A critique on PoE2's contradicting nature.

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D4rkona#3815 wrote:
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Turddog#8292 wrote:
But then there is a chance we will be left with linear gameplay. Having quick mobs mixed in throughout the map keeps you on your toes. Otherwise it’s just the same old slow moving mobs that you bust down with ease.


Then stop punishing players for being surrounded. If the game is forcefully surrounding me with monsters, I am expected to be able to deal with them, and I would expect to have better means of doing so that aren't rolling around constantly and trying to run away because else I just get murdered.

Also getting surrounded without it being my fault is not engaging.

I always remember the reason why Minecraft never added another mob like the Creeper: They wanted things to be caused by the player, not that things happened to the player. I understand this is a vbery different game, and things might well happen to the player, but the agency is severely diminished while at the same time punishing the player for it. It's nonsensical.

I agree with you, if we are to be constantly ganged upon, then we need awesome crowd control. But my point is that now crowd control is mandatory, and that's also linear play, don't you think?


Yes i can understand your frustrations as I’m dealing with it now in Act 3. I believe the answer to monsters surrounding you is not an easy answer.

Right now I am playing a ranger in Act 3 and some of the mob packs are insane and gives me a real “oh shit” moment. My main crowd control, Escape Shot is doing nothing to slow the packs down. I think if they buffed the crowd control on it I would feel a lot better off.

Right now my Vince arrow, Escape shot do very little to crowd control.

That being said I haven’t had the biggest issue clearing those packs, it just more becomes kiting for me at that point wearing them down.

Also thanks for the civil dialogue without mounds of emotions…it’s refreshing….maybe some of us can be friends?

Last edited by Turddog#8292 on Dec 20, 2024, 4:07:21 PM
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Turddog#8292 wrote:

That being said I haven’t had the biggest issue clearing those packs, it just more becomes kiting for me at that point wearing them down.


I have experienced this as well with Mercenary, Witch and Sorceress. Its constant kiting of white mobs.

If this is supposed to have the feel of a game like PoE or Diablo, this is not it, always going backwards and avoiding fights doesn't have that flavor. If I have to back up a few times or against a hard enemy, that's fine, but I've been having to constantly walk backwards while I whittle down mobs. Of course you can get a better weapon and kill faster, sure. But then you go to a higher level and start kiting again.

I have no problem with that, but then the game can't come and say it is an ARPG because that's not how they are supposed to feel.

Now, If my combat is supposed to be methodical, then the constant backtracking is also not it. I should be able to hit them from a distance before they see me so I have the surprise advantage, but I don't. So everything is always ganging upon players and all you can doi is either tank the hits or kill them fast. That's reactionary play, not tactical or methodical.

Again, it's contradictory.

The player move speed and the lack of meaningful defensive skills makes the problem worse. I can't go on a tit-for-tat with the mobs, I can't use the range at my advantage without backpedaling constantly. And that's with ranged. Melees have it way worse.
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D4rkona#3815 wrote:
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Turddog#8292 wrote:

That being said I haven’t had the biggest issue clearing those packs, it just more becomes kiting for me at that point wearing them down.


I have experienced this as well with Mercenary, Witch and Sorceress. Its constant kiting of white mobs.

If this is supposed to have the feel of a game like PoE or Diablo, this is not it, always going backwards and avoiding fights doesn't have that flavor. If I have to back up a few times or against a hard enemy, that's fine, but I've been having to constantly walk backwards while I whittle down mobs. Of course you can get a better weapon and kill faster, sure. But then you go to a higher level and start kiting again.

I have no problem with that, but then the game can't come and say it is an ARPG because that's not how they are supposed to feel.

Now, If my combat is supposed to be methodical, then the constant backtracking is also not it. I should be able to hit them from a distance before they see me so I have the surprise advantage, but I don't. So everything is always ganging upon players and all you can doi is either tank the hits or kill them fast. That's reactionary play, not tactical or methodical.

Again, it's contradictory.

The player move speed and the lack of meaningful defensive skills makes the problem worse. I can't go on a tit-for-tat with the mobs, I can't use the range at my advantage without backpedaling constantly. And that's with ranged. Melees have it way worse.


I agree to an extent. I don’t believe it’s “contradictory “ to what they want the core gameplay mechanics to feel like.

I think they just need to enhance our snares/stuns/slows/fear to deal with the zoomy mobs.

Now with my warrior it’s different. I can explode packs of mobs WAY easier than what I did with my ranger. But I do not yet have my warrior as far so I still need to get him up there to make a personal judgment call on how it feels.

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