GGG are obssessed with keeping their (few) bad ideas in the game
" I agree and I hope so. But that is also why I'm making this post. |
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" What a completely awful take. It's a slog clearing away trash mobs just because you died randomly to a random one shot or mechanic. I haven't gotten to maps yet, but the only modicum of skill in the campaign is against the bosses. There's a checkpoint just before them for a reason. Imagine spending an hour clearing away an entire map just to find the boss in some obscure corner. Now you're telling me it's skill to waste an hour per boss fight? You sound like you're out of touch with reality more then anything. You sound like you enjoy being tortured through a boring, mind-numbing grind. I promise you you're in the minority when it comes to not wanting to enjoy a game. |
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agree on ascension... locking ascendancy behind game modes that entire populations of your game tell you they hate was a misstep.
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i half agree with what you mentioned.
for the cast on-fix, its quite simple. everything has thresholds. you want to stun an enemy? do more damage, do a few big hits or many small hits. your choice. the fix follows this philosophy. how it originally worked is "just proc it as many times as possible" so players could opt using stuff that had multiple projectiles or repeats to get in as many procs as possible. this has not changed but it's actually an indirect buff to players who attack slower but are able to deliver huge payloads. so they gain more energy in return. i could be wrong on this but thats my understanding on the issue. as for honour scaling based on range. that is indeed weird but is an indirect buff to melee and melee needs it the most. i do agree that that's not solving the actual issue. the actual issue is monsters that spawn should be how sanctum originally started. everything was fixed. you could literally skill your way in and out of damage by playing safe. but with the current rares which are RNG, thats really a coinflip. that is the real issue. getting rid of honour to me would be a shame, because thats almost like getting rid of the trial/sanctum gameplay entirely. on release, despite not being too melee friendly, sanctum became my most loved league. but after the rework i never touched it and hated it. i would prefer that ggg fix sanctum rather than removing it entirely. anyway you still can use the trial of chaos if you prefer. as for reclearing the areas, i get you. its annoying that you have to reclear the map again to continue where you left of. but to me thats a "punishment" as well as "reward" for dying. the punishment being you need to clear the path again (tedium), the reward is "you're too weak" so the game essentially lets you fight more mobs again so you can get stronger. i tend to overlevel in path2 because of this but tbh, i do this in poe1 too. if i die on the way to the area boss, instead of traversing an empty map, i'd rather go recreate the map. as for checkpoint teleporting. bugs is on GGG to fix. you dont need to make this your concern. if immersion breaking is a concern then you have to remind yourself that portals and waypoints exist. teleportation exists. maybe we need to break immersion if we use it but i rather have it than not at all. if it bothers you so much, nothing is stopping you from not using the feature [Removed by Support]
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" To be clear, I'm talking about the enemy power scaling (1 on normal, 2 on magic, 5 on rares, and 20 on bosses) rather than the energy based on magnitude thing. So now you get, e.g. (2x 2(magic))*(1+46%) = 5.84 energy per Magic mob... but on normal mobs its 2.92 and on rares its 14.6... etc. They did this because they overtuned cast-on by balancing it for bosses. They should have balanced it for mobbing and let the players decide if they want to go more for mobbing or bosses. |
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" ah my bad then. i misunderstood [Removed by Support]
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The Honour system should just not exist outside of boss hits.
For melee to do... anything they will take hits from mobs - that is the nature of melee. Reducing the loss of Honour is like saying "Officer, I was pulling my punches when I hit the old woman, so its fine!" - no, just get rid of it. For bosses, getting hit is a skill issue. Even as melee. In fact, avoiding being hit is usually easier by staying close than it is by staying at a distance. So get rid of the reduction, get rid of Honour loss from mobs, just have it come from boss hits. Edit: You know what, traps can keep it too. Last edited by Aimeryan#0430 on Dec 17, 2024, 1:17:45 AM
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I agree with the core of your post, but I don't agree that this applies to the checkpoints, because I don't think they're a bad idea.
The idea that checkpoints, dying and respawning are bad ideas is kind of ridiculous. It's not like it's a new thing they invented, it's a staple in so many games - and for a very good reason. It's not like it's a concept completely alien and ill-fitting with ARPG's eiher. ARPG's, at the end of the day, are also just video games. They're not this special breed of video games that are allergic to anything that hasn't previously been in big ARPG's, as if those things only fit in other games, not ARPG's. It fits just fine in an ARPG, and it's not a problem with the game at all. Allowing teleports between checkpoints is also not a "weird spot-fix", it's a completely sensible approach. However, I entirely agree on the topic of the honor system, and just the idea that they seem obsessed with keeping all their ideas in the game no matter how bad they are. The honor system is a flop. It's not badly tuned, it's badly designed, and they need to just entirely remove it. If they absolutely need Trials to have that added layer of challenge, they should find some other, better, way to do it, because honor just isn't the right answer - regardless of how much they tweak and tune it. Last edited by MarsAstro#7928 on Dec 17, 2024, 2:31:53 AM
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One more example: on-death effects.
A straight up archaic, stupid mechanic that (somewhat understandably) plagues POE1, and now they're in POE2, where they ABSOLUTELY DO NOT belong. Leave them to die in POE1, and remove them in POE2. |
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" Okay. Come back after launch and first league and say this again. I bet you won't. |
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