Dawn of the Hunt - What We’re Working On
" Correct there. |
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If this is all the devs think there is to work on right now and these are the priorities then this game is dead. Actually crazy how out of touch and worthless this post was.
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As others have said, combined with my experiences;
- Area/Zone size is not the real issue. Nobody would complain about the size of the zones if we weren't moving at a snail's pace. Increase player base move speed by like 15%, and we'll be able to traverse the large zones you guys built more efficiently. I love exploring every inch of the maps in ARPGs, and POE2 looks gorgeous, but it's a massive slog to hobble along from fight to fight, especially when dying resets the entire map. - Parrying feels satisfying in my opinion, as does Shield Bash... however you guys need to allow us to parry/bash more monster attacks across the board. I was trying to ascend the other day using Parry/Disengage/Explosive Spear and I lost because I had no way to parry 90% of the Act 2 Trial Boss's attacks. They all just get kept hitting me with zero parry. Same with the mud-men in Act 1's poop cave; their AOE slams just cut right through AND they're so fast that dodging does nothing to avoid the damage/slow from the muddy shockwave. - Loot is incredibly dull. We need an Orb of Extraction or something that lets us pull a random stat off of a good item and apply it to an item we want to use, instead of throwing endless worthless trash at us, or nothing at all from endless waves of enemies. - Monster speed is ridiculous. Tone it down across the board by a bit. 10-15% less monster move speed please? |
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" They aren't going to give you free MTX white knighting for them. POE players have an expectation. It isn't being met. If the developers want to make a game for themselves and not their players, then they should have just made this in their basement for fun. But they are putting it out to the public, and the game feels too slow, mostly because it just isn't rewarding enough once you hit endgame. That, and I think a lot of the ascendancies lack a real identity, unlike POE 1. |
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Thanks guys.
Your "methodical" gameplay is like a boxing with your pants down. Wanna REAL combo? Make rolls interruptable by skills. Give us the ability to use skills in parallel. It's ARPG POE2. Not Dark Souls. Stop doing this shit. |
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Where's the loot? POE is funded by selling stash tabs. That's how you get people started buying points. I'm a hoarder and I put everything that might be useful for a second character in a QUAD TAB. I've not even used 1/4 of it by act 3.
You're not even in touch with your own business model. |
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" The bleed build is of great interest to me as well. It's too early for me to say what endgame would look like with this build, but just planning for it does not feel great. The problem I am seeing when planning for this build is that bleed has far too plentiful access to aggravating bleeds which is something that only works on a bleed once. Most bleed clusters have something which gives a chance to aggravate bleeds. To add to this, bleeds do not stack. Only the most powerful bleed does any damage. Overcapping on bleed chance also does nothing. For Rake, with its guaranteed bleed proc, invalidates at least one point of many bleed passive clusters which give % chance to bleed on hit. In addition, the Keystone for bleed builds guarantees that every bleed you do is aggravated, but reduces the base duration for bleeds to 1 second. This is not a problem for Rake, but once you're able to consistently satisfy the conditions to aggravate bleeds via crit or some other means (of which I have already stated there are many), then there is zero reason to take this keystone. Oh, and Herald of Blood can aggravate bleeds too. The problem that I see is that, unlike poison, there are zero ways to increase the number of bleeds dealing damage to an enemy and there is only one support gem which give more/or an increase to the magnitude of bleed. Regarding the Rake+Bloodhunt playstyle, I think an improvement would be to have a third skill involved and to rework Bloodhunt slightly. I like the blood loss mechanic and I think it's a great idea, but I do not like that Bloodhunt consumes bleeding which removes the damage that bleed would have done. If Bloodhunt consumed Blood Loss and empowered your next bleed (or bleeds if we're getting fancy), then that would leave the bleeds ticking... unless... there was another skill that consumed bleeding applying most/all of the damage it would have done in a single unmodifiable damage tick (double dipping is forbidden, it'd be too broken). We could call it Exsanguinate. Support gem and/or its own skill is possible, but one idea would be to have it generate frenzy charges that Bloodhunt could use to modify how much of the blood loss an enemy has gets turned into its damage proc. You could also have the number of frenzy charges consumed affect how many empowered bleeding procs you get. Ultimately, this would result in a rotation of skills which is better from a philosophical standpoint than a one-button build. To begin with, you'd Rake, Exsanguinate, Bloodhunt and repeat, though you could also Rake + Ex repeatedly until you had max frenzy charges, then Bloodhunt. This would only get spicier if you had access to multiple bleed procs simultaneously. You could have Ex consume all of the bleeds dealing their damage instantly and giving you frenzy charges for each consumed. Support gems could be nutty if multiple bleeds were possible. The possibilities vary wildly based on implementation. Lets say hypothetically 3 bleeds and 3 poisons are the max an enemy can have that will deal damage by default. One idea would be for a support gem which gives 3 bleeds when you bleed an enemy with that skill, with an acceptable trade-off appropriate for big-bonk builds. Armor break, heavy stun, big bonk, huge bleeds. Actually, a better idea may be for a Keystone in the Warrior area which makes it so the maximum number of bleeds is always one, but makes that one bleed exceptionally more powerful. It could even be made a scalable keystone such that your one bleed is more powerful based off of your original max bleeds, though diminishing returns would probably be necessary. The Keystone in the Mercenary area could instead be that your maximum bleeds are doubled, but the duration is halved or otherwise significantly reduced. I am just spitballing ideas here and hoping something sticks. There is a lot of redundancy and lack of options when it comes to bleed from what I am seeing. |
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can you please add a Rune stash tab .
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" Then stop playing, and wait for PoE 1, it's very easy, instead of forcing poe1 into poe2... |
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