Difficulty and Gameplay Feeling

When rolling out of the way, collision is sometimes wonky and leads to rolling into enemies or hits. When you are mid animation of a skill it sometimes does not work to abort the animation when trying to dodge instead.
In combination with some bosses like Draven, the fight becomes nearly impossible, even a few levels higher. That boss especially has way to many effects in short succession. Meele just is not fun to play with that. Managing animation times between your animation, dodge effects and paying attention to all the boss animations and timings is overwhelming and not rewarding. When playing dodge build early, one bad timed animation will get you one-hit, you are just rolling around and barely have time to deal damage.
I feel like spacing out the effect times more will go a long way. And again, the collision needs serious work.
Last bumped on Dec 7, 2024, 6:07:36 PM
I feel the same way. Characters too slow when running and even dodging. Bosses and monsters in general are too hard in my opinion.
We are nearing a soulslike game.
I dont whine because i cant survive because i can. Its hard but not impossible.
I just dont want this kind of gameplay in an ARPG.
Compared to poe1 they went completely to the other side.
Find a middle ground please.
Same with balbala.
- to many things happening in quick succession
- if not overleveled and very well geared, Melee Monk has no change beating this encounter -> not enough time to do damage and will run out of flask charges
- not getting hit is impossible in that small area
- if you try to evade everything you never do damage
- rolling out of the way feels very slow, animation is to long compared with enemy animation times
- deploying bell sometimes seems to get stuck in the boss and can not be hit

This feels more like a gear check than a skill check (Level 21 mostly blue items, did not find much).. I hope that is not intended. Maybe i could beat that boss if i was a little better, but even then it would be a struggle.
I second this.
Increase base movement speed of all classes by 10-20%.
Double or triple loot for campaign, at least.

That would fix a lot of problems.
Adding markers for quests on maps is desperately needed too.
This lack of loot is probably what will cause me not to do the campaign again until 1.0 releases. Yeah in about a year I will maybe want to go through this again. 5 hours to get to level 10, 3 transmutes, 2 augs, 1 regal, 3 rare items. All this nonsense Jonathan sold about giving us abundance of tools to craft during campaign, really? Disenchanting all this magic items just for a transmute is not what I expected.
Last edited by leto2626#2588 on Dec 7, 2024, 5:43:19 PM
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leto2626#2588 wrote:
This lack of loot is probably what will cause me not to do the campaign again until 1.0 releases. Yeah in about a year I will maybe want to go through this again. 5 hours to get to level 10, 3 transmutes, 2 augs, 1 regal, 3 rare items. All this nonsense Jonathan sold about giving us abundance of tools to craft during campaign, really? Disenchanting all this magic items just for a transmute is not what I expected.


Yeap, definitely not what we were promised during recent introduction of the game. Definitely not something I would decide to pay for again, as I did a week ago.
Last edited by ziuteczek123456#5724 on Dec 7, 2024, 5:55:19 PM
I had posted a while back that I was concerned there would still be screen diarrhea and poorly telegraphed one shots. Sure enough that is what we got, only not in a improved graphics and QoL PoE2. No , we got it in a DarkSouls Sweatlords wet dream game.
Did you ever fight Champion Gundr (DS2) without parrying? I did that fight for 12 hours, and was barely conscious at the end, my thumbs only working by muscle memory by that point. Very rewarding when I finally beat him, but that's not something I ever want to do again. In any game.

...The reward was I finally got to go to bed.
Last edited by KingDaMuncha#6025 on Dec 7, 2024, 6:10:39 PM

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