I get it you're hardcore players, but that's the whole point of hc to feel the death around every corner. Why would the game be balanced around HC players, if most play SC?
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Posted byNiszczyciel#1619on Apr 11, 2025, 5:10:56 PM
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Hooooooo boy I guess you haven't visited maps and experienced the joy of fighting ethereal knights and those fire mages who laser you from two screens away. River hag is child's play compared to that. They do feel stronger than map bosses.
They are builds that don't use projectiles and builds than can facetank the laser beam without any danger (life recoup makes the laser a joke)
But there is no way to build defense from a drowning orb
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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Posted byDirefell#7544on Apr 11, 2025, 5:12:55 PM
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So? The thing is slow and clearly visible. The monster which shoots it is also slow in every way. Just press space if you touch it, how hard can it be?
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Posted byJohny_Snow#4778on Apr 11, 2025, 5:14:09 PM
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In my opinion river hag is one of the most annoying mobs in the game. But since she's only really in the campaign in act 3, I don't mind that much.
Whenever I see her ability pop up on my screen I instantly look around to find and remove her from existence. She's a bit of a problem fr fr
River Hag is a unique mob that makes the players adapt and react, as soon as you see her you know you need to change your plans - THAT'S AMAZING. A unique mob that changes how the game plays. If not for the river had you could just hold one button until you win and this style of gameplay is a problem POE2 is supposed to solve.
I like everything about the river hag except for her blue orb that kills you way too fast. It reminds me of the purple chaos homing orbs that spawn non-stop constantly disrupting your actions. It is a nightmare for melee players
I think they can change the effect of her blue orb different rather than pretty much insta killing you (frustrating), and instead have it be thrilling to deal with. I'm sure there are many possibilities
The mechanic is the same as the Eater Orbs, you stand in place = you die and it was designed to counter the builds that could simply facetank the regular damage.
Currently the strenght builds are far too slow, literally every node comes with a slow penalty that really is a problem with the warrior design rather than River hag.
The quarterstaff melee combat feels great until it spirals out of control, playing Monk during the acts before you start casually shattering the entire screens was a perfect gameplay experience and I think they should aim to make their game feel like what Monk feels during Act 2 when you're fast and strong but still actually melee rather than a weapon spellcaster.
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Posted byCpt_Katawa#5469on Apr 11, 2025, 5:16:46 PM
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Hooooooo boy I guess you haven't visited maps and experienced the joy of fighting ethereal knights and those fire mages who laser you from two screens away. River hag is child's play compared to that. They do feel stronger than map bosses.
They are builds that don't use projectiles and builds than can facetank the laser beam without any danger (life recoup makes the laser a joke)
But there is no way to build defense from a drowning orb
The defense from the drowning orb is walking. You walk out of it.
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Posted byCpt_Katawa#5469on Apr 11, 2025, 5:17:41 PM
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I get it you're hardcore players, but that's the whole point of hc to feel the death around every corner. Why would the game be balanced around HC players, if most play SC?
Also true.
It's called hardcore, not easycore. The people who chose hardcore have no right to complain about the difficulty, you chose to play HARDcore mode. If Hardcore is too hard, that doesn't mean the entire game needs to be nerfed.
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Posted byCpt_Katawa#5469on Apr 11, 2025, 5:20:55 PM
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Hooooooo boy I guess you haven't visited maps and experienced the joy of fighting ethereal knights and those fire mages who laser you from two screens away. River hag is child's play compared to that. They do feel stronger than map bosses.
OMG. For realz???? I havent GIt-Gooded enough to get to maps for an extended period yet because... yes you guessed it.... the two highest toons I have crushed everything... except river hags. I am hoping to get more time in maps to experience these so called fire mage lazers AND KNIGHTS you speak of so I can write another letter to Zizaran :P
Last edited by Ragestorm26#0930 on Apr 11, 2025, 5:34:53 PM
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Posted byRagestorm26#0930on Apr 11, 2025, 5:30:41 PM
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I get it you're hardcore players, but that's the whole point of hc to feel the death around every corner. Why would the game be balanced around HC players, if most play SC?
Also true.
It's called hardcore, not easycore. The people who chose hardcore have no right to complain about the difficulty, you chose to play HARDcore mode. If Hardcore is too hard, that doesn't mean the entire game needs to be nerfed.
Fair point to a degree—and that is the current state of the game. The devs clearly aren’t focused on catering to HC players right now, and that’s understandable. But it’s still important that we keep giving constructive feedback. When the time and resources do become available, hopefully much needed changes like this can be considered and implemented.
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Posted byRagestorm26#0930on Apr 11, 2025, 5:34:17 PM
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The mechanic is the same as the Eater Orbs, you stand in place = you die and it was designed to counter the builds that could simply facetank the regular damage.
Currently the strenght builds are far too slow, literally every node comes with a slow penalty that really is a problem with the warrior design rather than River hag.
The quarterstaff melee combat feels great until it spirals out of control, playing Monk during the acts before you start casually shattering the entire screens was a perfect gameplay experience and I think they should aim to make their game feel like what Monk feels during Act 2 when you're fast and strong but still actually melee rather than a weapon spellcaster.
Honestly I agree with you that they should buff the player in this case. Attack speed of warrior is definitely unacceptable.
I'm not so sure I agree with your last part though. I think people should be able to screen clear fast when they've reached the height of endgame. Maybe monster buffs with waystones can mitigate that power level, but I think 0.1.0 wasn't too far off from accomplishing a good balance there. 0.2.0 feels like torture compared to that
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Posted bySpaceFoxyFū#3839on Apr 11, 2025, 5:39:34 PM
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The mechanic is the same as the Eater Orbs, you stand in place = you die and it was designed to counter the builds that could simply facetank the regular damage.
Currently the strenght builds are far too slow, literally every node comes with a slow penalty that really is a problem with the warrior design rather than River hag.
The quarterstaff melee combat feels great until it spirals out of control, playing Monk during the acts before you start casually shattering the entire screens was a perfect gameplay experience and I think they should aim to make their game feel like what Monk feels during Act 2 when you're fast and strong but still actually melee rather than a weapon spellcaster.
Honestly I agree with you that they should buff the player in this case. Attack speed of warrior is definitely unacceptable.
I'm not so sure I agree with your last part though. I think people should be able to screen clear fast when they've reached the height of endgame. Maybe monster buffs with waystones can mitigate that power level, but I think 0.1.0 wasn't too far off from accomplishing a good balance there. 0.2.0 feels like torture compared to that
I think blasting the entire screens should be the reward for beating the game, after you beat the campaign, the maps and the pinnacle bosses. Then you get to farm the chase loot and play sandbox with BS crazy builds.
In version 0.1 Monk started shattering two screens away as soon as he got to Act 3 and would never stop. Just blasting all the way through the rest of campaign all challenges and maps. That was overpowered and needed a reasonable nerf.
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Posted byCpt_Katawa#5469on Apr 11, 2025, 5:45:22 PM
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