POE vs Diablo 2 PvP

First off, I played Diablo 2 from the day it was released til late 1.12, then a little 1.13. Not much changed from 1.10 onward in regards to PvP and its meta. Pre 1.10 was an entirely different game lacking synergies on the tree(s),less ridiculous runewords, pre buffed open wounds and more viable run/walk based builds. So this post will touch mostly on post 1.10 because I doubt many people even played before that. Also we should be comparing the current state of each game.


Also note before you read this, this is again current versions of both games. I am fully aware early PoE pre 1.0 pre 1.3 and pre 2.0 had severe balance issues. 100% block penetration, afk builds that could 1shot you, poor mechanic work arounds, shotgunning etc..etc. PoE is still a game in need of fixing. GGG constantly adds mechanics/items that throw the minor balance we've achieved straight in the shitter over and over again. So will we ever find common ground, I don't know.


Similarities
:

Spoiler
You have a similar set of tools because many were closely modeled from Diablo.

Many of the mechanics cross over and work the same. Chaos resists could loosely be compared to Poison resists. It could be resisted but was generally a degen while Chaos damage started this way. Chaos damage can now be converted to raw damage much like the Assassin's "Venom".

Open wounds, criticals, block, movement speed, accuracy, hp, es, faster hit recovery, dodge amongst other things are all here rehashed,renamed or re engineered.

Offhand weapon swaps

Not much to say here if you've played both games it's obvious


Differences

Spoiler
Diablo2 had charms, small/large and grand. Providing life/mana/resists/fhr/poison damage yada yada yada and most importantly +1 to skills.

Diablo2 also had Hellfire Torches and Annihilus that acted as unique charms that further buffed your stats/skills/exp gain.

These things basically fully consumed your inventory, requiring you to return to town to swap gear according to match ups. Or outfit yourself in a universal set of options to deal with any/all match ups you'd face.

No Blood magic:
Mana was your only resource for casting abilities. You relied heavily on Mana potions because regeneration wasn't the greatest. You had a belt with more then 5 "flask" slots so you could hold onto a crap load of Mana potions. When you ran out of Mana you generally had to turtle up hard or go to town. In PoE we have multiple resources to pull from and regeneration is viable. Your flasks are more utility and match up dependent not there for the sole purpose of being able to attack or not.


Offhand weapon swaps could be used to snap shot buffs onto yourself, increase your skill levels amongst other things. In PoE this is no longer the case and even when it was possible wasn't as potent as Diablo2.

Each starting class in Diablo2 provided you a tool set you were forced to utilize. You had 3 separate skill trees with unique active or passive abilities that you'd create a build from. Due to this you could quickly identify what your opponent was capable of or what their build centered around just by looking at them or watching them attack 1-2x then adapt accordingly via gear swaps/play style. In PoE you never know what you're getting. What you see isn't always what you'd expect so you have to feel out the situation more thoroughly then proceed to adapt to it.

Earlier pre 1.10 Diablo lacked synergies on the tree. It didn't tell you what to get in order to buff this or that so it didn't hold your hand in character creation. Post 1.10 saw heightened damage outputs because of synergies and the viable skills were already pretty much shown to you. While taking synergies for most main skills you'd automatically be taking useful defenses and/or passives at the same time. This made building characters easier then ever and catered to the casuals. Thus the beginning of the clone wars where not much varied from your character and the other guy but your ability to use them and a few pieces of gear. That's not to say number crunching and theory crafting wasn't a big part of top level PvP in Diablo2. There were choices to be made, block, partial block, no block etc..etc.. tiny variations in your tree were important at the highest level but meant almost nothing versus most people you'd face.

PoE doesn't hold your hand and instead provides you many ways to fuck yourself in the process of making a character. It's a great thing really, for anyone that likes to theory craft and be completely unique. You have Regret orbs so you don't have to completely remake your character in the event you feel you did something wrong. Diablo2 later implemented a similar mechanic so you can freely respec at will but for the longest time you had to remake your character if you wanted to change something.

New Ascendancy sub classes mirror traditional character specific skills/abilities much like Diablo2 and other ARPGS.

