Slow vs Fast Combat - BOTH!
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Community wants this and that, but when asked about details, it's just vague bullshit. Both sides.
The truth is, neither of us is able to say what we want from poe2, because: 1) when I get deep into thinking about it, it gets way too complicated and multi-dependent on so many factors i would need to compile it in a table to even glance at the idea of trying to grasp the concept; 2) i want to be satisfied with the game, so I really shouldn't know what to expect from it. You know... to have the fun of exploring, figuring out, overcoming stuff and shit. Ignoring the above only shows how shallow your take on the subject is. Yes, difficult campaign feels great. (I personally would love it even harder) Yes, screen clearing feels great. And those components will be kept like this, I am sure about that. When player approaches the God-tier levels, the game becomes boring for some and some seem to enjoy the brainless zooming with no difficulty attached. So... how can we have all that and satisfy both players? ISSUE #1 - No God-Tier content --Something that would be challenging for top-end min-maxed builds, while not breaking the economy. But we need some reward for the struggle, right? What now? It is a reward for min-maxed characters, so it does not need to give away market-valuable rewards at all. --The only thing that fits and comes to my mind would be some sort of recognition reward - so maybe a ranking run of something? Just to be on the scoreboard as a reward, to compete with your build and skill. Like an infinite tower with bosses getting progressively stronger each floor. Or speed run/clear based content. Fcking Simulacrum but it keeps going... You get the idea. To spice it up, Top players could be rewarded with cosmetics at the end of the League for example. Making the prize out-of-market is also keeping participation optional, so zoom-enjoyers do not need to push it to be relevant in economy. ISSUE #2 - Infinite Player Sustain --If you keep the infinite player sustain, Boss fight balancing is revolving only around it one-shoting us or not. That is the only actual risk for the player that can be used. That is promoting glass-cannon builds with full offense, to shorten the fight and therefore lower the risk of failure. Since you cannot lower the risk of failure by having some mid tier defenses (boss one shots you anyways), there is no possibility of making "meaningful" combat happen. If they turned off the one-shots from Bosses, there would be no risk of failure, as everyone runs Leech and stuff having infinite sustain. --Solution or rather a gateway to Balancing possibility would be cutting Player infinite sustain methods. That would make us more dependent on Potions too. Boss fights could become more engaging and skillful. Boss mechanics would start to matter. Winning would be more satisfying. --You would fight the timer of your sustain and skill capability vs your DPS output. - You could play glass-cannon to have shorter encounter, but you could get pressured down pretty fast if you ignore the mechanics. - Balanced builds would thrive. - Tanks could go on the longest and would be the most forgiving, but should fall in the end if having not enough dps. PS. I am aware of how much work the Issue#2 solution would take, so I am not advocating for it that much. Just showing that it could be approached. BONUS issue! ISSUE #3 - Skill Gem scaling Cap it at 30. Change nothing else. See how the nature is healing. Why? Because that way you are not forced to Catch 'Em All. You can just cap with preferred item slots/other methods. And cap at 30 lowers the scaling ceiling, which seems to be needed. level 30 is perfectly enough. Last edited by Evergrey#7535 on Apr 13, 2026, 4:14:57 PM Last bumped on Apr 13, 2026, 10:22:12 AM
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ISSUE #2 - Infinite Player Sustain
yeah this. If players can just easily recover back to full HP, only way to kill us is a one shot. This is the first problem they have to figure out if they ever want fights to be really cool and interesting, going back and forth and ending with you on your last sip of potion clutching it out. |
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