You say you want "meaningful combat"
It’s clear that your combat design draws heavy inspiration from Souls titles—but it seems like there's a fundamental misunderstanding of the systems that make those games work.
Are you aware that nearly every boss and standard enemy in your game has significantly higher HP values than their Souls counterparts? And despite this, you've also drastically increased enemy density—where Souls games rely on sparse, deliberate encounters, your game frequently overwhelms with sheer numbers. Your enemies are also noticeably faster—many of them exhibit movement and attack speeds that exceed even those in Bloodborne, which was specifically designed for aggressive play. On top of that, enemies in Souls games don’t have mechanics like collision-based pushback or hard staggers that lock the player out of input. Yet your enemies can both interrupt and displace the player with almost no telegraphing. This all results in a combat loop that feels punishing not because it’s challenging in a fair or engaging way, but because it’s unbalanced and reactive rather than strategic. Frankly, it’s disappointing. It feels like you’re trying to emulate the aesthetics and surface mechanics of Japanese action game design—particularly from studios with decades of genre-defining experience—without understanding the underlying design philosophy. You should focus on refining your own identity instead of creating a derivative that lacks the depth and intentionality of the games you're imitating. Last bumped on Apr 5, 2025, 2:44:59 AM
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Roll = clearly dark souls
Lmao |
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I find the combat in V Rising to be more engaging than POE 2
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I want my arpg's to be easy where I blast through everything while I watch Television on my second monitor and I want loot to fall out of the sky like a slot machine so my tiny brain can get a dopamine hit - OP
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" Yes, exactly this. I'm glad someone else knows what makes a ARPG a GOOD APRG. If I want a difficult game i'll go play a difficult game, ARPG's are just there for blasting and anyone that pretends otherwise is delusional about how bad they actually are at video games. They'd be playing difficult games otherwise. Not ARPG's. Thanks for putting it into the perfect words for me hboi |
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" There's plenty of arpg's out there for you to play like that. This is the first time an arpg has tried to tackle challenging and punishing gameplay, longer fights, and a whole lot of other things you won't find in any arpg. Let us have our first arpg that has these mechanics. POE1 already exists. Why do we need to create it again? Just go play poe1 | |
" ARPG and challenge go together like oil and water. |
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" Yeah cause its clearly just the roll that makes it dark souls.... clueless.... Everything from the boss fights, the resetting of mobs in zones on death, the well(Bonfire), checkpoints(Sites of Grace), sure there is more I've missed, but clearly its not the damn roll.... |
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" Hard disagree. I'm glad that PoE 2 is how it is. |
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Why is a challenging arpg a bad thing? What sort of clown world has modern triple a games turned gamers into.
Thats such a bad take |