Hacking: Diablo2 was plagued by a hilarious amount of hacks i.e auto aim, chicken mode, nightlight mod. Before you knew it you were facing people that weren't really people anymore. It was basically just macro's and often times it auto typed for them too. These people still sucked shit and lost to good players all day long. Why more and more hacks were developed as time went on til people began to chicken to town every hit they took. The game became nothing but hacker A. chickening to town til he 1shot hacker B. and hacker B. doing the same thing to hacker A. While player C. who wasn't hacked laughed his ass off as he continually had both chickening to town infinitely because they sucked and he/she didn't.

PoE is as far as I know 100% hack free in PvP. It's your "skill"/build against the other guy. There is no going to town, there is nothing to do but win or lose.

Diablo2 had a complex set of mechanics just like PoE does. While some work much like they do in PoE some were completely different.

Open wounds: It differs from Puncture quite a bit but is still physical based. It was more potent the higher your level and there is actually a formula you can read about to better understand it. You could get open wounds on a lot of different pieces of gear too. Link to open wounds information for anyone unaware of how it worked http://diablo2.diablowiki.net/Open_Wounds

Crushing blow: Another unique mechanic, It worked like a reverse culling strike. It helped you bring down high health pools while becoming less valuable overtime. You can read more about it here http://diablo2.diablowiki.net/Crushing_blow

Deadly strike and critical strike: This is where Diablo2 differs from PoE quite a bit. Firstly you had passive critical chance for the Amazon and Barbarian but no one else. It worked only for physical damage and didn't yield critical multiplied damage through the roof like PoE does. You had items that granted more % chance to deal critical damage but never a multiplier. You did 2x your damage and that was it, so you had to have a sound character build first and the critical was just icing on the cake. In PoE you can have a lot less character and a lot more critical and be covered because of how big your damage output is. PoE's critical mechanics more closely resemble Diablo3 which is why damage is a bit ridiculous at times...........but is it really? When compared to Diablo2's damage vs survivability, I'll touch on that later. Deadly strike can be read about here http://diablo2.diablowiki.net/Deadly_Strike


Absorb:You could absorb elemental damage in Diablo2 to the point of being immune. This was considered "bad manner" when you completely shut down a Sorceress,Trapper or other elemental build in Diablo2 PvP by absorbing it. So rules were created by a bunch of panty waists to limit how much you could have and how high your resists could be over capped to prevent total immunity. You can't do this in PoE, you can never reach the point of being completely immune to any damage especially not elemental damage.


+ Max resists: This was more potent in Diablo2 and was a contributing factor in the above "absorbing" or "Immunity" vs elemental damage. You again can't reach this level in PoE. You can over cap your resists but you are still susceptible to damage.


Cursing: In PoE cursing is very popular and determines how you use your flasks, how you gear and how you play certain match ups. In Diablo2 you had curse charges that were limited uses or you had a Necromancer. Necromancer curses provided reduced resistance, double damage, half speed and other debuffs. Most of the Necro's curses didn't benefit him but really benefited his summons,his party members or his mercenary. Only a select few were actually worth using as a Necro but it was dependent on your build i.e Poison Nova,Dagger. You had no way to dispel the curse only reduce its duration via Cleansing aura, or Fade.

Auras:
Much like cursing, in PoE they are abundant and provide a lot of different bonuses. In Diablo2 they were Paladin or Runeword specific. Some provided damage i.e Auradin, while others provided damage,defenses,speed or chill etc.

Durability on items, yea they could break...in PoE they can't.

Skills like Battle orders, Bone/Cyclone armors and Fade: Do you know how much people would bitch if the Marauder could get almost 2x his life with Battle orders? Or if people had Bone armor versus physical damage, Cyclone absorbing elemental damage or Fade? Sure everyone eventually had a Call To Arms and would prebuff or buff during duels to gain Battle Orders etc... and there was slight access to the other skills too but seriously the bitching that would be all over these forums would be insane. Kaom's armor is op? Hahaha.....get the fuck out of here. Most BvC Barbarians had north of 7k life, while other builds had at the very best 3-4k. Energy shield Sorceress builds were their own unique concept I won't get into but with legit gear could reach decent numbers themselves AFTER battle orders.


