PoE 2 Feels Clunky Due to Animation Delays and Post-Skill Slowdowns
" +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 ... |
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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. |
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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.
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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" 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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" +1 THIS !!! Fun = Win ! No fun = PoE2 BAD No matter how fancy you make it, No fun ---> PoE2 BAD |
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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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" 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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" 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. |
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We have the reflexes and input time to play like this:
https://www.youtube.com/shorts/nD0L62VHuuk ---------------------------------------------------------- You make the white mobs hit us like this... https://www.youtube.com/watch?v=h61bWgXiXgk ---------------------------------------------------------- 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
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+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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