Diablo Clone very unlikely to live to long.. Gameplay is way off. Feedback. (outdated)

in response to the OP i'd like to offer something practical to GGG.

if you've played titan quest you'll fully understand.

ragdoll on death. impact proportionate to the amount the player over-damaged the mob.

if you haven't played titan quest i highly suggest it. there's pure magic in being a human lawnmower; sending corpses flying every which way.
There you go overestimating your trollish ways again. You're not a troll. Try as you might. You're barely an ogre...
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
"
CharanJaydemyr wrote:
There you go overestimating your trollish ways again. You're not a troll. Try as you might. You're barely an ogre...


Ogre's > Trolls, haven't you ever played D&D? Trolls are like CR2, Ogres are like CR6. :P
I don't know you. Who are you? Go away.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
"
S1eepy wrote:
if you haven't played titan quest i highly suggest it. there's pure magic in being a human lawnmower; sending corpses flying every which way.


I loved TQ - I had an aura build, so I didn't even have to attack the mobs, they just dropped off before reaching me. It was awesome! :D
What have you become when even nightmares fear you?
"
S1eepy wrote:
in response to the OP i'd like to offer something practical to GGG.

if you've played titan quest you'll fully understand.

ragdoll on death. impact proportionate to the amount the player over-damaged the mob.

if you haven't played titan quest i highly suggest it. there's pure magic in being a human lawnmower; sending corpses flying every which way.


No, thanks very much!

You want moon-shot physics, go play that other game. Keep that crap outta PoE. I like the gritty realism. I get plenty of "power vibe" when I smack enemies in PoE! You want human lawnmower? Equip a Marauder with a two-handed mace and Sweep a crowd of Cliff Thieves on the Ledge. They make such pretty "crop circles" when they fall at my feet. ='[.]'=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
So, you want realism, but not... realism?

If you hit someone with a big-friggin-mace (or axe, or sword) they, or at least parts of them, WILL go flying. No, not for 10 times the length of their body (like "that other game"), but far enough.
I haven't really played a melee class in this game yet, but I can understand if a person wants a little more "feedback" from a hit. It makes things more satisfying. But I've been playing mmo's and such for a while now and stating that your skills missing is a problem with the game and not with the fact that the player hasn't invested in accuracy seems a little naive. Even in WoW a character that hasn't hit the soft cap is obviously a new player or is not a very good one.

And I like the potion system, it makes it so you can't just buy a bunch of potions and just spam them as you just sponge damage (would like to see a healer class tho ^^). I've seen melee characters do very well as long as they haven't neglected a few defensive passives ie: evasion, armor, more hp, or other negation stat. again every rpg has something like this where if you don't have a minimum amount of defensive skills you will get crushed.

Mainly i've been playing rangers, and have 2 with very different specializations. one who is a summoner hybrid, and the other a straight bow specialist, and there is a huge difference in accuracy since the bow specialist rarely misses since the first set of passives i aimed for is accuracy, the other has no accuracy passives and misses like a madman but that doesn't really matter for her since her damage is basically from area effect dots and minions.

it sounds like mostly you just haven't delved into the game enough to really see the possibilities. and I do understand your frustration about hit feedback since I know of some games that fall short on that and it really does hurt the enjoyability (fable... -_-). but I would try sticking to the game and mess around with the passives some more, really this game's advantage over d3 is the fact that you can customize your class like nuts. but that doesn't mean you should neglect foundation stats like accuracy and some kind of defense.
I tragically just found out about this game a week ago. It didn't take me long to realize that this system has a lot of potential, and the more I learn about it, the more I come to love it.

As to the impact of a hit discussion, I agree that it could use a little work. Admittedly, I am but a noob currently, but this was something that I noticed, when I tried my first melee character. Playing as the Ranger is extremely satisfying, from the way the arrow is actually included in the draw animation, to how they stick out of the enemy after impact. It's a beautiful thing. The Witch was quite enjoyable as well, in her own way.

But then I tried the Duelist, and while still fun, it felt more mechanical then the ranged classes. The hits just sort of seemed to blend in to the rest of the swing animation, leaving the combat feeling a little flat. That being said though, things did go a bit different for my Templar. I didn't end up playing him very long, due to time constraints, but I gave him a rare 2H staff that my Witch had found, and that weapon felt a lot more "solid" on a hit then my Duelist's swords did. It actually felt pretty satisfying to bash people's heads in with it. So to me, it seems like single handed melee weapons may be the only ones that really need improvement. Or maybe I'm just speaking from inexperience.
To people mentioning Titan Quest. I am playing it right now (once again) and absolutely love the game

BUT

the OP is right in a sense, and that is: the hit feedback. Just like in Titan Quest (with regular attack) you just don't get enough "feedback" when you hit a foe. There is no real "impact" - by the way, this is the one main problem even the TQ developers admitted to have been done bad in an interview - they said the normal attacks did not give enough feedback when you hit someone, you just did not have this "feeling" that you just "hit" something ... Dunno if I am describing it correctly ...

Anyway, just paid for the beta, coz I love to support people who make "classical" games like this (I really don't like the MMO-like looking ARPG garbage ...) - I also support the guys who made TQ and are now making Grim Dawn ...

Peace to you all.

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