How monsters should be in POE 2? I ask you all.
Lets make a thread sharing comunity opinions about this
This is my opinion. and like buts, everyone has one so lets just dont fight and just give our free opinion, ok? Ill start with My vison: Monster in every single map should distribute following this rules. Is a fast mosnter? -> Then should be weak or do little damage. Is a slow monster? -> Then is should be tanky or hit hard. In shooters and casters: Is well telegraph and slow? -Then it should be high damage and likely avoided. Is well telegraph and fast? - It should chalenge ur defenses. Is not telegraph and slow? - It should scare u but never 1 shoot you. Is not telegraph and fast - should b trivial with some defenses and resistances. Monsters habilities: Same rules pretty much. Is Fast?: little freeze stun burn magnitudes or effect. IS slow?: Hard stun, deep freeze, big shock, etc... Doing this, u rely in ur defenses to be not 1 shooted even if u fail to avoid big hits a couple times. And dont get too worried about little monsters and their attacks. But it also Rely in ur skill to aboid big hits. Also will encourage you to kill all the fast atacking ones, being carefull to avoid the big ones meanwhile, untill u only have the really strong ones where u can actually pull of ur combos or ur big finishers, timming properly. In my opinion, those tanky monsters ahould also have high defenses, so those weak hits a player do, like the ones u would ususally use to clear the weak mobs, almost do them nothing, then u will have to go for the big hits or the ones with more preparation, etc... To actually take them down. Monster speed: You should have maps with high density of all of them mixed together. Sometimes u will be surrounded by strong monsters but u will be abble to kite them. Sometimes u will b surrounded by fast monsters so u will have to kill them fast. Sometimes u will have a long range strong caster, but to get to them, u will have to kill a big tank that is in the way, and before that a bunch of fast ones that runs to you and compromise ur mobility. Also, there are other stuff that can happen, like some minion that can chill, stun, slow you down, u name it... Or some big tanky mobs that make little fast one spawn or resurect around them... Also some minions should have habilities like jump at your face and light stun you, or curse u with temporal chains, or do grasping vines and other stuff like that that compromise ur movement so u as player cant avoid them. Yes, most of the times u will b willingly attacking those monsters cause u want the rewards them give to you when them die. But there are some speedrunning strategies and all that... Is always around the corner, and coward strategies should not be encouraged by any means. Also rares should never break this balance. Wich means... Attack speed and movement speed should be taken out from the pool mods for rare enemys. Cause with those in, some well telegraphed slow stuff that might even 1 shoot you will hapen with a faster animation giving u no counter play, wich is a problem. Bosses. Yeah them should have killing moves that u simply have to avoid. Some of them will instakill you, some of them will hit you really hard. U should never have enough regeneration or leech for making the use of potions trivial. The potions should reflect the amount of times u are abble to fuk up. And then is a balance between how many I can take with my defenses, and how fast I can kill the boss so I dnt get that many of them. Obviusly skill matters, since if u are good, u will be needing less gear than others, so u potentialy will progress faster. So, to sumarize... No, not all the minions has to be faster than the player. Only some. Yes, if u want us to play combos, u need to give us perfect targets to use the combos against. You also have to give us some tools for fast clearing weak enemys. Is not all about the base speed. Enemy also have habilities that can slow u down, or jump at you, or pull you, or freeze you in place, that should be considered... Also narrow places force you to fight some mobs no matter what. Those are my thoughs. Sorry if my english is not perfect, is not my main lenguage so I may write some inacurracys here and there. I would like to read ur takes on this matter too. Last edited by Sarke#5416 on Apr 9, 2025, 12:05:13 PM Last bumped on Apr 18, 2025, 12:49:48 PM
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Please, I would like to read ur takes and ideas about this subject.
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Id also like to add my feeling with monsters now that I have played a bit more.
White monsters have enough survability right now. Blue monster have enough survability right now. Yellow monsters are a bit weak for what should them be. Bosses, it depends on every single one. Small fast melee monsters, do 2 much damage still and are too anoying with effects. Those shouldnt prevent u from doing combos etc... Small slow monsters are just target practice mosters right now. Would b nice if them could hit u hard. Not in damage, but yes in stun/freeze/etc... So them get anoyying if u try to pass by them or if u timming them badly. This way u would have to consider them at lest a bit. (enought gear should make u not that worried with them) Medium fast monsters, them feel ok. Them should have more disrruption and prevent your combos, but low damage, so u have to play around a bit with them and find the timming... Or use some general aoe cc to slow them down. Slow medium monsters. Them sould do decent damage and also stun/ freeze/ hard... playstile against them should b all about timming well and avoid their big hits. Big fast monsters. U should b encouraged to use ur cc against them. or a big shoot that can 1 shoot them if u set ur combo propperly or if u are timming perfectly one of ur slow hits, since them would also hit u hard. Slow big monsters, should hit really really hard and the playstile should b try to hit them from the back taking adventage from their slow movement and avoid their biggest hits. So, fighting a pack should b like... 1st thing should b about actually choose ur focus wisely. Maybe using a fast attack to clear the fastets weak mobs fefore them reach u. Then avoid the medium/big faster monsters charge... Kill those medium fast monsters taking care to not get too close to the slow weak monsters that should also b around so them dont stun u. When u finish those medium/big fast ones. U clear the rest of weak and medium slow monsters of the pack to be left alone bs the big slow tank where u place ur whole combo timming it properly. Or u use ur strong attack that is slower than the rest... Obviusly it all depends of the pack distribution and all, but I say this as general. I dnt know why im saying all this to gmae developers who probably know this matter far better than a player. But still... From my perspective since is also related... My skelletons are still weak (talking about survability) skeleton life should b buffed. My skelletons are close to the damage them should have, but some are still hitting not hard enough. If the strongest minion build right now is using frost bomb with the ice caster skelleton, seems obvious that the power is still not balanced since this is not even minion damage but spell damage. Specters survability seems ok, damage seems low, spirit prices are 2 much in general, and in some cases, is way 2 big for what them really do. I dnt even understand why some cost 100 or 120 spirit when them do pretty much nothing at all. Be carefull when u touch monsters please, cos most of the time, the changes u do to them behaviour or their IA, or their base damage, life or skills are also applied in their specter version of the monster in some level. |
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That's a super hard question once you think about it for a while.
I would be perfectly fine with MIXES of the following onscreen at most times: 1. Ranged attack monsters. Mostly light hitting, light to medium HP, decent "evasion" but little to no other type of mitigation / avoidance. 2. Ranged spell monsters. Harder hitting monsters but with significantly more windup and telegraphing for their spells. Not terribly mobile, little physical mitigation, but significant elemental and/or chaos mitigation. Maybe even some type of ranged defenses. 3. Slow tanky monsters -- They can act as screeners or decoys for spell caster and / or ranged monsters. Medium hitting, slow, high HP, high phy mitigation, low to moderate elemental & chaos mitigation. 4. I wouldn't necessarily mind some fast monsters but they shouldn't occur in numbers where players can get swarmed and be unable to move / dodge attacks from any of the above. Fast, light hitting, but light HP, and very low mitigation or avoidance. Note: In terms of monster density I would like things to be fairly dense where you'll never run into just a single pack but at least two and often three packs at once with some type of mix of monster types. Last edited by KingAlamar#4071 on Apr 18, 2025, 12:48:40 PM
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" Thanks for ur feedback. Id like to hear more in the comunity about this reggards. Last edited by Sarke#5416 on Apr 18, 2025, 12:50:06 PM
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