Dawn of the Hunt - What We’re Working On
" This describes parry very well. This is exactly why I don't ever use the parry mechanic. “There are only two ways to live your life. One is as though nothing is a miracle. The other is as though everything is a miracle.” ― Albert Einstein Last edited by jacarishe#0789 on Apr 7, 2025, 3:44:04 PM
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The size area of the area isn't the problem. I actually enjoy spending more than 30 seconds playing between loading screens. The problem is our movement speed is slow as all get up. I have those boots that randomly change move speed when you're hit until your hit again, and I had about a 40% increase total between the random number i got and my passives - and the map size felt JUST right.
Maybe play your own game and these things would become extremely apparent. Last edited by piffcarver#3572 on Apr 7, 2025, 3:55:45 PM
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I don't see absolutely any problem with map size if we were really having fun while running the map/area. No loot, too hard content, too low DPS, too fast mobs, too low movement speed, too slow animations, all of these is stressing, the opposite of fun.
“There are only two ways to live your life. One is as though nothing is a miracle. The other is as though everything is a miracle.” ― Albert Einstein Last edited by jacarishe#0789 on Apr 7, 2025, 3:50:10 PM
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" Nah I'm not trying to be ngative but you nailed it. The game is absolutely exactly the opposite of everything that is fun. The game is way too focused on killing players/punishing players. We are suffering enough in life this is not why anybody plays. Last edited by Ispita#4020 on Apr 7, 2025, 3:56:13 PM
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Im level 25 pathfinder Ranger ...
and im having an absolut blast, dying less than ever since release. ok i got 200 h in 0.1 and got all the bosses/attack patterns but really, for me its not unfair or hard. Idk if its a coincidence or if im only lucky using this poison focused build ... BUT ... changes are not enough for me to grind again 25 hour campg to ENDGAME, why? - New gems are way to conditional, not exiciting enough - new uniques ... hmm yes with 0,1% chance drop rate ... mnope - crafting? Not existend - Team play? not existend - New Skills for example for poison builds? GGG did you noticed there is 0, yes 0 level 2 support gems for poison? ... both 1st and 2st highest ranked skills does not incluce poison skills ... poison gas is the highest, seriously? Biggest disappointment for me: PAssiv tree nodes were swapped with new ones, instead expanding the passiv tree! This is a big mistake IMO, poe2 biggest strength could be massive passiv tree, i expected to have double the size with 12 chars at 1.0, but ggg just swapping and putting some between feels off somehow, generally all passiv nodes need a MASSIVE rework .. its just not enough to give +5% of XY ... enable Skills, new synergizes my friends ... Ok thats it, Greetings |
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After playing your Game, I feelt Tetris is more fun and interesting for me. 0.2 is good, it is nearly prefect we love it. Leave POE 2 as it, ignore people' criticial and go back to make 3.26.
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As a player who loves to delve into skill genres, I have been using a combination of near and far combat with Huntress since the beginning of the game. However, the harsh environment of close combat is very frustrating, especially when you don't know if an ordinary monster can block and deal excessive damage in its next attack. Moreover, many monsters have the ability to instantly kill players with one strike. Chaos trees and flying explosives often appear in BOSS battles, with almost no opportunity to stop and use melee attacks. Some rare monsters are almost invincible in melee environments, such as the melee vulture with a life recovery affix.
I really like the blood based melee skills of female hunters, but their design logic is very strange, such as the "Blood Hunt" skill. It seems that her 25% Blood Loss has not really taken effect, and as the skill upgrades, the bleeding damage required for each increase in area is too high. Now, even if all the amplitude and intensification are enabled, the bleeding damage is still extremely slow. This makes this skill meaningless at the level of bleeding to end AOE. It is more efficient to directly kill enemies. For that little AOE damage, I need to wait for him to bleed for five seconds, and for a larger range, I need to wait for 30 seconds. Why not directly reduce bleeding acceleration and layering from POE1 to POE2? This is the worst abnormal injury mechanism compared to poisoning, almost dispensable. I am very unwilling to play elemental skills that are highly homogenized. In Exile Road 2, it seems that every profession has an optimal solution, and the playability of BD is very low. Even professions like Warriors, which have high armor blocking and life recovery, prefer totem skills. It can be imagined how annoying the survival environment of melee is. |
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Game is unplayable Crashing in maps which then rolls you back losing anything looted the portals to enter the map and failing the map fix your game please ggg been like this since yesterday.
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unique zone bosses should drop at least 3 rare items minimum. Not dependant on rarity nothing Just hard code in at least 3 random rare drops minimum.
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"Player damage being incorrect" after nerfing absurdly all builds and totally ruining high end.
They mock us and pull our legs so blatantly that is just obscene. |
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