Runewords:
Diablo2 had build enabling Runewords that provided ridiculous BiS bonuses. Making using rare items almost pointless except a few item slot. Runewords like Grief ignored much of the game and provided retarded damage outputs. Enigma killed off the run/walk build meta and in turn allowed builds that weren't viable before to now compete i.e Wind Druid. PoE doesn't have anything like this.

Desynch:
Oh PoE had/has desynch but is it used to turn invisible and travel around the Blood Moor spamming invisible attacks that can 1shot you? Paladin Charge desynch was some of the most broken shit you'd encounter in Diablo2. You could chill them with cold damage, stop them with bone prison and other options to expose them but not everyone could.

Magic damage, Necro bone skills, Paladin Hammers etc:
Bone skills could not be resisted, only by Energy shield Sorceress's with reduced magic damage taken and strong synergy/mechanic use-age could you mitigate them. Otherwise it was damage you were taking no matter what you did. It couldn't outright kill you in 1 shot but none the less it was un resist-able 99.9% of the time unless you revived Magic immune minions and had Enigma to stack them on top of yourself. Or crafted a safety shield with a few % magic resists. Paladin Hammers, again Magic damage but the damage output was over 12k per hammer and could kill most characters in 1 shot. Chaos damage getting you down? Give me a break.

Poison damage:
Diablo2 had a lot of sources of Poison damage. It had its own resistance much like Chaos does in PoE. You also had antidotes you could use or stack to mitigate it. Plus unique items that could push you toward 95% Poison resists that made it pretty much worthless against anyone good. Another form of very fast acting Poison was the Assassins Venom. It was much more effective and was often used on melee Assassins to augment their damage. This would be the closest thing to our current Chaos damage conversions. While traditional Poison damage is Chaos degen.


Itemization:
Touching more on Runewords etc.. Diablo2 had much less itemization then PoE. In classic Diablo2 you focused your efforts on really good rare items and it set you apart from everyone else. While in the later years it was all about the Runewords and uniques. There was very little difference from you and the next guy except how you played and what you understood about the game. Once Enigma was added to the game everyone just made builds with 0 base strength 0 base dex (if going no block) and 100% vitality there was only a situations where this wasn't the case. PoE has build enabling uniques but more then anything else it's about really strong rare item's. Mirror's are a thing in PoE and are basically the "duping" method you'd come across in Diablo2. Though...ultimately contrary to popular belief you DO NOT need Mirrored gear to compete in PoE. Also crafting in Diablo2 was some whacked shit, It's a good example of very early attempts to implement a crafting mechanic into an ARPG. PoE's crafting system though very RNG is more refined and can yield better results. Plus with the addition of the Forsaken Masters you have even more options to complete gear. So its more likely you'll have viable rares in PoE then you would in Diablo2 post 1.10 and even pre 1.10 finding good rares wasn't a walk in the park either.

Gear swapping was more effective in Diablo2 though, you could afford to sacrifice a few slots in favor of better defenses versus elements or status effects. In PoE swapping to some crap low level unique to reduce chill effect or avoid stun often times fucks your character up and paired with the damage output in PvP losing life/es or your own damage/speed to do this is often times not even worth it after the give and take. This goes hand in hand with "Flasks vs Potions" and the abuse of status effects/curses and their strength.

Sockets:
In Diablo2 they provided you means to add gems,facets or runes to gain moderate buffs to your character. In PoE, well it's obvious its the basis of your entire skill system and provides almost endless customization. Sockets on the new 2.0 passive tree could loosely be related to Diablo2's socket system...loosely.

Freeze,Ignite,Shock,Chill:
Diablo2 didn't have most of these ailments and/or they acted differently. You could however wear items just like you can in PoE to become immune to Freeze/Chill. Thawing potions were also an option and could be used to provide more resists plus add +max to it. PoE has a lot more elemental status ailments but like Diablo2 has ways to mitigate them. Early PoE was heavily lacking here, you were going to eat a status ailment and you had nothing but crappy ways or no ways to deal with it. This has been remedied to some extent and is getting better all the time.

