drop and drop, your adrenaline pumping, until that final killing blow takes you out - a glorious death. #makehardcoregreatagain Last edited by KZA#6416 on Nov 3, 2020, 11:38:48 AM Last bumped on Nov 11, 2020, 2:50:08 PM
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" 100% agree with that. The funny thing is, when the meta is to one shot the whole screen, it kinda take out the combat aspect of the game, which is the A in Arpg. Other games in the same genre nail the feeling of great combat while PoE used to. PoE is basically about logout macro, trading, one shot mechanics since there's 0 challenges outside of that, and the skills's mtxs evolving around new league's start. Sadly, i don't think Poe 4.0 gonna change any of that. It's always gonna be a game about going fast, killing screens in one click, having racing events with money on the line ( since it seems you need $$$ prize to have people play the game ) and a vicious circle of buff/nerf constantly ( forever in beta ). All that and the fact you do not really own anything you even buy. It's surely an interesting situation! |
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Agreed with everything except...
Didn't need the stupid political #meme |
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they've progressively made it worse tbh they should have addressed it a while ago but its at the stage now where things that don't clear the screen in one or two clicks feel "unusuable"
I suspect it'll be addressed in PoE 2 to some degree when they rebalance a whole host of systems. Or maybe not, whiners like to pretend they'd never play again if they slowed it down 1% ^^ could be that they are happy with where its at even if some of us would prefer a touch slower and a touch less rippy. |
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If your hopes are in PoE 2, just don't.
"There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."
"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG |
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it isn't hopes as I really don't care that much but its more when I expect them to get away with major changes if they want to
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" Right now I really doubt they will make significant changes to core game systems. GGG is too stubborn to listen. My expectations for PoE 2 are very low. IMHO it will just be a reskin of some things like Heist is a map reskin with doors and loot piñata. Some graphical improvements, new acts and history and that's all. Craft, loot, death, exp, etc I really doubt they will change. "There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."
"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG |
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The post was very well written and puts the truth out there.
Some general ideas to fix a few issues: - AoE skills split their damage onto mobs from a given pool instead of overlapping and multiplying the damage significantly. Single Target damage is presderved but gogo hero fast clicker screen murder game gets slowed down into meaningful state. - Bows and Spells nered general rebelance to respect the AoE damage reduction. Bow suggestion is to half attack speed globally for all bows. After all you cant draw an arrow, pull the string, aim and shoot faster than you can swing a sword especially if its a Longbow. Spells need less AoE and less gem level scaling while a shift of power transfered to gear scaling needs to be created. - Headhunter: Probably causing 10% of GGG's total server costs and speeds up + trivializes the game to imense levels it isnt funny anymore to watch when the game looks like a hackfest while a streamer showcasing the game and build with a headhunter with a character attacking 50 times per second so that the animation cannot displayed anymore while being Tall as a skyscrapper - Summoner: All summons need drastic cuts in damage and life and AoE coverage. Plus when 2.0 socket system comes further limitations for the maximum amount of summons is neccessary - Monster HP and Damage buff to counter for already existing power creep that we have - Increased % Aura Effect needs to be removed completely from skill nodes and Cluster Jewels - Mana Reservation % either need a cap or a kind of multiplicative scaling reaching 100% for free auras must go. - Intelligence Stacking needs to be counterted by changing Intelligence base stats to provide 5 to Maximum Energy Shield for each 10 Intelligence instead of 2% global increased Energy shield. Imagine 10 strength would provide 2% maximum life. - Any sources of Energy Shield Gain on hit must be removed retroactivly. - All armour and evasion from flasks need to be reduced to 500 flat. Iron Reflexes should apply Evasion by 60% of its value to armour. Normal armour base gear need buffs in the numbers. The Layer 4 in damage taken calculation needs to apply flat physical damage reduction first and armour formular afterwards Last edited by zzang#1847 on Nov 3, 2020, 2:42:29 PM
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Ggg does not have a single clue how to balance this game.
We know. You either get 1 shot or never die. No middle ground. Ggg has 2 ways to increase difficulty Monster i immune to damage Monster does 100000 damage in 1 hit Thats about it. (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
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" Hmm, I wouldnt say that you are wrong, but overall is that I would say that the game is balanced around their endgame boss fights. The bosses have the amount "x" hp, and "y" phases, with increased action speed, damage and aoe through these phases, and the telegraphing within these fights just gets worse with each passing phase . Boss fights, atleast end game boss fights shouldnt be designed like this, there are no mechanics like "weaknesses" within these bosses. Only blatant "hit it or die" mechanics Only resistances, hp, immunities and overall skills they use, are the things we have to look at. And thats what is aweful, in the end we come back to the plain, "have damage or die" playstyle or the "have no damage and a boring slow game" playstyle. And this is the reason, why whole packs die with one spell, the end game feels aweful otherwise. " And here is where you are wrong in some points, they shouldnt tone down the monster damage, they should rather rework the skills, area of effect and remove the action speed modifier of monsters overall. The damage isnt the problem, badly predictable, overlapping area of effects and horrendous action speeds are the things which are destroying poe. I want to fight normal mobs, not a pack of mini bosses in disguise. Sure they should increase the monster hp, but tell me would you like to fight these monsters with a defensive build, with less damage, and zero pack clear, I dont think so? The almost godlike damage is the problem, not the clear with skills, Like I said before the game is balanced around bosses, if you dont change these, then is it straight up a bad decision to reduce the overall damage of all chars. The game is suppose to be fun to play, not a job. #softcoreneedstostaysoft TLDR; Im an aweful writer, which cant make up his mind what he wants to write, if you read this whole thing, I feel sorry for you Last edited by IceKingLP#3092 on Nov 3, 2020, 5:06:04 PM
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