im still trying to figure out what this is.
ive heard comboing makes it meaningful.
darthmicrotransaction is running crossbow and all of his keybinds are the same skill.
i guess comboing a differnt button to reload everytime makes this game deep and hardcore compared to the rest.
the new class is suppose to be combo based, but everyone just throws LS, completly ignoring the in and out mechanics the devs intended.
or is the the mechanics that ignore the math the game is based on to provide those amazing feeling you just got one shot with maxxed defense moments.
im really trying to understand mechanic wise what makes this game better for you guys.
plz dont answer with the generic the other games in the genre's graphics suck. if your playing for the graphics i really could care less.
Last bumped on Apr 27, 2025, 2:41:58 AM
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Posted byriotarchangel#2809on Apr 23, 2025, 5:48:06 PM
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I play one button builds just like my grandpappy and his grandpappy before! I'll be long in the cold cold ground before I recognize meaningful combat consarn it!
Ahem, grandpappy also enjoyed an in game AH.*
Console loot filter for POE2 Please!
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Posted byDie_Scream#5464on Apr 23, 2025, 5:54:28 PM
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They are desiring to make combat encounters "meaningful" by having them balanced good enough that you actually have to try and not simply one-shot the screen. Also, any kind of elite or boss fight should be tying into the storyline and have purpose beyond a loot drop.
This is the end goal, it's definitely not where they are now at 0.2.0f where you either one-shot the screen or get one-shot by the boss. There's absolutely no meaning there whatsoever except perhaps the laundry you were meaning to get done instead of having Daryani one shot you again with unavoidable ass lasers.
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Posted byDarthMDH#8241on Apr 27, 2025, 2:18:49 AM
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I think what makes the combat meaningful is how much effort you have to put in in either your moment to moment gameplay OR your build setup.
I think a lot of people misinterpret "meaningful combat" to mean slower more methodological combat but I don't think that's what GGG means. If they wanted combat to be slower / closer to the ACT 1 combat throughout herald stacking, spark, lightning spear and the rhoa mount would have never existed in the first place.
I think lightning spear in 0.2 vs herald stacking in 0.1 is THE best example how combat can be more meaningful but still clear a screenful of enemies. I made a huge post about it here ( https://www.pathofexile.com/forum/view-thread/3767401) so I'm just going to quote the whole thing:
"
I was just now watching the Khan's Kast podcast with DarthMicrotransaction as a guest (here: https://www.youtube.com/watch?v=5xlMicUNeuY) and I think the whole podcast is very much worth a watch but what really inspired me to post was what Darth said between 46:28 - 49:35. I agree with a lot that he has to say espcially around lightning spear but I don't really agree that the question of how fast the game is supposed to be is very important and that's what I want to talk about here.
I think everyone (that I've seen) has misunderstood what GGG means when they say meaningful combat. The vast majority of people I've seen have interpreted that as they want the game to feel more like it does during the campaign and that they do not want the moment to moment gameplay of clearing maps to be faster than that.
I do not agree with this take, I think the speed that you clear maps has very little to do with how meaningful the combat is.
The best example of this is comparing herald stacking monk from 0.1 to lightning spear builds in 0.2. In 0.1 just by picking herald of ice and herald of thunder you could very easily clear multiple screens of enemies. At the end state of that build you would press charged staff about every 30 seconds and then LITERALLY just hold down left click and every time a single mob entered your screen multiple screenfulls of enemies would blow up. I saw videos of people trying to optimize their mana regeneration so they wouldn't have to let go of their left click. When you run into bosses you'd just throw down your bell and keep doing the same thing. This is not meaningful combat.
With lightning spear however you constantly have to manage your resources (and you actually have to hit with the spear, unlike with tempest flurry). For volt to payoff you need to move between every spear throw. To keep up your frenzy charges you unlock better options throughout the game: parrying -> combat frenzy + electrocution -> kitoko's -> snipers mark -> cast on critical triggering snipers mark. And then you can't even use lighning spear for bosses but you need other skills for that instead (most likely storm lance + optionally primal strikes or wind serpents fury).
Even if the clear of these builds is similar (though herald stackings clear was even crazier than lightning spear) the gameplay you engage with when building up through the different common build stages of lightning spear is MUCH more engaging. On 0.1 I happened to play monk and I felt like I was just left clicking all the time. Now I picked up huntress on day 1 and I'm currently on T13 maps with Kitoko's and I have 7 active abilities that I'm using while mapping. The clear for lightning spear is still very good but the gameplay is MUCH more engaging which is why I'm enjoying the game a lot more now than I did in 0.1.
This is why I think the question "how fast should a build clear maps" is wrong. It's not really about how fast you can clear your screen, it's more about what is the effort you have to put in either in your build or your moment to moment gameplay that get's you to that spot. I think there's a lot of room for GGG to make builds possible between 0.1 herald stacking and 0.2 Temper Weapon builds that have different mapping / bossing speeds but still feel fun and engaging for the player and keep the combat "meaningful".
Disclaimer: While lightning spear is leagues better than herald stacking in 0.1 I don't think it's perfectly balanced. IMO the top end of what the skill can reach is fine becuase of the heavy investment it needs (eg. dex investment for LS and 133 int for cast on critical) combined with the fact that you still need a different skill for boss clearing, but the floor of the skill when just adding the volt support gem to it is probably too high.
TL;DR: Clearing can be fast while the combat is still meaningful and lightning spear is a good example of the game moving more towards this direction (not fully achieving it). IMO Jonathan doesn't want to answer what the speed of the game should be because you can have fun and engaging builds regardless of how fast they can clear maps.
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Posted byRusinaRange#6285on Apr 27, 2025, 2:41:58 AM
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