I hope poe 2 wont be a one core skill spamming game

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DarthSki44 wrote:
Ugh.

NZ has public reporting business requirements, and anyone can see what GGG claims in revenue annually. This has been true for years. Its literally posted online. GGG has done well for itself, no doubt, and CW made multiple millions with the Tencent buyout, but seriously, its nowhere even remotely close to D4.

Even if you took GGG's highest reported revenue year and multiplied that by every year since 2013, it still would be below the 660+ million D4 has made since launch.

I understand that raw dollars don't always translate to player experience, but this notion PoE is bigger or more sucessful in those terms...well that's fantasy land.


You know
I still wonder why you keep on posting here.
You could be posting on the forums of the game you love sooo much
But no, instead you're here on the game that you seem to hate.
I certainly hope it can be otherwise I may be noping out.
https://getyarn.io/yarn-clip/988f3369-4b68-4eb9-bc0e-edfce4c3c950
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satanttin wrote:
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bug zapper of poe? i don't really get that line lmao xd


It was more a joke than a good analogy, and a bad joke at that. Bug zappers emit a UV light to attract bugs and when they touch it they get electrocuted. The unintended consequence is it tends to attract most bugs even the ones you don’t want to kill.
Last edited by Nubatron on Jun 14, 2023, 4:03:55 PM
"
DarthSki44 wrote:
Ugh.

NZ has public reporting business requirements, and anyone can see what GGG claims in revenue annually. This has been true for years. Its literally posted online. GGG has done well for itself, no doubt, and CW made multiple millions with the Tencent buyout, but seriously, its nowhere even remotely close to D4.

Even if you took GGG's highest reported revenue year and multiplied that by every year since 2013, it still would be below the 660+ million D4 has made since launch.

I understand that raw dollars don't always translate to player experience, but this notion PoE is bigger or more sucessful in those terms...well that's fantasy land.


I think that’s for the international version and does not include the cash grab version which has tons of P2W elements in a culture that loves P2W. I don’t know if we know that revenue.

That being said, I still don’t think it’s anywhere near close.
And no piano flask TRASH design!
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zedfighter wrote:
And no piano flask TRASH design!


This is less true since flasks can be automated now. I've never personally done the piano flasking.
It's weird how rarely people bring up the idea of having more than one main skill, for different situations. Instead, a pointless busywork "skill rotation" is often mentioned because people are already broken by other games doing that.

If enemies stand in a line, we should use a piercing skill. If enemies stand in a circle, we should use an AOE blast. If the skill tree and gear system is such that "well I have +1000% AOE damage, so if enemies stand in a line I just gotta use the wrong shape of skill more often, because that is all I have", that's kinda bad design.

Of course a highly customizable game like this should always allow the option to be lazy, and some skill types like "chaining" have a built-in universality to them anyway. But being able to recognize and react to monster patterns, should be rewarded. In that sense, the trailers do give me a lot of hope.
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Egalisator wrote:
It's weird how rarely people bring up the idea of having more than one main skill, for different situations. Instead, a pointless busywork "skill rotation" is often mentioned because people are already broken by other games doing that.

If enemies stand in a line, we should use a piercing skill. If enemies stand in a circle, we should use an AOE blast. If the skill tree and gear system is such that "well I have +1000% AOE damage, so if enemies stand in a line I just gotta use the wrong shape of skill more often, because that is all I have", that's kinda bad design.

Of course a highly customizable game like this should always allow the option to be lazy, and some skill types like "chaining" have a built-in universality to them anyway. But being able to recognize and react to monster patterns, should be rewarded. In that sense, the trailers do give me a lot of hope.


The former is a fairly good point, it's something I did a lot in early Path, finding a lot of fun with a Cold Snap / Ice Spear build that worked pretty well. Ice spear's natural transition allowed it to fill both a line attack, or a single target slammer for harder targets, while Cold Snap let you slam power charges for a wide sweep effect (this was back when it was power charges).

It did struggle (for aformentioned PoE not really liking you to use more than one 'primary' skill due to late game link needs), but it was fun and interesting. In addition as path generally sped up its monsters over time, being an old man I just couldn't play fast enough to really take advantage of that verstile play any more, and thus had to lean more into single skill plans. I do hope the monster speeds in the trailers remain more or less that, as it appeared more reasonable than the cracked out ghouls of PoE1.
Most fun combat I ever experienced is found in the MMO Black Desert. I wouldn't mind an ARPG with similar mechanics, especially animation cancels and mastering a class.
using soul to make dps skills less spammable is pretty good idea, i hope non vaal skill will be nerfed and vaal skills have reasonable soul requirement to make them viable but not spammy.

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