i think if they just made each are more interesting it could help a lot. the level design is too similar to poe1.... and that to me is a problem.
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No I think you're missing my point. This game isn't challenging. Hasn't been at all in my experience. It's tedious, maps are too big, the characters too slow. But combat is just plain simple and it's been like that since the beginning. Most of my attack rotations are 2 buttons at this point, they're just slow. But at maps I'm already blowing up screens of enemies and having to walk to the next pack. The only danger is getting one shot by pixels I can't even see in the visual clutter.
right... and i'm saying it should be different than that. tbh i'm a bit lost at this point because i don't even know what your arguemt is at this point. unless you defending the current state of end game, which is very similar to poe1, and afaik not what GGG want poe2 to be
What I'm saying is. It doesn't matter what GGG intended with the game. Players are gonna break it no matter what. And if GGG wants to impose friction to prevent players from doing so, people will move on. It's the nature of the genre and the people who want to play it. While right now the game's in it's honeymoon phase, eventually it's gonna boil down to the people who want to keep building and trying new things and those are gonna be the ARPG fans. I'm not pretending to be clairvoyant, but I'd say it's a safe bet. GGG's free to develop the game as they like but they need to be able to give a reason for people to keep coming back and nerfing and hurting a players experience for them knowing how to play and build correctly will do more harm then good.
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Posted byIcyMistV#5121on Dec 13, 2024, 10:07:30 PM
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that is a terrible way to balance bosses and most other games never had that problem. it was a fundamental design failure for poe1. furthermore poe1 reached it's peak. 99% of the gaming community didn't want anything to do with poe1 and i 100% understand their sentiment. I could never in good conscience recommend poe1 to anyone but i feel i can recommend poe2 to certain players for certain.
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so what we keep the insta gib dmg output allowing players to skip phases and then balance bosses to make them hard for these builds? turning every boss into dps check like in poe1? that was super fun
Why does someone 1 shotting a boss impact your enjoyment of the game? Play it how you want. who are you to say that isn't what they find fun. Also again you don't have to use those things.
because those bosses end up being balanced around being one shot, or taken out VERY quickly. almost every boss in poe1 works like this
Last edited by IcyMistV#5121 on Dec 13, 2024, 10:10:32 PM
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Posted byIcyMistV#5121on Dec 13, 2024, 10:09:56 PM
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who determines who is better though? i purposely nerfed myself with my monk so i can have more fun with bosses and didn't even put runes in my 2 rune sockets for my weapon. i'm having a blast so long as the game doesn't become too easy. people can play the way they want to play. sadly a lot of the easy mode gamers would complain if they suddenly start dying and that's not a healthy approach imo. there are wildly ranging experiences like the one i described where someone died on the act 1 boss 10 times and they had the time of their life meanwhile if some of these streamers died 10 times they might say the game absolutely sucks (hawg for example). it seems some people have an aversion to challenge. I love a challenge.
if someone is good* at the game why do they need the best build and best gear? sounds to me like they aren't as good as they think and just want an easy ride.
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Too many posts from people mad others are better at the game than they are. Streamers or anyone else aren't getting secret mods on weapons, we just know how to scale builds. Yes, there have been some nerfs and I don't agree with them, and yes some have abused bugs, I didn't and I'm still smashing through the game just fine, because it's not difficult. You just either don't have the experience to put a build together or you're not grasping pressing spacebar to dodge. Even if they added damage limits, this whiney crowd wouldn't hit them, so what's the point?
You get better stuff when you can actually progress through the game? Was that your best shot at owning me? Really? We are dying and not complaining, sort of. The death penalty in maps is too severe so that's the complaint, but not the difficulty. You love wasting time, if you love a challenge, you'd challenge yourself to getting faster.
Edit: also I'm confused, we can play how we want as long as we don't do too much damage? And you, Christ Wilson will allow that?
Last edited by Mr_Vagtastic#4761 on Dec 13, 2024, 10:14:16 PM
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Posted byMr_Vagtastic#4761on Dec 13, 2024, 10:11:18 PM
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but for dark souls and elden ring it's unusual to 1 shot bosses. it is not the common experience. meanwhile in poe1 and possibly in poe2 it is either common or becoming more common to kill the boss in an extremely short time frame....
for the devs to put so much work into these amazing bosses with so many dif move sets and dialog..... and oh it's dead in 5-10 seconds. this is 100% Not what the devs intended...
--quote went missing--- someone mentioned ppl can one shot bosses in dark souls/elden ring.
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Posted byIcyMistV#5121on Dec 13, 2024, 10:15:43 PM
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How about everyone is one shotting everything with basic skill? Does it meet your goal? mob's HP is your cap right there. POE is all about build development. Why do you think this game has so much elements in it? Adding a dmg cap is the stupidest idea. People are mad at GGG is because the trigger build has so much potential and fun. GGG is ok to nerf the trigger if it is overpower but not ruin them.
