How can an ARPG fit a vision of more deliberate combat? A discussion thread
" It's probably easier at this point to bring 1 to the higher graphical standard and update/ build on it, than make 2 into sth resembling 1 for zoom crowd. Would be great btw, I want to play both and hopefully very different. |
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" Well, for example, you can add things like quest rewards. Resist rings, for example. To give you some kind of baseline not-completely-RNG thing you can rely on. |
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" I'm with you on this one I might play both at times, I don't love what POE1 became I wanted something a lot closer to what we've gottn with 2 (up to the point where it gets dumb again in maps) but I can still enjoy myself and Settlers was a good time. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
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The Cast on crit, cast on freese, etc. would have to go. They are always going to make clearing trash mobs and non-boss enemies trivial with the correct build. If they want the game to be more deliberate, they can't put in a system to automate attacks. This is like asking: how do you make a clicker not play like a clicker.
The skill gems already make the game pretty hard to balance. Last edited by Gigs#6884 on Dec 26, 2024, 4:34:25 PM
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" The problem is the huge efficiency difference between optimized and non-optimized builds and then balance the game around only optimized builds while allowing some form of snowballing with an in-game market. It is fine for an optimized build to have double the chances to make mistakes but still come out on top, which I think the game went the totally wrong way of nerfing player defensive abilities while putting little if any restrictions on offensive scaling. If GGG really want to slow the game down they need to tune the offensive scaling way down and focus on making interesting defensive scaling, as lowered/limited dps is the only way to um, “make sure” people are engaged with any mechanism they make instead of current meta of killing enemy off screen so you never need to worry about how you may be killed. Last edited by Sutopia#6937 on Dec 26, 2024, 4:35:31 PM
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" Personally, I'm not asking for clear speed. I'm asking for the game to be better. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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so am I i just find the current bones to be really exciting and promising of greater things.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
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" The bones are there. What's frightening, is all of the anti-fun, deliberate design decisions. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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" Yeah, that's a good point. Offense scales so much compared to defense, that investing in defense "feels" like a waste. If the returns on both types of investment were similar, that would result in more builds with more balance between offense and defense. |
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Good topic to think about.
But we still haven't heard from GGG: what is their vision? There are 2 opinions on the matter right now, but both must be confirmed by devs themselves first. 1. They added zoomzoom POE1 endgame just because they had no time to prepare "correct POE 2 endgame" which is in plans. 2. They added zoomzoom POE1 endgame because this was the vision right from the start (from those times when they said that POE2 will be just a big POE1 update with 2 different campaigns and better graphics). Personally, I'd love to see the first variant where you have to move very slowly and methodically to some distant endgame goal just like you do it in the campaign. With visual clarity, tactical combat, clever combos, interesting monsters, bosses and all along those lines. But is it possible to do? With current skills/supports/passives - no way. Too much powercreep and too many things to keep in check. Even Cruel difficulty is ironically less cruel than first three acts because of that. If, however, the plan was to make POE1 campaign right from the start, then I'd say the very concept has failed, because right now campaing/endgame are 2 different games with very different feeling. Those who like 1st part will stop playing upon reaching 2nd (we already see this when people keep rolling new chars right after A3 cruel - but what will they do when they ll try all 6 classes? Right.) And those who like 2nd part might stop playing the game just because they hate doing part 1. In this case, I'm afraid, campaign difficulty will be nerfed and the game will return to POE1 formula totally (and eventually POE1 will be forgotten all at once as there will be no sense to support it, as it happens now with Diablo III). |
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