Slow,Knockback,Pierce:
In Diablo2 when you were slowed there wasn't anything you could do about it. If you were getting knocked back only a few options were at your disposal. Pierce, this mechanic works the same as it does in PoE but early Diablo2 had a unique called the Buriza-Do Kyanon and it could pierce you multiple times with skills like Guided arrow. Repeatedly passing through you hitting you over and over and over. I have yet to some anything like this in PoE PvP. It was also later nerfed in Diablo2 to not be so potent.

Gems:
Skulls,Sapphires,Rubies,Amethysts,Emeralds yada yada. All provided unique things to toss into your socket-ables. They started chipped and could be crafted to perfect status where they'd yield the most gains. Again pretty much the passive tree and passive tree sockets in PoE.


Runes:
Already pretty much been discussed in multiple areas here. Basically higher tier socket-ables to provided unique mods. When used together in a certain order would yield Runewords in the proper item type and amount of sockets.

Facets:
Basically socket-able jewels that provided damage/-resists to elemental attacks + an effect on death/level up

Block:
Blocking in Diablo2 could NOT be penetrated. With the exception of the Paladins Smite skill (which paired with Grief was ridiculous mind you). If you had 75% block you weren't getting hit very often and it mitigated 100% of the damage. You could not block spells in Diablo2 like you can in PoE. In early Diablo2 the block chance on the shield is what you'd get 100% of the time. Later they implemented a diminishing block chance that forced you to invest dexterity points. PoE uses the classic Diablo2 shield concept and you get what you equip. You could opt for a no block build, partial or full block. While running but not while walking you also had less block chance in Diablo2...makes sense imo.

The Assassin had it's unique Claw block, again couldn't be penetrated, except ultra rare cases but it could block spells/projectiles and melee attacks. Required you to dual wield and invest into it on the tree. It had heavy diminishing returns so you didn't ever really have to max it out with 20 points.

Dodge:
Only the Amazon had dodge passives on her tree. It worked well but smart players would capitalize on it and the faster hit recovery mechanic. Basically striving to put you into a dodge/fhr stun lock where you couldn't do anything. Same with block/fhr locks and fhr locks in general.

Stun:
Faster hit recovery was Diablo2's way to recover in fewer frames from potential stun lock situations. It acts differently then PoE's stun recovery/duration mechanic but both do the same thing in the end. Stun/dodge/block locking was more potent in Diablo2 you could almost compare it to a Ground Slammer in PoE. Though almost any attacker that could get on top of you (made easy by Enigma) could do it. Even if you had strong fhr,dodge,block it was possible. There were ways to avoid this, by run/walking out of it. Each class had different FHR break points and within these some also varied depending on if you were human or not i.e Druid amongst other things.

Mobility:
You had your traditional run/walk, teleport, leap and charge options. You also had the Assassins Dragon flight ability, it acted very much like the Flicker strike you know today. As mentioned before there was more diversity in this department earlier in Diablo's life. After Enigma was implemented it became the go to option for getting around.


Damage reduction:
There was %physical damage reduction, capped at 50% (used to be 75%). There was also flat magic and physical damage reduction. It was a lot less effective but it worked like this. If you had 10pdr or 10mdr and ate a 100damage hit (after other forms of mitigation) of either type you'd now take 90damage. This was the basis behind the Energy shield Sorceress tank builds with synergies applied to reduce incoming damage to their ES.

Flasks vs Potions:
In PoE we have flasks, 5 total and are mostly used for utility to remove status effects. In Diablo you healed and had lesser potions like thawings and antidotes. I've touched on all the status effects of Diablo2 and how they basically had to run their course before you were free of them. Well in PoE you have limited get out of jail free opportunities given the flask system. But once you're out of flasks you're mega fucked because the status effects are A. stronger in PoE and B. more abuse-able in PoE. This is a huge problem in PvP and will likely never get resolved. Relying on the flask system probably sounded genius to GGG from some resource management perspective. In PvP though where there isn't a cooldown on curses, they have long durations, big effects and anyone can use them at any given time in a multitude of ways 5 flasks with limited charges and virtually no way to replenish them consistently unless you're crit (Surgeons flasks....broken) is poor design. You can't constantly defend against an array of bleeding,cursing,chill,ignite,shock. The player that can abuse the system the best will likely starve you of your flasks leaving you crippled. In PvM its great...PvP however its shit.

