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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.
lol again pretty funny that you can't see what direction this game wants to take. the death penalty and recent balance announcements are a clear indication of this.
Funny how you can't see the balance the game wants to take with the loot fixes. Have you seen the reddit? People have fixed the majority of cast-on builds from what I saw, so that playstyle is back on the menu. Enough people haven't hit maps yet and if they all play like you they may not. You're going to quit when you get to maps. I'm being 100% sincere. I'm managing the death penalty just fine. It is too severe and it's going to cause a lot of people to quit. You know what GGG does when people quit, right? That's right, they fix it like the loot, lol. Just try to hit maps already.
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Posted byMr_Vagtastic#4761on Dec 13, 2024, 10:35:28 PM
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this is a discussion about dmg limits, not nerfs. it is abut limiting the extend to whihc the player can 'play well' as you put it. i would put it as 'how much the player is allowed to trivialize the game'- and these measures were done many times in poe1 as i mentioned already. it is irrational to expect they will abandon this approach all of a sudden, especially in a game which heavily hints at the exact opposite.
Damage limits are nerfs, no matter how you view it. It's still affecting the players ability to push the limits of the game. No matter what you intend for something, people won't play by your expectations. There's an entire category of people who push the absolute limits of every game they play, called speedrunners.
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Posted byAuralysist#4050on Dec 13, 2024, 10:36:22 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.
That's hilarious. No for real. Let me tell you how.
In PoE1, yes PoE1, there is a mechanic on uber bosses. They have 90% damage mitigation at the start of the fight, and that mitigation goes away overtime. That way big DD can show off his burst, and lower DPS can wait few seconds and still take the boss down.
Sooooooo, are you saying we should do like PoE1 ?
Last edited by rob_korn#1745 on Dec 13, 2024, 10:41:11 PM
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Posted byrob_korn#1745on Dec 13, 2024, 10:39:16 PM
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this is a discussion about dmg limits, not nerfs. it is abut limiting the extend to whihc the player can 'play well' as you put it. i would put it as 'how much the player is allowed to trivialize the game'- and these measures were done many times in poe1 as i mentioned already. it is irrational to expect they will abandon this approach all of a sudden, especially in a game which heavily hints at the exact opposite.
Damage limits are nerfs, no matter how you view it. It's still affecting the players ability to push the limits of the game. No matter what you intend for something, people won't play by your expectations. There's an entire category of people who push the absolute limits of every game they play, called speedrunners.
ugh, again, these 'nerfs' as you call them now are nothing new. so you thinking its 'bad' or 'will cause everyone to quit' is not true. i'm not gonna repeat myself, i stated many of them in my previous post
But again, you're still not justifying why the developers should punish players for knowledge. If you make every campaign boss have damage attenuation, which is what it's called by the way, what purpose does it serve? Drag out the campaign for players, force them to play it longer?
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Posted byAuralysist#4050on Dec 13, 2024, 10:42:26 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.
That' hilarious. No for real. Let me tell you how.
In PoE1, yes PoE1, there is a mechanic on uber bosses. They have 90% damage mitigation at the start of the fight, and that mitigation goes away overtime. That way big DD can show off his burst, and lower DPS can wait few seconds and still take the boss down.
Sooooooo, are you saying we should do like PoE1 ?
bro is just trying to innovate, don;t be mean man lol
No problem with trying to innovate. I just don't like ignorant people opening so much their mouth ^^
Last edited by rob_korn#1745 on Dec 13, 2024, 10:43:10 PM
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Posted byrob_korn#1745on Dec 13, 2024, 10:42:35 PM
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Funny how you can't see the balance the game wants to take with the loot fixes. Have you seen the reddit? People have fixed the majority of cast-on builds from what I saw, so that playstyle is back on the menu. Enough people haven't hit maps yet and if they all play like you they may not. You're going to quit when you get to maps. I'm being 100% sincere. I'm managing the death penalty just fine. It is too severe and it's going to cause a lot of people to quit. You know what GGG does when people quit, right? That's right, they fix it like the loot, lol. Just try to hit maps already.
if you managing, why reduce it? lol
Because, like the loot, it's needed for the overall health of the game. I'm capable of thinking and foresight, so I can see something that's going to be a big problem for people and extrapolate the outcome if nothing changes. This is exactly the same situation that happened in D4. The people who got to the end first pointed out all the cracks, and the insufferable "purists" like you still fell through them because they thought they knew better.
This is almost 1:1 the same situation.
