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

Fundamentally, souls like difficulty relies on rapid iteration.

The general loop of gameplay is this:
- attempt a boss.
- "you died".
- respawn at bonfire.
- quickly get back to the fight to try again, learning from your mistake.

In the campaign, actually this is pulled off fairly well because you have checkpoints right next to the boss.

However, trials where you have to grind three floors of dungeon just to get a glimpse of a boss? Or maps, where one mistake unceremoniously kicks you out?

You don't have that rapid iteration there.

Other "super hard" games also have this iteration. Think super meatboy for example:
- Play level
- accidentally throw yourself into a buzz saw
- instant respawn
- try again

This is a core design principle that GGG have to take heed of if they want to truly make poe2 work as a souls like ARPG. They have that in some places of the game, i.e. the main campaign, which is why I think many are enjoying the campaign.

But that pattern is completely devoid in other areas of the game where people are voicing the most pain.

Trials for example, punitively punish players with a huge slog of multiple floors of dungeon just to get that "one chance" at a boss, doesn't really work. Instead, it sorta forces a lot of players to just overlevel their character and attempt to trivialize the content instead.

It's actually the same problem people had with the lab in poe1, although Izaro is MUCH easier than the sanctum stuff they have in poe2. It's not the fight with the boss that's really the problem, it's the slog you have to do just to reach the fight.

The trials would literally be better as a single multi-phase boss fight that is tough as hell, with well telegraphed deadly skills. Give players the challenge that they can rapidly iterate and learn the mechanics to succeed. Oneshot deaths feel less fake when players can actually see the mistake "oh yeah, that big charge up, maybe I should've dodged that?" and then immediately re-attempt this time with a bit more skill.


yeb, and thats why working class do not want to play this game.
"
djfriez#2023 wrote:
Fundamentally, souls like difficulty relies on rapid iteration.

The general loop of gameplay is this:
- attempt a boss.
- "you died".
- respawn at bonfire.
- quickly get back to the fight to try again, learning from your mistake.

In the campaign, actually this is pulled off fairly well because you have checkpoints right next to the boss.

However, trials where you have to grind three floors of dungeon just to get a glimpse of a boss? Or maps, where one mistake unceremoniously kicks you out?

You don't have that rapid iteration there.

Other "super hard" games also have this iteration. Think super meatboy for example:
- Play level
- accidentally throw yourself into a buzz saw
- instant respawn
- try again

This is a core design principle that GGG have to take heed of if they want to truly make poe2 work as a souls like ARPG. They have that in some places of the game, i.e. the main campaign, which is why I think many are enjoying the campaign.

But that pattern is completely devoid in other areas of the game where people are voicing the most pain.

Trials for example, punitively punish players with a huge slog of multiple floors of dungeon just to get that "one chance" at a boss, doesn't really work. Instead, it sorta forces a lot of players to just overlevel their character and attempt to trivialize the content instead.

It's actually the same problem people had with the lab in poe1, although Izaro is MUCH easier than the sanctum stuff they have in poe2. It's not the fight with the boss that's really the problem, it's the slog you have to do just to reach the fight.

The trials would literally be better as a single multi-phase boss fight that is tough as hell, with well telegraphed deadly skills. Give players the challenge that they can rapidly iterate and learn the mechanics to succeed. Oneshot deaths feel less fake when players can actually see the mistake "oh yeah, that big charge up, maybe I should've dodged that?" and then immediately re-attempt this time with a bit more skill.




I came here to post this. It's not soulslike because in souls you actually practice the boss and beat it, rather than look up a youtube video first because you only have one chance.
"
AnimePillowCollector#225 wrote:
I came here to post this. It's not soulslike because in souls you actually practice the boss and beat it, rather than look up a youtube video first because you only have one chance.

Why is everyone surprised, they did the same with ubers gated behind T17.
Mark vision I guess.
On Probation Any%
You know I thought I was going to dislike the "Souls-like" aspects but now that I've played this is shaping up to be one of the best ARPG's ever tbh it might already be the best ever.

I can see quite a few rough edges and missed balance points but I think a lot of the borderline hysteria and hand wringing is mostly coming from people who think ARPG means cookie clicker (AKA POE1 clear speed meta fans). Which is curious because those players must not actually be very far into the game... Still I do agree there's work to be done but this is pretty easily the best ARPG since D2.

Anyway if simp,e gameplay is your thing you guys should go watch endgame and realize that exploding map screens is still a thing. Classic GGG can't scope a games math to save their lives LOL. I mean I hope they reign that shit in personally because nothing in the ARPG genre is as dumb as POE1 endgame, haste to see POE2 eclipse it lol. But I also am realistic and know that GGG don't have the best track record with sticking to a philosophical vision. Or the first clear speed meta wouldn't have devolved POE1 into such a clown fiesta of 1 button mindlessness.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Dec 24, 2024, 11:29:02 AM
"
You guys should go watch endgame and realize that exploding map screens is still a thing.

Literally everyone knows that. What are you even on about?
On Probation Any%
"
Dxt44#4050 wrote:
"
You guys should go watch endgame and realize that exploding map screens is still a thing.

Literally everyone knows that. What are you even on about?


you'd know if you read the post you replied to lol.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
"
In my opinion POE2 campaign are just tedious in several ways. I have not seen all interviews, but i have seen them talk about POE2 are ment to be more beginner and casual friendly, and expected a more beginner friendly game then POE1, but it´s the opposite...

- Making it tediously hard similar to a souls like with dodge mechanics are not beginner friendly. Also it´s conflicting design like oil and water.

- Souls like games are designed mostly to play through the campaign and then the game are basically finished. It´s okey it takes a bit extra time and in need to practice boss mechanics, or get stuck in need to farm up a little to progress.

- ARPGs on the other hand with frequent season resets are designed around end-game and frequently level new characters, so it just feels tedious for the campaign/leveling to be like a souls like game.

- Not to speak about the screen clutter and souls like dodge mechanic combo, souls like games have relatively few enemies with telegraphed attacks, so yes, dodge mechanics works good then. But in POE2 the screen are either often so overfilled with mobs you can´t dodge roll even if you try and also the screen often so cluttered with visual effects it´s difficult to even see the mechanics you are supposed to dodge roll from.

- In my opinion ARPGs campaign/leveling need to be smooth and easy compared to a souls like, if you do all quests and pickup/buy all upgrades you come across, it should never be a situation where you character are so weak you need to go back and farm and act to beat a act boss. And i would dare to say overwhelming majority of ARPG fans agree with this, hense the huge amount of copmlaints.



Overall, as the game is now. The souls like/arpg combo just feels like a tedious match in hell.


my feeling is exact opposite.. only the campaign is worth something.. the maps and endgame ... I prefer to go cut my grass than to do maps.
"
you'd know if you read the post you replied to lol.

I still don't have idea what are you even on about.
On Probation Any%
Skill issue.

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