Ok that's enough with the differences.



Damage output versus survivability:


Ok here's where I think most people are confused.

Diablo2 we had just as many 1-2shots as we do in PoE. Pre and post synergies with and without bugged gear or hacks the damage output was high across the board. There was a 1/6th damage penalty applied universally plus ranged penalties for stuff like open wounds.

Whirlwind could 1shot most <3.5k life builds with 50% damage reduction after they broke your bone armor and if they weren't blocked.

Blessed Hammers could 1shot almost anything in PvP. Plus an otherwise balanced skill if there was no Enigma or charge desynch, had both. They weren't stationary, they could turn invisible and programs allowed them to auto aim and land south of you rather then north of you making you instantly take the hammer instead of having a gap between its cast and its circular travel. If you could charge and toss them out without forcing desynch, it would be one thing but you could force desynch situations and turn invisible yourself making it hard for someone who wasn't knowledgeable about PvP to counter it.

Spells that weren't mitigated with Dwarf stars,Wisps,Hotspurs,Nokazon relics etc... could 1-2 shot your ass ez. Skills like Blizzard and Frozen orb did big damage plus had access to Cold mastery. Cold mastery removed 100's of your resists and if you didn't gear to compensate + compensate for the Hell penalty were now in the negative. Meaning you took far more damage then before and often times Blizzard could still 1shot many builds. Cyclone armor absorbed a large portion of all elemental damage too but was exclusive to Druids.

Berserk, another 100% magic based skill from the Barbarian this time. Could 1shot a lot of builds if not blocked.

Traps and Mind blast, the Assassin may not of 1shot you instantly but could abuse you with a barrage of traps,Mind blasts and Shadows. This was a gear check for both your resistance and your FHR. Lightning traps could still ruin peoples life bars relatively quick if you weren't properly geared. Or as a Wind Druid you were pretty hard countered by the stuns.

Speaking of the Wind Druid. With Enigma they could stack wolves or a bear on them and if you weren't smart enough to know how to bypass it with more of Diablo2's hidden bugs you were getting fucked. This match up was a hard counter to a PnB Necromancer regardless of your knowledge.


Diablo2 had many many bugs and exploits throughout the game. You could escape or bypass a lot of attacks in PvP by just knowing the loop holes. Bone prisons,walls,blessed hammers, dual wielding vs 1h/2h,namelocking non namelocking but being directly on top of another player etc... all had mixed results that if you understood how they worked could abuse 100% of the time. PoE has far less things of this nature.

I could go more in depth but I think it's pretty clear by now. Damage output and survivability paired with the many whacked mechanics of Diablo2 are no better then PoE. It's either worse or the same in most situations. Both games have retarded match ups and mediocre itemization (either by lack of options or lack of effectiveness). One game has more diversity while the other was easier to understand. In my opinion crit damage in excess of 200% broke PoE right away and is an on going balance struggle because of that choice. Paired with flask meta, PvP is hard to stomach at times. Diablo2 had desynch but the server stability was light years more stable then the crap GGG has us playing in so that alone is a +1 in Diablo's corner and made approaching "troubled match ups/skills/situations" way more manageable then simply lagging out to them with literally no option but to face tank,leave,jew a win and draw out the game.

Even in a no hack vs no hack comparison which all of this is, PoE's "brokenness" isn't anymore broken then Diablo2 was. Add the hacks and it goes quickly into the shitter and there is no debate. Diablo2 was the easier game to play because itemization was poor, everyone could get the same stuff and it was already proven to work. You followed a flow chart, made your character then beat on people that sucked all day so you'd feel big. Or you just played public games and could fly to town/take shrines/leech monsters then rinse repeat this til you got a kill on someone/anyone. The population of PoE PvP is very small compared to Diablo2, Sarn arena is no Duels game (or its variants) and without Pking you cut out another large portion of potential PvP'ers because lets face it Pking is a core element to PvP. Plus the obvious fact you can't abuse hacks,go to town, sit on a bridge...run out spam an attack...run back onto the bridge like a troll. You cut out a lot of potential casual PvP'ers too.

