PoE 2 Feels Clunky Due to Animation Delays and Post-Skill Slowdowns

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Exactly !!!

The animations are cool and all, but, its too much. Warriors Charge stalls you when you begin the charge, and full out stops you as you end the charge. Just one example, a good example, of how clunky it all feels.

They should get rid of the fucking stalls and stand stills, let the skills smoothly transition to movement. Thats just a movement skill though, other seem entirely to long for what they do.

Roll Slam ... looks cool, but its just way over the top.


+1

All other things aside, PoE2 is unresponsive to input. We can see things happening, we can press buttons in time, we have the reflexes but then we have to watch the character do a yoga movement of a 70y old ...
I agree... i remember back in 0.1, feeling like using shattering palm was very awkward, because one has to HOLD it to get it to consitently go off, because one might be in one of these animation endings, and the next-skill doesn't queue, so i have to literally hold the button and wait for it to trigger.

Once I got the timing down, it started to feel semi-okay, but then i realized it created an issue where I could never tell if I was stunned or blocked and the skill was not going to trigger at all (and I was going to die), because the delay was so indeterminiate. It makes the combat feel very lagged.

Making every travel skill an animation cancel (like dodgeroll is) might help with this. I know whenever I dodgeroll out of something it feels really quick.



That's right ; the whole game feels like a slog due to the animationlock at the end of each skill. This is not not modern game design, it's ancient game design. There is a good video from GabeN during Counterstrike 1.6 development how realistic he wants the new shooter to be and he said he removed realism in favor of fun.


I can't imagine Jonathan Rogers has nobody to answer to? He seems like a power hungry guy who solely wants to push his vision down everyone's throat, no matter the cost. The whole team at GGG is overworked, POE1 is dead because of him, and he is risking the whole IP with his iron fist rule.


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Making every travel skill an animation cancel (like dodgeroll is) might help with this. I know whenever I dodgeroll out of something it feels really quick.


The last frames of DR is what kills you. You dont smoothly come out of it with a possible queued attacks. You stand up slowly like a grandpa and think about your life decisions, then you have to do "another one, another one , another one, and another one" Tm
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That's right ; the whole game feels like a slog due to the animationlock at the end of each skill. This is not not modern game design, it's ancient game design. There is a good video from GabeN during Counterstrike 1.6 development how realistic he wants the new shooter to be and he said he removed realism in favor of fun.


+1 THIS !!!

Fun = Win ! No fun = PoE2 BAD

No matter how fancy you make it, No fun ---> PoE2 BAD
If only people who hate the game so much would stop playing and move on, why play games you don't like?
Tech guy
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Warrax#2850 wrote:
If only people who hate the game so much would stop playing and move on, why play games you don't like?


How is calling out bad animations "hating" the game? To be fair, i dont think any of us even said they were bad animations, i actually said, they were good, but implemented poorly.
GGG - Why you no?
Last edited by JoannaDark#6252 on Apr 13, 2025, 10:04:36 AM
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Warrax#2850 wrote:
If only people who hate the game so much would stop playing and move on, why play games you don't like?


How is calling out bad animations "hating" the game? To be fair, i dont think any of us even said they were bad animations, i actually said, they were good, but implemented poorly.


Exactly this, calling out the clunky design is not hating the game. There is a way to make skills feel like they have more of an impact but also have them flow together to make combat feel more connected. What we have now are several skills that have delays to start casting or long recovery animations that take all of the fluidity out of combat.

Some classes things are so bad that combat is more fluid if you weave a dodge roll in between your attacks which if timed properly in succession animation cancels the recovery of the skill and dodge roll allowing the player to cast skills in a flow that makes sense at the expense of looking a bit janky on screen.
We have the reflexes and input time to play like this:

https://www.youtube.com/shorts/nD0L62VHuuk

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You make the white mobs hit us like this...

https://www.youtube.com/watch?v=h61bWgXiXgk

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This is an example of your gameplay as melee monk.

https://www.youtube.com/shorts/44i9R_K1zYE


Enjoy your time!
Last edited by Kodavor#1200 on Apr 13, 2025, 10:39:41 AM
+1 on this! the animation delay just feeeeeeel so clunky and it's like being punished for casting any skill / dodge.

especially when you get surrounded out of sudden and if you dodged => you can't cast any skill immediately to clear the mob, either tank all the shit or just die
Last edited by ArcLight#8326 on May 3, 2025, 11:27:32 AM

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