Do you guys want to lower monster speed?
tbh, I really like the idea of combo like twister/whirlwind but I hate other skill like rapid assault because you actually need a DETONATOR skill to make the spear explode which actually make so much non sense considering you need to play either explosive spear with so much detonate time or thunderous leap which is just a thunder dunk atleast if you want to stay on a spear. Same with the spear of solaris, this skill looks huge fun but you need to HEAVY STUN in order to use it, which is probably to limit power but doesn't make sense either, why wouldn't it require to do a certain amount of damage instead or something like that ?
but w/e combo you do, monster action speed in general need some tuning anyway, either reduce presence of fast monster or just lower most of their action speed. Some monsters can hit you 2 times during a dodge roll which is quite stupid when they really hit like trucks |
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Monsters are so fast that using slowing spells like temp chains needs to have a magnitude of like 50%+ to be able to notice being able to move away from monsters at all.
But a core problem which isn't related to move speed is that the player has almost no utility skills. For example my first choice was to pick ice nova with hourglass and increased freeze build up to flash freeze monsters as they swarm me, but ice nova does SO little damage and has 0% extra freeze buildup that it applies like 20% freeze build up to white mobs UNLESS you are playing a full cold build, and even then its the worst freeze skill. There are very few options, if any, for situationally aoe stunning things or anything like that unless it's just a factor of your main DPS ability. Last edited by Kashou#2868 on Apr 9, 2025, 6:33:54 AM
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Jonathan's answer to monster speed and combo was (paraphrased):
"If we reduce monster speed generally then you could always just press 1-3 for your combos since they never interrupt you while doing so." From what i understand they will reduce monster speed but focus on outliers where they identify that these are too fast + too dangerous. Not sure if it works or the results is what we expect it to be in practicality but it's a good stepping stone imo. Masterpiece of 3.16 lore "A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body." Only usable with Ethanol Flasks Last edited by gandhar0#5532 on Apr 9, 2025, 6:56:20 AM
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" Here's the thing: That's how the game plays now. Any build that isn't killing mobs in 1-3 hit combo (preferably 1) is pretty much unworkable in Endgame. And that will always be true as long as enemies can one-shot players. I keep hearing they're going for a more Elden Ring style, but in Elden Ring I don't remember getting one-shot pretty much ever unless I was seriously under-leveled. The monsters in Elden Ring and other souls-likes are also substantially slower, their attacks are difficult not from being super fast but from having weird timings so you need to properly time dodges. Soulslikes always feel fair when you die and force you to improve, learning boss attack patterns. About 70% of my deaths in POE2 feel cheap and unfair. Rare mob one-shots from just off-screen, getting stun-locked, or swarmed and trapped are common and feel cheap. |
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So i thought about this a little bit. I think both points have a pros and cons to their approach but john failed to explain it properly in my view. Lets say you move faster than every MOB, that means you get 100% evade vs every melee mob with zero investment by just moving away. Ranged champs will always be better in that environment vs melee mobs compared to melee classes who have to actually spec invade vs melee mobs. Secondly, and this is where john failed to address it properly, there are tons of ways to slow down mobs in the game, from slow, chill, stun, electrocute, pin, freeze, hinder etc. Players are just not investing in those solutions to mob speed.
EDIT i realized they could solve the free evasion for ranged by just making movement scale with evasion to require investment in evasion. Last edited by triggerdaddy#5038 on Apr 9, 2025, 3:19:09 PM
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I think it's been less than a week since the xpac came out and they clearly intend to tune things. Maybe have a little patience and let the devs worry about things like getting the rest of the classes completed and the other acts completed.
It's obviously a little improperly tuned at the moment, but it's not nearly as bad as all the hyperbole is making it out to be. And again, I cant stress this enough... it came out last Friday. It hasn't even been a whole week. Let them cook and quit dissecting every word the devs say as gospel. They know and they hear the criticism. Let them work with it. When all is one and one all, to be a rock and not to roll
Live for Glory, Honor, Death in Fire! |
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Not every monster or pack needs turbo speed. Some, is perfectly fine as long as there are counter play options.
The current problem in 2, is that the toolkit seems barren and there aren’t great options except damage to solve problems with monster abilities. The 1 thing that had me incredibly concerned from the interview is Jonathan insisting that deep knowledge shouldn’t be rewarded. This sounds like the goal is a how IQ/shallow ceiling where damage is the only thing that will ever matter and is the only counter play. I’m sure most have seen Quin struggle with the Rogue Exile that had absurd regen. What’s the counter play? PoE 1 - Frost Bomb, Void Beacon, Mark Mastery, or Regen Mastery to shut down some if not all of the regen. PoE2 - Acrimony support. So you need to kit a damage over time with acrimony to counter this. Oh, hey, everyone we now need to add Contagion to our Mark/Curse, Parry, Disengage, and blast combo. No thanks, piano skills isn’t an intelligent counter play design, just as flask piano wasn’t an intelligent buff/debuff design. As I intimated, I’m concerned. |
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No i would like both monster and player movement increased. this would maintain balance but also increase area clearance
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There should be a variety i think Mark gets it
sort of monster families these mob types are fast. these mob types are tanky, these mob type hit like trucks, these mob types are tanky slow and hit like trucks and so on i think that would give combat a more dynamic feel |
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My simple answer is YES!
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