That's what Diablo2 was 98% casuals and that's a cold hard fact based on years and years of playing the game and beating on them.

Conclusion, PoE is fucked up in its own ways. Trust me, the constant cursing, bleeding, chilling, flask abuse meta is so easy to do that everyone can do it. Not only is it easy to do but most of it is automated, "look mom no hands, no skill, no clue"! In a game like this you're not always going to lose to the better player. Sometimes you just lose because of how your build interacts versus others or your lack of available options. It's like that in any ARPG you have to understand this in order to PvP. Knowing why you lost and what you can or cannot do against it is what makes you a better player. So if there is one thing to take from this and my other posts its this. PvP will always be fucked up and its all about abusing more elements of the game then the other player. If you play an honest build that requires thought/skill or doesn't abuse 10 different curses/trigger set ups...you may feel like you're fighting an uphill battle. PvP to pass time, PvP because you enjoy it but don't PvP expecting it to be fair. Abuse the game the best you can or get abused by it.



GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
Last edited by MullaXul#2277 on Nov 30, 2015, 6:14:42 PM
Diablo 2 pvp was so much better/more fun/skill intensive it's not even funny. it's not even funny.
In what way? The character toolset vs character toolset? Don't get me wrong d2 was a sick game but it had its share of balance issues and aprg typical match up charts where a counters b but loses to c. Poe has a less restrictive system allowing match ups to not be as 1 sided.......if ...if you're prepared. D2 you weren't always prepared either but you weren't locked into a blind ft4 rounds set.

I used to feel d2 was the better game based on the fact crits weren't as ridiculous but really the damage vs survivability isn't that ddifferent. I also strongly advocate pking over structured queue style PvP but ppl bitched, moaned so much that games rarely offer it anymore. Plus diablo1 did it better then diablo2. Early diablo 2 had no hostility timer and you could take anyone's tp....
But again the constant crying from ppl pked got it all removed. Poe's core game is very unfriendly to the idea of pking anyways, hideouts and maps kill it.

On the subject though, I hate sarn arena its like dueling in act2 on diablo. Would be nicer to have a FFA arena modeled in Poe's act 1,2 or 4 tileset. Sarn is bright, annoyying and cluttered with useless shit.

Mud flats, any of the bandit landscapes or dried lake would be much better FFA arenas. Why can't we just cntrl instance a few PvP worthy zones and option PvP or not?
GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
Last edited by MullaXul#2277 on Aug 20, 2015, 2:17:21 PM
"
MullaXul wrote:
In what way? The character toolset vs character toolset? Don't get me wrong d2 was a sick game but it had its share of balance issues and aprg typical match up charts where a counters b but loses to c. Poe has a less restrictive system allowing match ups to not be as 1 sided.......if ...if you're prepared. D2 you weren't always prepared either but you weren't locked into a blind ft4 rounds set.

I used to feel d2 was the better game based on the fact crits weren't as ridiculous but really the damage vs survivability isn't that ddifferent. I also strongly advocate pking over structured queue style PvP but ppl bitched, moaned so much that games rarely offer it anymore. Plus diablo1 did it better then diablo2. Early diablo 2 had no hostility timer and you could take anyone's tp....
But again the constant crying from ppl pked got it all removed. Poe's core game is very unfriendly to the idea of pking anyways, hideouts and maps kill it.

On the subject though, I hate sarn arena its like dueling in act2 on diablo. Would be nicer to have a FFA arena modeled in Poe's act 1,2 or 4 tileset. Sarn is bright, annoyying and cluttered with useless shit.

Mud flats, any of the bandit landscapes or dried lake would be much better FFA arenas. Why can't we just cntrl instance a few PvP worthy zones and option PvP or not?


