Let dodge roll have phasing / more reach

Suggestion:

I find myself dodging around constantly and it feels like it is not helping at all. It has not enough reach and is not fast enough.
It even feels like slowing down or rolling through mud.

You could give it phasing, making it actually helpful to escape moster packs.
And make it a tiny bit faster/more reach.

Last bumped on Dec 8, 2024, 4:24:16 AM
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this makes it a get out of jail free card.

One of the problems they understood with POE was they gave out movement and phasing like candy and it made positioning in POE1 completely irrelevant. This among other reasons (too much recovery) made combat safe. So they had to ratchet up instant deaths. Then because they didn't scope their game (because they were new to game design) they also gave everyone millions more damage scaling opportunity than their game could possibly ever stand up to. And they gave everyone far more speed than the game could ever challenge. And finally they progressively adjusted itemization for people moving at warp 10. Thus 99.999999999% of loot wasn't worth mousing over.

As you can see game trivializing choices like mobility and clear speed had a lot of knock on effects which turned POE1 into trivial cookie clicker combat involving using only skills that can explode whole screens before a monster is recognizable. No design space for interesting skills anymore people only wanted to use things that compete with 1 button = explode screen.

Now they're laying in the bed they made with POE1 and POE2 is being criticized for not being silly and trivial like POE1, by the people who just want to mow virtual lawns of XP globes.

Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Dec 7, 2024, 4:59:48 PM
The dodge roll is faster at the start and slower at the end. They made it this way so it isn't faster than running, otherwise everyone would spam roll all over the place while moving.

As for phasing, I would give +1 to alhazred70#2994 response. It makes positioning more important.

Most PoE1 builds were 1 button gameplay. You would run through a map exploding the whole screen with while moving at mach 10. If you couldn't do that, you were playing a "bad" build.

This made the combat fairly boring. It was mostly just mindless farming and all about how fast you can clear maps and move on to the next.
"
this makes it a get out of jail free card.

One of the problems they understood with POE was they gave out movement and phasing like candy and it made positioning in POE1 completely irrelevant. This among other reasons (too much recovery) made combat safe. So they had to ratchet up instant deaths. Then because they didn't scope their game (because they were new to game design) they also gave everyone millions more damage scaling opportunity than their game could possibly ever stand up to. And they gave everyone far more speed than the game could ever challenge. And finally they progressively adjusted itemization for people moving at warp 10. Thus 99.999999999% of loot wasn't worth mousing over.

As you can see game trivializing choices like mobility and clear speed had a lot of knock on effects which turned POE1 into trivial cookie clicker combat involving using only skills that can explode whole screens before a monster is recognizable. No design space for interesting skills anymore people only wanted to use things that compete with 1 button = explode screen.

Now they're laying in the bed they made with POE1 and POE2 is being criticized for not being silly and trivial like POE1, by the people who just want to mow virtual lawns of XP globes.



Agreed.

I love the penalty of overdoing it. You have to choose your foe now. You can't just out-run or out-dodge them if you've kited too many enemies at once, especially in the wrong spot.

With the increase of this difficulty you have now, in exchange, a dozen checkpoints all over each of the maps and before each of the tougher fights.

Use it to try different approaches. That's how it should be.

As far as gameplay and combat philosophy, this is top tier.
Last edited by Rebexus#0298 on Dec 8, 2024, 4:25:12 AM

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