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Posted byEizze#1734on Dec 13, 2024, 10:15:54 PM
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uhm, this went from confusing to awkward... poe1 was based on nerfs that would kill builds, its expected and some of a tradition by now. (unless this changed in the lats 2 years)... the idea is not that ppl wont break the mechanics, its just how to limit to what extend they able to do that. poe1 has dozens of hard limits that were not there years ago due to those exact reasons, like max block, mana/life leech, how evasion works, skill proc lmit, trigger proc hard limit, how status effects affect bosses, bosses being straight up immune to some mechanics, and plenty more. dmg output is not that inconceivable if you look at those. in fact those same limits can accomplish that if they were adjusted to make sure you can't insta gib bosses. why do you think boss phases or dmg immunity was introduced?
And I already explained that all that accomplishes is punishing players for playing well. That's not a healthy thing for the game. People want to push the limits in games, that's not a new concept at all. Introducing mechanics meant to limit player power is only serving to hurt the game in the long run. Nerf things that are broken, buff things that are weak, address outliers in builds, don't nerf with hammer, do it with a scalpel. Those are the basics of maintaining player contentment. Add new challenges when players reach the limit. But introducing mechanics meant to slow players down and prevent them from pushing the limits only serves the developer and hurts the players perception of the game. Being Antagonistic against the fun of a player for your "Vision" is only serving yourself, and I wouldn't want to play your game. If you want the game to be challenging, but you can't make it challenging without hampering the player experience, you've messed up somewhere. So no damage limiting a player doesn't help.
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Posted byAuralysist#4050on Dec 13, 2024, 10:17:50 PM
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Too many posts from people mad others are better at the game than they are. Streamers or anyone else aren't getting secret mods on weapons, we just know how to scale builds. Yes, there have been some nerfs and I don't agree with them, and yes some have abused bugs, I didn't and I'm still smashing through the game just fine, because it's not difficult. You just either don't have the experience to put a build together or you're not grasping pressing spacebar to dodge. Even if they added damage limits, this whiney crowd wouldn't hit them, so what's the point?
You get better stuff when you can actually progress through the game? Was that your best shot at owning me? Really? We are dying and not complaining, sort of. The death penalty in maps is too severe so that's the complaint, but not the difficulty. You love wasting time, if you love a challenge, you'd challenge yourself to getting faster.
sry man, but if you can't comprehend how faster game play trivializes the game here you either trolling or just wont get it at this point. also you saying death penalty is to harsh is kinda funny at this point.
No, you can't comprehend how seeing extremely dodgeable boss rotations more than you need to means you enjoy wasting time. You're going to hate maps because they're PoE 1 style mobs and behaviors and you NEED to blast lol. It's not the bosses you need to worry about. You'll die to huge packs swarming you and on death effects, off screen one shots and all the other screen clutter PoE1 goodies because you don't have the tools you need to deal with that in PoE two. EXP also slows down tremendously so your slow-play deaths are going to destroy your progress completely. It'll take you weeks to recover. You know in 2026 when you make it to maps.
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Posted byMr_Vagtastic#4761on Dec 13, 2024, 10:22:26 PM
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it would not be a straight flat damage cap. i apologize for my earlier wording. there are creative methods of achieving this. if your dps transcends a certain amount your overall damage could drop by a certain percantage on a sliding scale. so the more dps you have.... the more damage you do anyway. higher dps would still always = more dps. sliding scale percentage would reduce some of the output.
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A damage cap is laughable, you know what that means? It means the optimum strat becomes reaching the damage cap and then stopping because there's no point to trying to reach more damage and instead overloading on defensive stats so you can't die. And then do you know what the balance will shift to after that? The other end of the spectrum where bosses need to be given way more 1 hit kills and defense bypassing abilities going by your logic.
Unless of course your ideal is for everybody to just turtle their way through the giant empty maps with hordes of enemies.
Last edited by IcyMistV#5121 on Dec 13, 2024, 10:39:39 PM
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Posted byIcyMistV#5121on Dec 13, 2024, 10:29:13 PM
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ADDITIONAL SOLUTION: if damage limits with a sliding percentage are implemented then how about for boss damage as well? one hit kills? what if the incidence of one hit kills would drop? not entirely removed but happen with less frequency.
damage to bosses can have sliding scale reduction if you have massive dps.... and bosses too will deal less damage with their ''one hit'' mega damage skills. of course having a poorly geared character should still mean death. so this just has to be applied in a creative and clever fashion.
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Posted byIcyMistV#5121on Dec 13, 2024, 10:31:51 PM
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it would not be a straight flat damage cap. there are creative methods of achieving this. if your dps transcends a certain amount your overall damage could drop by a certain percantage on a sliding scale. so the more dps you have.... the more damage you do anyway. higher dps would still always = more dps. sliding scale percentage would reduce some of the output.
Why? What purpose does it serve? You can try to force players to play the way you want, but you actually can't. People will optimize around it no matter what.
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Posted byAuralysist#4050on Dec 13, 2024, 10:34:24 PM
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