This right here, is one of the brightest ideas I've seen as far as improving POE pvp. Mulla you're the best. GGG please make this happen, would be fun to PVP on some maps. Or make some areas PVP zones, that would be really awesome.
"
MullaXul wrote:
In what way? The character toolset vs character toolset? Don't get me wrong d2 was a sick game but it had its share of balance issues and aprg typical match up charts where a counters b but loses to c. Poe has a less restrictive system allowing match ups to not be as 1 sided.......if ...if you're prepared. D2 you weren't always prepared either but you weren't locked into a blind ft4 rounds set.

I used to feel d2 was the better game based on the fact crits weren't as ridiculous but really the damage vs survivability isn't that ddifferent. I also strongly advocate pking over structured queue style PvP but ppl bitched, moaned so much that games rarely offer it anymore. Plus diablo1 did it better then diablo2. Early diablo 2 had no hostility timer and you could take anyone's tp....
But again the constant crying from ppl pked got it all removed. Poe's core game is very unfriendly to the idea of pking anyways, hideouts and maps kill it.

On the subject though, I hate sarn arena its like dueling in act2 on diablo. Would be nicer to have a FFA arena modeled in Poe's act 1,2 or 4 tileset. Sarn is bright, annoyying and cluttered with useless shit.

Mud flats, any of the bandit landscapes or dried lake would be much better FFA arenas. Why can't we just cntrl instance a few PvP worthy zones and option PvP or not?


The fluidity of movement skills in D2 was great. There weren't ridiculous inactive skill damages like cwdt/cws/vengeance/etc. There also weren't ridiculous non-aim skills (aside from a few guided skills). LMP makes every non-melee duel a spam fest. The small maps also really reduce dueling styles and fluidity with all the little ground obstacles. The damage output (in LLD, at least) is much higher in POE that d2. I remember in D2 against well geared people having to aim a stream of fireballs and telestack them to get splashy damage... meaning if you weren't good at aiming you weren't going to win. in poe you literally don't even need to aim to win. You can make a cws/cwdt build and kill handfulls of people with no effort. The stun mechanic in poe also seems completely out of line. If you don't use chayula you're pretty much guaranteed a stun. In d2 it took lots of effort to stun.. whether it was using firetraps + mindblast or articulating a bad ass hammerfield. in poe .. it's just bad.

Just some of my thoughts. It's been years and years since I've played d2 so perhaps my memory needs some jogging. I know there were imbalances in d2 pvp but at least in LLD EVERY build had a chance.. WC barbs, WW Barbs, chargers, zealots, kicksins, lightning/fire trappers, HYBRIDS... god i miss true hybrids.. poison zons, bowzons, fire/light/cold sorc, nado druids.. every build was competent.. it was awesome.

edit: and im talking about d2 lod
Last edited by bigfoot312#3283 on Aug 21, 2015, 10:10:06 AM
My brother used to lld a lot in d2. Lvls 9,18 and 30. I can see where it feels more balanced compared to poe. As for movement, there was a lot less collision in d2. You could pretty much pass through stuff you shouldn't of been able to. Plus enigma while killing many viable r/w builds let everyone move no prob and made stuff like the wind druid a viable PvP choice. Stuns from mindblast and dodge/block locking amazons etc where pretty ridiculous though. I can see your points and some better arenas would help. But doubt GGG wants to remove the realism and allow ppl to leap out of houses with roofs, or teleport through walls more then you can now.

Trigger gems, totally agree. I've been bitching about lazy no hands wins forever ha. LMP/gmp I look at multi shot,teeth and how they were strong but weren't your primary skill fanned out requiring little to no aim. I remember a few patches ago ppl bitching fireball sucked because its hard to aim and like you said, first thing that came to mind was single fireballs and namelocking ppl in d2. It was pretty funny to see ppl complain about aiming in poe.