Last edited by Mr_Vagtastic#4761 on Dec 13, 2024, 10:43:52 PM
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Posted byMr_Vagtastic#4761on Dec 13, 2024, 10:43:26 PM
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this is a discussion about dmg limits, not nerfs. it is abut limiting the extend to whihc the player can 'play well' as you put it. i would put it as 'how much the player is allowed to trivialize the game'- and these measures were done many times in poe1 as i mentioned already. it is irrational to expect they will abandon this approach all of a sudden, especially in a game which heavily hints at the exact opposite.
Damage limits are nerfs, no matter how you view it. It's still affecting the players ability to push the limits of the game. No matter what you intend for something, people won't play by your expectations. There's an entire category of people who push the absolute limits of every game they play, called speedrunners.
speedrunning is a horrible way to play. most gamers... when you look beyond the streamer community just want to have fun and play a good game. they don't care about blasting through in record time.
but what i am suggesting is this: you can still speedrun.... and still beat maps quickly... but when you get to the boss instead of it being a 5-10 second fight because your build is OP maybe it takes 35 seconds. So some level of survival would have to kick in and the devs who spend countless hours designing these bosses don't have their work gone to waste and the player gets to actually see the boss mechanics. I don't think any of them intended for the bosses to die rapidly.
people are so individualistic unfortunately and the big picture i think is lost
Last edited by IcyMistV#5121 on Dec 13, 2024, 10:44:42 PM
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Posted byIcyMistV#5121on Dec 13, 2024, 10:43:37 PM
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this is a discussion about dmg limits, not nerfs. it is abut limiting the extend to whihc the player can 'play well' as you put it. i would put it as 'how much the player is allowed to trivialize the game'- and these measures were done many times in poe1 as i mentioned already. it is irrational to expect they will abandon this approach all of a sudden, especially in a game which heavily hints at the exact opposite.
Damage limits are nerfs, no matter how you view it. It's still affecting the players ability to push the limits of the game. No matter what you intend for something, people won't play by your expectations. There's an entire category of people who push the absolute limits of every game they play, called speedrunners.
speedrunning is a horrible way to play. most gamers... when you look beyond the streamer community just want to have fun and play a good game. they don't care about blasting through in record time.
but what i am suggesting is this: you can still speedrun.... and still beat maps quickly... but when you get to the boss instead of it being a 5-10 second fight because your build is OP maybe it takes 35 seconds. So some level of survival would have to kick in and the devs who spend countless hours designing these bosses don't have their work gone to waste and the player gets to actually see the boss mechanics. I don't think any of them intended for the bosses to die rapidly.
people are so individualistic unfortunately and the big picture i think is lost
You're literally trying to police how other people play. You want everyone to go at your speed. If both our builds did the same damage, I would still kill the boss faster and you'd want my damage to be lower than yours.
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Posted byMr_Vagtastic#4761on Dec 13, 2024, 10:47:34 PM
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Oh look OP is a self-appointed thought and behavior prefect. Mental.
if some people are going to hate the game because it doesn't allow them to feel like a screen clearing poe1 god anymore and want the game to shift in that direction then that's unfortunate. poe1 already exists. they should stop complaining and stop playing a game they dislike.
i have had very positive experiences with poe2 so far and it seems to me a lot of the old timers do not understand that GGG is trying to create a different kind of game. it's the poe1 die hards that are trying to police what poe2 should be and i hope GGG doesn't listen to them. the god complex game of poe1 was very niche. poe2 can achieve far more.
Last edited by IcyMistV#5121 on Dec 13, 2024, 10:52:36 PM
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Posted byIcyMistV#5121on Dec 13, 2024, 10:50:34 PM
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speedrunning is a horrible way to play. most gamers... when you look beyond the streamer community just want to have fun and play a good game. they don't care about blasting through in record time.
but what i am suggesting is this: you can still speedrun.... and still beat maps quickly... but when you get to the boss instead of it being a 5-10 second fight because your build is OP maybe it takes 35 seconds. So some level of survival would have to kick in and the devs who spend countless hours designing these bosses don't have their work gone to waste and the player gets to actually see the boss mechanics. I don't think any of them intended for the bosses to die rapidly.
people are so individualistic unfortunately and the big picture i think is lost
I like speedrunning, and that is just your opinion. Gamers are individualistic, and rather than trying to do everything you can to stop the top 1% of the playerbase, focus on addressing other things, there are many issues in this game I can point out that are much more glaring right now. I'm not against appreciating the work of the artists and designers and the love put into the bosses. But you can't stop players from ignoring that effort entirely, it's just part of the process. Unfortunately, this is a genre of games where players blowing up bosses, is an inevitability.
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Posted byAuralysist#4050on Dec 13, 2024, 10:51:10 PM
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