Dear GGG, this is (almost) awesome!

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CORE MECHANICS
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you sneaky sneaky devs made some tiny number adjustments to the targeting system, and you're not telling us? since patch day i'm trying to figure out wether i'm hallucinating or not, and neither the migrane nor the constant server issues (lagspikes, dc) are helping with that xD
that some kind of "let's see wether they're smart enough, or just cry-a-lots"? honestly i'd partially get that, but kinda a risky move don't you think :P

anyway: i noticed some differences, it just felt more responsive overall. i went out of my way and testing stuff, pulling an entire screen full of mobs among others, and the results are surprisingly fine. now i finally can select the preferred target very accurately. just aim at the shins, done. it works 9.5/10 times. AWESOME! the remaining issue (and quite understandable at that) is when a big guy is visual-blocking a small guy. then it's not possible to target the small guy. but i guess that hardly can be helped. it's fine. isometric view does have some drawbacks, just how it is.

but this leads to a different issue, i mostly encountered with Frozen Locus:
generally, no more issue hitting that Locus with a Glacial Cascade. just awesome!
but: the prominent issue that still denies it at times, is when an enemy is visual-blocking the locus.
example: when there are 2, equally in height, enemies behind each other (visual blocking), the target box goes from ground to around knee-height.
but if there is only one enemy, the target box is the entire visual of the enemy. <-- that's the culprit
when an enemy is visual-blocking the locus, it behaves like the enemy is on his own, and thus you can not hit the locus at all.
solution: either add a target-box to the locus (with disabled healthbar at all times), change it's priority so it's no more "less priorized than enemies", change the locus from "friendly" to "enemy" or simply make the locus visually higher (not wider, just higher) and with that the hitbox too. although making it higher might cause a different issue when the locus then blocks an enemy behind the locus..so more like a last resort honestly.
nonetheless: if you want us to combo skills, we must be able to do so accurately. and i'd love the option of "either i aim at the shins of the enemy in front, or i aim at the "shin-height" of the locus."

there's an entirely different issue with the core mechanics however:
if i try to Rake a guy in NorthWest, and he's just out of reach, even the tiniest bit. if there is an enemy in reach, somewhere else i.e. SouthWest, the game will make me jump that target instead. that's horrible.

it's the same issue like the following, althought not quite as limiting:
https://www.pathofexile.com/forum/view-thread/3740830
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Naztrey#9177 wrote:
example 2: Killing Palm, Staggering Palm and likely also Siphoning Strike (wasn't able to test that one yet) are DASH abilities that you are not supposed to use as a mere "repositioning/get out of harms way without loosing much dps for doing so"-tool. why? because whenever there is just one enemy that is cullable/stunnable/?siphonable?, you run the high risk so the game will make you attack that target instead of your selected target, even when they're not right next/behind each other, and thus, will get you killed. <-- highly restrictive mechanic


please change so if you use a dash-skill on a target out of reach, you either don't move at all (like if there is no target in reach at all), or make it behave like i.e. Rolling Slam. you will move towards your desired target, but you will fall short and miss. <-- both are valid. but having you go somewhere ENTIRELY DIFFERENT THAN INTENDED, that's garbage honestly. that just causes you to get killed, entirely unpredicted, and that's quite frustrating. it's an accessibility mechanic that is harmful. that's a horrible feeling!
i bet this is because of controller support, isn't it? please get rid of it for mouse controls (can't speak about controllers). don't make us move where we don't intended to move to.
if you want us to do proper dodge-rolling and comboing skills and all that in a fraction of a second, we must be able to rely on our character not acting out on us. else the difficulty stems from fighting your character, and not from fighting your enemies.


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HUNTRESS
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-gameplay wise: freaking awesome! quicker than monk and, unless you're using parry, overall also more flexible/less restrictive. awesome!

-however: there is some issue with internal skill synergy https://www.pathofexile.com/forum/view-thread/3742529

-also: pls don't add more such overly restrictive "first parry, then disengage, then frenzy consumer". if you keep going this direction, we will end up with a rota-based gameplay, and that goes against your vision of "engaging" and "tactical". too little synergy leads to spamming same skill, too many synergies leads to rota-gameplay. please don't go to either extreme.
there is a very solid reason rota-games like WoW can be played with 1-button macros. because nothing will ever change, it's 10/10 the identical order and thus, neither engaging nor tactical.
we can have combos in this game, without hard-coded synergies. like cascade+locus. or spearfield+disengage+rake.
example:
-volcanic fissure+what ever slam you want <-- very flexible, situationally adjustable. it's great
-parry+disengage+what ever frenzy consumer <-- parry isn't nearly as flexible as volcanic fissure, and requires specifically disengage followed after, nothing else. that's very restrictive, and the combo isn't over yet right? in comparison with volcanic fissure combo, it's quite bad because it's so limiting/leaning towards rota-gameplay. first x, then y, then z.
there are so many combo possibilities that are not hard-coded, yet they're fantastic. rake one guy, disengage over multiple enemies going the same direction forward, rake another one somewhere else, use some spearfields inbetween towards your next jump location, so they keep walking over them while having bleed damage bonus from walking...like guys there's really no need for bloating the game with hard-coded synergies. not saying it is already, just saying pls don't go that route any further, for the sake of your own vision.
-soft-coded, "self created combos" that just work situationally <-- super fun and adjustable to your needs and wishes
-hard-coded, x then y then z combo <-- restrictive and after some time, repetitive and potentially rather dull gameplay being forced to do the same over and over again without much choice or adjustability.

if your vision is to add difficulty by forcing the mindset of "i must do x, then y, then z", then i'd like to invite you to a different train of thought: not overly restricting us and being flexible makes us survive much better, and thus you can just increase the natural difficulty of the game itself instead of an artificial barrier "i need x seconds, but my enemies are rushing me down". it's also more rewarding to the players skill, being able to use the skill that is best used at any given moment instead of "i must use x, then y, then z"
and to drive this point home
X, THEN Y, THEN Z. do you feel bored by my repetition? that's what you're trying to force upon us :P

x, then y, then z, then x, then y, then z, maybe a n, then x, then y, then z.

Thanks for listening to critics. this game truely could become something freaking awesome! can't wait for daggers to be released :D
pls
-add "Advanced Targeting System" to the options so we can disable accessibility-stuff
-fix skills w/o movement to NOT MOVE YOU when using Attack Without Moving i.e. Ice Strike
-rework: enemies instant-spells = math-game || very unfitting for meaningful combat cuz can't avoid with skill
thx <3
Last edited by Naztrey#9177 on Apr 7, 2025, 6:22:28 AM
Last bumped on Apr 7, 2025, 6:29:36 AM
btw, it might be worth thinking about a checkbox in the option menu "advanced targeting system" or that. so that ppl that don't want to deal with accurate targeting and what not, can play the game with loads of accessibility stuff, while ppl like me could just disable all that accessibility stuff and play a more "raw" game.

adjustability --> less backlash from the community!
pls
-add "Advanced Targeting System" to the options so we can disable accessibility-stuff
-fix skills w/o movement to NOT MOVE YOU when using Attack Without Moving i.e. Ice Strike
-rework: enemies instant-spells = math-game || very unfitting for meaningful combat cuz can't avoid with skill
thx <3
Last edited by Naztrey#9177 on Apr 7, 2025, 6:34:36 AM

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