Shape shifting was really cool too. I'd like to see something like that in this game. With similar restrictions, where you cant teleport,leap or use certain skills. In return you have unique skills,movement and life/DMG buffs. Facebreaker is closest thing to it I guess.
GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
Last edited by MullaXul#2277 on Aug 21, 2015, 1:46:10 PM
D2 pvp was great in how it was weaved into the PvE game. Nothing is going to be that good until it's married in that same way.
diablo2 also had dsync all the time, and in pvp this was actually great because the melee characters would generally slaughter ranged characters in a slug fest and were much faster,

i played bowazon mainly in "leagues" (1.10, didn't play much pvp before that) created by players with a lot of rules meant to make the duels more dependent on skill rather than having builds that are immune to your damage

for example amazon vs barbarian was my favorite match up, it was super fun and exciting to play and took a lot of skill because the barbarian would kill you in 1-3 hits while you needed 16-21 hits to kill him and he could almost run circles around you BUT it was VERY hard for the barbarian to hit you because he'd never know where you actually are, he'd see where u were 1 second ago or so, as a barbarian you'd have to run in front of the amazon and whirl and hope he didn't change direction, while the amazon would have to shoot a few arrows when possible while trying desperately not to get hit

the amazon would be chased into a corner then the barb would try to estimate which path you'll take to get out of it, you'd have 2-3 directions to run but you'd have to bump into the barb, if he'd whirl too far you could get out but this was when you'd be in big trouble


i tried to play a similar style in poe but it's impossible, first of all there isn't a guided arrow skill, hitting someone with a single target arrow skill isn't easy and without dsync to protect you the melee skills are much easier to land (not to mention lol flicker strike)

on the other hand melee characters aren't naturally faster so there's that, but leap slam and flicker strike are insanely easy at closing the gap, d2 had 2 similar skills to these but they were far less effective

i heard some people saying archers aren't that bad if you have a mirrored bow, i guess you just do so much damage you can actually win a slug fest or what?

i'd be very curious to see a video of a bow character that actually works and wouldn't be at a disadvantage overall compared to melee, excluding PA or EA (i mean i'd like to see videos of those as well, it's just that those are different classes)


i think diablo2 had a very amazing balance between who wins in a slugfest, mobility and range (perhaps with a few rules agreed to by players)

the characters who'd win a slugfest were the ones who had a hard time landing their attacks, while characters who were weaker had the advantage of being able to land their shots and not get hit themselves (aided by dsync)

the developers of d2 didn't plan any of this, but somehow the game worked like that and pvp was super fun as long as people weren't playing super defensive, then you could go for 15 minutes without seeing the other player (it actually happened to me)

Last edited by 1235#4407 on Aug 28, 2015, 10:55:48 AM
lack of run/walk builds is kind of a similar issue in poe imo. Basically the throw on leap/whirl run forever can be pretty annoying.


I think that balancing pvp is sometimes necessary but only because we arent given the proper tools to rapidly change meta/builds. But if you look at say SSB-M/GW2/SC2BW you see how over the years the meta has shifted and the game stayed the same(no need to nitpick this).

Really what we'd need to make pvp a thing is.... any person/any time has to access BiS gear for any build at no cost. If that was the case you could probably go without constantly balancing skills/builds and let the players sort it out with ever changing setups.

Probably a failed proposition as games based around a skinner box :/

Basically GW2 spvp best pvp atm something like that I could see having huge success.
Last edited by Lordsidro#6913 on Aug 28, 2015, 11:34:40 AM
they could just make some pvp only characters like the ones that are already but with the inventory full of non removable items like quest items, so you can't bring any of your own items and the playing field is even

they'd have to come up with some nice builds that are fun to play

it would be a different game but i don't think it would take a huge effort on their part, they wouldn't have to rewrite the game

if they advertise it on the starting screen and add prizes including some small prizes that you can attain relatively easily then a lot of the player base would give it a try, and if the builds are well made and fun to play then that could add another dimension to their game, like a custom map for rts games, could be huge, i'm sure it would be a very +EV move for them

i'm sure they could easily find people in the community to help test or make the character builds, actually they could just check and see what the top builds are and make custom characters that mimic that and maybe add something different too
Last edited by 1235#4407 on Aug 28, 2015, 11:53:14 AM

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