Dawn of the Hunt - What We’re Working On
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Unable to complete second room of the trial of chaos that spawned with the corruption dais to click for 'survive and kill x time'. Unclickable. Just does nothing. Nice.
Also, portals are disabled there so had to exit game [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url] Last edited by keppie#6373 on Apr 8, 2025, 12:31:42 PM
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Thanks for the post GGG, the communication is very appreciated. I am missing the following things though:
1) Monster speed - as many have said, it is hard to do combos when you are surrounded so fast by so many monster types. While there are plenty of slow monsters there as well, the fast and medium speed ones are most of the time enough to prevent you from actually doing the combos, and since Huntress is so reliant on them it feels overwhelming. There should be still some swarmer types in the game, but they should probably be less prevalent. 2) Monster density - for a lot of the areas the problem is not the map size or monster hp, but the sheer density of monsters. Not every inch of the map needs to be covered in monsters. This is the parameter that should be adjusted and then some of the biggest maps can be either reduced in size or improved with more varied content or layout. For some maps adding some kind of navigation like the roads in PoE Act 2 would help a lot. This should be tried out before further reducing monster hp, because that if overdone would destroy the engaging combat feel. Summary of the formula: fewer but more engaging fights with slower enemies dropping more loot. This combination will make maps already feel smaller while improving the feel of the game significantly. 3) Parry - I would disable evasion while parrying, but only for hits you are able to parry. Currently the problem is that monsters miss you when you are trying to parry them, which makes it unpredictable and feels wonky. 4) Huntress disengage - while parry could use improvements, the real problem is imo with disengage and the aim assist that makes you miss the disengage so often. We need to be able to control our character fully for the engaging combat to work. Please give us an option to turn off the aim assist. That's it, wishing you good luck devs and looking forward to what you will cook for us in the future! Edit: Just thought to add that I strongly disapprove of the hate you are getting and the way some people express their opinions. Please don't be discouraged by that, there are way more people that wish you the best and are enjoying what you are creating. Stay strong. Edit 2: Big shame on me, parry already works in the way I described above, so I was just probably walking out of the monster attack range and mistaken it for evading. Last edited by CleanAndClear#5562 on Apr 10, 2025, 1:26:16 PM
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" I have quite opposite experience. Drops feel quite good. |
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Is it possible to put some hidden penalties to players like 50% less dmg dealt 100% more dmg taken and i don't know 90% less loot drop or something?
I feel like I'm playing a complete different game. Last edited by Ispita#4020 on Apr 8, 2025, 1:44:22 PM
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Playing Huntress. I got to the cemetery boss in act one and thats when i decided to use another weapon and skill cause parrying only works against meaningless jabs that bosses or enemies do. You need to parry cause you need frenzy charges otherwise a lot of the spear abilities wont do enough damage or in the case of using explosive jav wont trigger fast enough. But Red attacks stun too hard, slams cant be parried (which i thought made sense cause its an overhead) but i think they should make it so that if a skill cant be parried it will be blocked. And instead of having to be in melee range you should have a cone about a meter and a half in front of you where you parry the area if possible, i also think for simplicity’s sake they shouldve made parry and disengage one skill. Parrying should be a fluid back step skill itself to reduce the skills on your bar. That way the combo is 1, 2 and not 1,2,3, 1,1,1,2,3 cause youre trying to get a frenzy charge to do damage in a boss fight. Either that or just make stuff stronger like whats the big deal. I assume most people drop parry as soon as they can but then get overrun by white mobs cause theyre running dance with death but imagine youre in maps trying to use a parry system where you’re four inches in front of 20 white mobs and then after you beat them you have to run 400 meters to the next pack. Space Marine 2 had the same issue but they fixed it and tbh thats their only defense mechanic Poe has tons. I say a very simple solution is increasing the drop rate of jewelers to match poe1’s pacing. Because the game is so much slower we need an extra slot for our main skill earlier and subsequent slots for the rest of our skills more commonly, if we are going to have combos that require multiple skills to pull off. Im an average player I dont have all the time in the world to play the game. I didn’t even make it to maps on launch because of crashes and a disdain for metas cause my love for the game comes from watching my character grow but right now the pacing is just off.
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" Yes, in og Path of Exile devs been able to "debuff" drops of bot users and keep them tracked and learning from their botting activity. Some demons can only be cast out through prayer and fasting.
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Please revert the Spear changes... I'm not even into Maps and its already just zooming again...
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" Well luckily I hate botters and rmters so that cannot be me. However I might have been too critical about the game that could have resulted in them trolling me back in the days. Last edited by Ispita#4020 on Apr 8, 2025, 2:08:32 PM
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Spoiler
Act 4 through Act 6 in 0.2 is a far different experience than 0.1 was. For the unlucky, that starts in Act 3. There is a gap present that is abnormally big compared to where 0.1 ended in terms of exalt/alc/greater jeweler drop rate.
No Alteration orbs/Skills&Ascendancies from 0.1 that remain broken in 0.2/Drop rate of greater & perfect jewelers/Rhoas being locked behind a dex requirement Last edited by tru2dgame#7774 on Apr 8, 2025, 2:26:18 PM
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" Your initial post sounded exactly like what Ruthless mode been on og Path of Exile, that been scarcity mode with punishing and slow playstyle, the anti-arpg masochistic vision turned into Path of Exile 2. Im playing huntress and still in early game as only finding time for it late night after getting rest after work. Can tell some drops from rare and unique mobs, are really terrible first time, but when you re-run instance with CTRL+Click on waypoint or entrance, you may discover that RNG is main actor and can bless you with drops, which will let you to progress further. Believe me, my drop would be negative if it was true and if they would get mad over my opinions about state of their company and somehow lost-sight vision of game we see GGG is struggling with. Some demons can only be cast out through prayer and fasting.
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