Dawn of the Hunt - What We’re Working On

Frenzy charges generation:

Now:

You generate charges by mechanic that you rather not use because if you use projectile attacks for you huntress you want to keep distance from mobs most of the time.

YOUR SOLUTION:

Make frenzy charges available by attack similar to palm attack from monk, that is very bad solution. Most of the players still won't use it because they still want to keep that distance and it will not be available in boss fights, rare fights, etc.. Not to mention that now you get light stunned always by every attack. You just don't wanna go near mobs.

WHAT IF:

You could proc generate frenzy charges by some simple attack either throwing and melee that is not high dmg, just by HITTING mobs, bosses etc. Higher chance to get charges by hitting bosses, rares..

Imagine how much fun that would be
You would have fun the whole campaign and you could work around that. Not only in the far endgame. If you have skills on 1 lvl that could get charged by frenzy charges, why you keep that being effectively usable only in the endgame. Your campaign is 15+ hours long for most players.

Why you need to state that fun must be hidden by some mechanic that just isn't fun at all and most people will not use it.
Last edited by lukaskodlos#7714 on Apr 8, 2025, 7:47:20 AM
mayb its a social experiment: can a game make streamers hate their job.
Can you fix Tactician? It doesn't scale Totems or Minions. Let alone anything else. A 20 point tax for minion nodes should at least mean my Death From Above does enough damage to kill white mobs in one wave. Its a 40 second CD for god's sake.
"
Its a 40 second CD for god's sake


40 seconds ... O.o
[img]http://s15.postimage.org/ppi19icy3/piggy.gif[/img]
Large Area Sizes
Many players are reporting that areas feel like they are too large. Normally when this is the case, the main reason is due to other concerns such as monster life or player damage being incorrect, or just a lack of entertaining content in the area. However, we are checking to see if there are any outliers that players are spending too long in to see if any changes to area size need to happen.

In the meantime, we did notice that there are some areas that don't have sufficient checkpoints, so we are doing a pass of adding some more of these.

------------------------

No, you are incorrect. Areas feel too large because THEY ARE TOO LARGE. It has nothing to do with monster health, player damage, or lack of entertaining content. It is directly related to the square meter area of the map. PERIOD.

Stop glossing over this fact and pretending the solution is to just stick more stuff in the LARGE square meter area. Stop gaslighting the player base into believing that it's just a "feeling" of being large. It is not a "feeling" it is a fact.

I'll say it one more time. THEY ARE TOO LARGE BECAUSE THEY ARE TOO LARGE.
Just drop poe2 and forget it. This is a stillborn child, and this is your merit.
Rework ritualist’s ascendacy . 12/16 ascendacy are useless. Its not fair
i can understand crashes and gliches etc in game and i know all games have them, but this crashing 20-30 times a day is really pissing players off, every boss=crash, every map=crash, i regret buying this and i refuse to play till you fix it. stop adding more stuff and fix whats broken first, please dont turn into runescape or even worse diablo4.
all items you change stats ,and boss life is to much ,and abiliti stats change ,to wrong for all gameplay !
Do you want to make a game that players like or a game that only the designers like?

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