Endgame is breaking all the rules set up in campaign
|
When you design a game you inevitably ask a question: "what does this mechanic add to the game and does it go well with how the game should be played?".
I'm pretty sure the campaign is loved by almost everyone. It is spectacular at so many levels that I would have trouble writing it down. The problems start at endgame and the end of campaign, which are both unfinished, and I hope these are drastically changed from where they are now. Combat
Spoiler
It is obvious that the philosophy behind combat was a somewat slow and meaningful fight where each decision matters. That much is reflected in available skills too - some skills are a "get out of jail" skills, some inflict debuffs, some empower other skills, some offer great payoff for good setup, and the rest are main damaging skills. There is great variety in these, and I found myself using 5 different spells in combat more than once.
Skip to endgame, and the philosophy of slower combat gets thrown in the trash bin. Time to kill for both players and monsters is about 0.0 seconds in tier 15. In endgame you stop fighting monsters, you fight their modifiers. Everything is an explosion or a puddle of "dont stand there". Dodge rolling stops you from attacking, therefore is more dangerous to use than the attack. I use 2 skills now, because there is no time to setup anything and there is no need either. The second skill is charged staff, which is used once after the fight ends. As it stands, the damage scaling is unreasonably high for both the player and the monsters and defence scaling is unreasonably low the same way. Does this scaling serve the game? Does it support the vision of earlier campaign? Nope. edit: I stand corrected, people are saying this part is not true, there is no unreasonable scaling. I felt that way, but as described after, my gear is mostly self found. Gear Gearing in campaign is manageable, even though most of it is gambling. Endgame gearing changes from gambling to trading for most people. All items have that one or two mandatory modifiers that makes the item usable, and you probably won't get that in your drops. And you do not get enough currency or good bases to support the gambling addiction. I, however, crafted most of my gear, except a couple of rings and amulets with higher stats that I could gamble. It took too much time for my liking, to be fair. Gearing is fine, with the only bothering thing being the mandatory modifiers. Mapping Map sustain is completly botched. Tier 6-8 is disturbingly hard to sustain, since you don't have enough juice in the altas yet. It becomes easier by tier 10 and then the fun begins: you either get no waystone drops at all, or too low tier waystone drops or you get 3 tiers higher drops. There is no inbetween. You lost to rng. Just like you lost to it hundreds of times while getting gear. This is literally same design as gear and it's fine. Campaign had bosses on every single zone, in endgame you get a boss every 5 hours. Bosses are weak too. Most of the time the modifiers on rare monsters are a lot more dangerous than the boss itself, unless he has the same modifiers. Why is it like that? Citadels are impossible to find. Do they exist or I need some sort of rarity of citadel chance increase for that too? Towers are a waste of time. They provide nothing to the game and nothing to the player except to unlock a mechanic you actually want to use. Running high tier waystones there means losing a high tier waystone at the moment. No reward for higher risk, which goes against the whole mapping concept. Losses I feel bad when I lose. I lose when I die. It's simple really. In campaign a loss was bad, but not really a big deal. Clear the mobs again, the mobs are rerolled, so if you die to bad rng you get better luck next time. You could learn the boss and win against him, because you became better. Yet, in endgame the rules change: losing now means not only feeling bad, but not being allowed to win at all. You died to oneshot? Well, now do this map with no rewards at all or your progression is stopped. So the next 10 minutes I think of how much I really lost when I died. Why were the rules changed in endgame? Even endgame bosses are 1 try only. Considering the fact that everything oneshots you and you have no idea which moveset the boss has, you better prepare for losing. Why was that mechanic added? It goes against the design of the campaign. Last edited by GrayCubeU#2739 on Dec 29, 2024, 7:05:36 AM Last bumped on Dec 29, 2024, 5:16:35 PM
|
|
" Have you tried not playing an extrem glasscanon ? |
|
" Does it change the fact that I can use the same weapon that I got at act 6 from t1 to t13 without time to kill changing a single bit? Defence scaling on enemies is wrong. I never got oneshot in campaign. I died in campaign either because I didn't dodge a well-telegraphed boss attack or I got surrounded and stunlocked. That is fine. In endgame a pack of mobs spawns 15 explosions and a breach mob spawns a death beam orbital strike. The counterplay there is to move fast enough, not get 10x my health and resistance, which is impossible. Everything else still stands too. |
|
" That's a lot of words to avoid the extremely simple question asked of you. I'll help. You meant..."No." |
|
" If you play the same weapon since 12 tiers, its probably because you dismissed all defensive options in gear and build, hence why you kill AND die easily. If you define "one-shot" by being hit by a hundreds things at once, then it isn't a one shot anymore, is it ? |
|
|
For those extremely strange people saying that I've got a glass cannon build and therefore am wrong: I do have a glass cannon build. I also summed up everything I've seen on the forums and youtube and twitch. You can get oneshot randomly at any point in high tier maps. That differs from the campaign. This difference is my point.
I like oneshot gameplay quite a lot. What I don't like is a different game after 20 hours of campaign. |
|
|
Nobody is saying you are wrong. They are saying you are getting oneshot by choice, by running a glass cannon build...
If you ran naked through the whole campaign, you would have been oneshot alot there too.. You didn't. you geared appropriately. how about you try that now? I personally dont find the endgame any more "oneshotty" than the campaign, and im playing a melee monk. The endgame has more going on, and more difficulty, and requires faster reactions (especially in breech), but it's fairly the same game as the campaign, just amped to 11.... but i invested in survivability as much as damage, starting around level 65. (currently 83) |
|
" Yup, running T15+ and citadels and can't remember the last time I was one-shot. After the last patch things are really good as long as you are geared properly. |
|
" Disagree. Dropped 200-300 2h mace in a4, give it to my friend playing titan - he got to t10 maps with it. Oneshotting bosses through all campaign. It has nothing to do with passive tree, it's all about how powerful rng on affixes can go. |
|
" I finally decided to try Hardcore in PoE2, because dying in PoE1 was too much of an rng event to ever bother with that. I have 2 characters that I currently play - a hammer witch and a quarterstaff sorc. Both of their trees have been build up to lvl 30 with exclusive focus on defense. Now with bad rng, the witch has a 350 or so dps output, while the more lucky sorc can pack 3 times that. At the same level. Both having around 700 hp and some 300 ES. So it's painfully obvious that the affixes gamble is what makes or breaks builds. Not the passives. Although, if I'm to compare the sorc-monk with my standard league monk, she's weak damage wise. 'Cause "kill'em before they hit you" works well in Standard league. If you fail at that, you can just respawn and try again - until maps, that is :D |
|


















































