How can an ARPG fit a vision of more deliberate combat? A discussion thread
" By all means, give the graphical update to PoE 1, with the models, animations and sound (like the initial plan was). I would stop giving feedback of PoE 2 in a heartbeat. The map sizes, map layouts, 1-portal system, annoying tower mechanics, overtuned rarity and totally lack of balance between melee and ranged, as well as HP and ES? You could all enjoy their "ideology". We're already seeing HUGE delays and minimal support for PoE 1, so the "just stick to PoE 1" argument is mute. At best. BTW, I actually LIKE the skeleton of what PoE 2 is. But acting like the game doesn't have glaring issues isn't helping anyone, especially not the players. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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" This is true, but also people are terrible at tempering expectations. We had 5 patches in two weeks of Early Access, and then the holidays happened. There's still MONTHS of EA ahead. People need to wean off their TikTok-induced spazzes and need for immediate response and gratification, and learn how to be a little fucking patient :V (I'm not talking about you. Just the general feel of what the forums are like right now, mind you) Last edited by ClockworkShrew#7536 on Dec 26, 2024, 2:14:08 PM
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OPs dilemma was solved years ago:
https://en.wikipedia.org/wiki/Sacred_(video_game) |
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" Yeah, most of my feedback is centered around actual, deliberate design decisions and not lack of content or bad balance. You always have to ask "after 15 years of ARPG experience, why did they design it like this?" And the answer is often more scary. That said, I find it VERY scary that they never managed to balance melee vs ranged in PoE 1, made a new game to "fix melee", and it's even worse in that new game. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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" I don't know about resistances. To me they are just part of basic progression and a reason to keep killing to get loot. But I also don't like when you MUST use "this" skill on your character or else you won't be able to scale the damage well enough, be it curses or auras. Curses were always weird to me. I know debuffing monsters is part of rpgs, but give me different ways to do it. PoE 1 is a perfect example where most chars felt a bit like Necro from D2 because even Marauder will want a mark or a curse. Why can't they implement these debuffs into skills that actually hit enemies so that my Marauder isn't cursing someone like an old witch of the woods? lol That's just my opinion and maybe a bit nitpicky, but I like having options |
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" there is a way to turn curses into auras no? that seems to be made for melee.... not like i know because i lasted a whole 15levels on warrior before switching to witch lol. last time i enjoyed melee in ggg game was FB around 2014 and that was just because it was badass to punch monsters lol |
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" I have always wondered why they didn't just go the obvious route of giving melee additional defenses. There are several ways to potentially implement it. Innate in melee weapons, give melee nodes additional defenses on top so that it's not viable for ranged to grab them, give melee skills stuff like additional superarmour or damage reductions while being used. There are several things that can be tried that can be melee-specific. |
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" Probably curses/marks/other debuff options more fitting for marauder/warrior would have to be under the same system, so it doesn't become ideal to have to run one of each. Then getting stuff like "+1 curse on enemies" becomes more of a "+1 debuff on enemies" thing, maybe. That's the first thing that could come to mind. " There is, but Blasphemy Support cuts the power of the curse by a fair bit as a result. |
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" Yes, but my point is: What if I want a character that doesn't use curses at all? Maybe some builds can do it but it will be very innefective for most of them. That's because curses are too good of a damage amp to pass I think curses should be something you invest into. Like critical hit |
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" i think this is just a result of simple logic that the best way of defense is to move yourself as far away from the threat as possible. if they made melee more defensive then you might end up with more immortal builds. its a very hard thing to balance, and i feel they are trying to do this in poe2 with some boss mechanics needing you to get close. but even on regular mobs its failing. take the mana drain ring as an example- it was prob conceived to allow melee to shine but instead it just take a dump on everyone. I kinda lost hope for melee after those first 15levels tbh. so much was said about poe2 addressing this yet it was clear very early on it failed |
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