Dawn of the Hunt - What We’re Working On

This really just shows that they're not listening at ALL. Or rather they're "listening" but they're not "hearing" or "understanding".

The map size issue IS an issue of entertaining things to do. NO ONE USES CHECKPOINTS.

Want to solve maps? Here is how you do it: Turn them into dungeons that lead to an epic boss fight. Have procedurally generated rooms with switches and traps and being locked into a room to fight waves of mobs before the door unlocks etc. That's assuming you want this to be like Dark Souls and not just open fields where we zoom boom enemies. If you want zoom boom, bring PoE1 back to PoE2.

The parry issue isn't an issue with parrying specifically (although it has issues), it's that 90% of the power is locked behind frenzy charges. Giving a different way to get frenzy charges doesn't solve that! We still have to sit there and do jank combos to barely kill packs of white mobs for ZERO LOOT.

Please stop bandaid fixing map size with checkpoints. Checkpoints in campaign are good but if you need checkpoints in map they are to large. Please just lower the size and move on.
So literally nothing to make the game fun.

Also...

"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."

No it's because the maps are too big why are you trying to find some hidden meaning in people saying the zones are too big? Literally wtf?
Checkpoints are not the solution here. It was a bandaid to the initial complaints at launch, and not a good one at that.

This isn't Breath of the Wild.

This isn't Elden Ring.

No one is impressed by how wide open and sprawling you can make the maps.

The game is gorgeous, and an impressive technical feat, but the main focus has to be making it actually fun to play.
Last edited by Malibu#8237 on Apr 6, 2025, 11:06:24 PM
so what? you didn't test the game at all?
did you even play minions?
so end game you still kept the scaling nerf, so we just going to experience that dry noodle against wall grind in end game instead? am just wondering you sound so confident but it clearly looks like you don't know what you are doing.
"
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.


Seriously, just why?
The overwhelming feedback from the community is that we hate these large zones.
Dear GGG Team,

First off, I want to express my appreciation for the incredible games you've created. I’ve invested thousands of hours in your titles, and they’ve consistently brought me a great deal of joy.

That said, I’d like to share some concerns regarding the recent 0.2.0 patch. While I understand the intention behind scaling certain builds down and striving for better balance, the patch feels like it has fundamentally altered the game in a way that has left me feeling disconnected from the experience. I appreciate the desire to balance things, but in the process, it feels as though the core appeal of the game has been diminished.

One of the key elements that make ARPGs so enjoyable is the dopamine rush from both the progression and the excitement of great loot drops. I’ve made it to mapping, and so far, I haven’t felt that “hit” of satisfaction or the anticipation of getting stronger. It feels as though I’m simply grinding through the game, hoping that the fun part will eventually come—yet I haven’t reached that point.

While I recognize that the game is still in early stages, I can’t shake the feeling that the current iteration feels rushed and incomplete—something I haven’t experienced in previous patches. If the intention is to scale player power back by 80%, there should also be a corresponding scaling of monster difficulty to match. In my experience, the 0.1.0 patch offered a far more engaging and enjoyable experience, and I was able to play off-meta builds with relative success. Unfortunately, with the current changes, it feels like only a few specific builds will be viable, and the gameplay may become more restrictive and repetitive.

Ultimately, I play games to relax, enjoy the progression, and experience those rewarding moments that ARPGs are known for. Right now, the game feels more like a grind rather than a source of enjoyment, and that’s not what I’m looking for in my gaming experience.

I know this feedback might sound quite critical, but I’m sharing it because I truly believe in the potential of this game. I want it to be as great as Path of Exile 1, and I hope you’ll take this into consideration as you continue to refine and improve the game.

Keep up the good work, and I look forward to seeing the future changes.
Please revert whatever change you did to loot. Part of the reason people are struggling is we can't even find rare items to use. or currency even.
Etched in blood
When you strive to write your name on the dense pages of History, someone else, inevitably, must be crossed out.
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in some cases it feels like you should Parry monsters but don't


Ehm no? Parrying isn't a problem, disengage which misses like 3 out of 4 times is.

"
In order to do this, we are adding a new Skill on the second row of the Spear skills called Cull the Weak. This skill is effectively the same as Killing Palm on the Monk, but for Frenzy charges.


Idk if i'm supposed to laugh or cry at this point. SEROUSLY?!

I'm sorry, "it's EA" was a legit excuse in 0.1 but this update have shown that you guys are completely clueless. Get you shit together. You can start with deleting killing pawn from the game.
Last edited by onetruelai#7327 on Apr 6, 2025, 11:10:43 PM
PLEASE add the ability to teleport from checkpoints to waypoints. or put a checkpoint at each waypoint to teleport to them. its very unintuitive to not have a checkpoint teleporting mechanic, and then still have to TP to go back to a waypoint

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