ARPG and Souls Like are like oil and water, just a match made in hell.

Yes they dont mix well at all. ARPGs are all about character progression for all aspects of the character, that is not at all how souls likes work. In those games you need to have a fully functional and fluid character from the get-go, the combat does not work wirh vastly different characters that vary in action speed and statistics by an order of magnitude.
Works for me just fine. Good mix
I think I disagree that you couldn't do it, I think it's honestly a decent start at doing it from a character efficacy standpoint, but then they just paradoxically stopped there and didn't design monsters, or encounters in general such that the methodical combat was a very effective strategy.
Well yeah. For soulslike approach to work, at the very least there should be way less monster density and more monster rarity. We should be fighting rare mobs with just some blue/white escort. Not be swarmed by hordes of whites coming at you at lightspeed so your only real option is to have a build that can destroy these swarms before they get to you.

But seriously it's not going to happen.
Last edited by LaiTash#6276 on Dec 24, 2024, 8:18:17 AM
+1 OP.

Not to get caught in the weeds of the technical arguments of this or that aspect specifically being well implemented in this iteration of poe2 EA, let's approach it from another angle: what if Elden Ring or [insert you favorite game in the genre] was structured as a seasonal f2p arpg* ?

This is a genuine question to which I don't know the answer (I don't like and don't play those games).
Would it be enjoyable to play their campaign over and over again?
Would it be enjoyable to have a big, long and hard (hum) endgame with lots of power tied to rng loot and the grind?
Would it be possible to have a big build diversity with campaign and big endgame balanced for said diversity?
Would it be possible to introduce new mechanics for each league ? Or would the model rather be releasing new content (bosses, zones...) ?

*yes yes, ACTION RPG, those games are also action rpg, sure, whatever
I'm more concerned about GGG emulating mechanics from not just other games, but other game genres now.


Instead of copying Wolcen rolls they instead decided to go full rollslop.

Like I get adding more mechanics to make your game more fun but please, at the least realize why people are playing your game.

This is stealth mechanics all over again.
Campaign = fun soul-lite with a sprinkle of arpg
End game = bad arpg (compare to poe1) + bad soul-lite (compare to campaign)


Imagine if they go full soul-lite with each league having new bosses/mechanics to fight and more stories.

it will be less of ARPG but more soul. sounds fun and concise. maybe 30-40 hours for the new league then back to play poe1 for another 200 hours.

I mean do we really need poe2 to be super ARPG? we have poe1.

poe1 is like cocaine already. if we have 2 cocaines we might die.
Last edited by Kaimod#0328 on Dec 24, 2024, 9:06:34 AM
Gearing, progression, and power level are totally out of whack for a souls like game. It resembles one at the start of the game but quickly just becomes a regular arpg with problems created from a design decision that went by the wayside at the end of act 3
"
Maldosam#3663 wrote:
+1 OP.

Not to get caught in the weeds of the technical arguments of this or that aspect specifically being well implemented in this iteration of poe2 EA, let's approach it from another angle: what if Elden Ring or [insert you favorite game in the genre] was structured as a seasonal f2p arpg* ?

This is a genuine question to which I don't know the answer (I don't like and don't play those games).
Would it be enjoyable to play their campaign over and over again?
Would it be enjoyable to have a big, long and hard (hum) endgame with lots of power tied to rng loot and the grind?
Would it be possible to have a big build diversity with campaign and big endgame balanced for said diversity?
Would it be possible to introduce new mechanics for each league ? Or would the model rather be releasing new content (bosses, zones...) ?

*yes yes, ACTION RPG, those games are also action rpg, sure, whatever


true soul-like doesn't have an endgame.
It's just doing a campaign again but with some challenges.
can't easily expand soul-like vertically. it will be either we one shot boss or we get one shot.

it can only expand it horizontally, aka new map, new legacy, new boss, new weapon, new aow...
"
Kaimod#0328 wrote:

true soul-like doesn't have an endgame.
It's just doing a campaign again but with some challenges.
can't easily expand soul-like vertically. it will be either we one shot boss or we get one shot.

it can only expand it horizontally, aka new map, new legacy, new boss, new weapon, new aow...


You contradict yourself. As you point out, then forget about on the very next line, souls like repeatability is created by adding difficulty levels / NG+. The problem is that ggg doesn’t scale power properly and uses fake difficulty instead of real difficulty to slow down progression. In other words, you add mechanics not exponentially increasing hp/dmg to create challenge.

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