Making Combat "Meaningful" in POE2, a 10y POE1 Vet View
" Step 1 : Stop designing the game around trading and itemization Step 2 : Start designing the game that focused on action and combat If GGG keep being stubborn to enforce PoE 1 ruthless mode in PoE 2 as the standard, the game will just be the same like PoE 1 but slower. It will still be a small and niche game. A tactical, meaningful and challenging combat has to have equal reward. Efforts have to be rewarded. But right now, the game is neither tactical, meaningful and challenging, nor have equivalent reward for it. The design of the fight of pinnacle bosses in PoE 2 is already have good foundation that can be expanded into even more challenging fight by adding new moveset, improving the AI targeting or behavior. But, since the game still tailored around itemization and trading, those bosses will be watered down overtime in terms of their mechanic / moveset, only changing numbers to create the illusion of "harder" content, slow and tedious work to even get access to the pinnacle fight, and lastly they only drop a handful of "valuable" loot in which most of their value is determined by the market. In the end, nothing is being able to be achieved in breaking the shell of PoE 1. The game still just the same like PoE 1 with added dodge roll and prettier graphic. |
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double post nvm
Last edited by bewilder2#0356 on Apr 24, 2025, 11:23:32 AM
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" This argument is on target. I would guess that if any of the POE2 only players tried POE1 ruthless they would find it actually easier than POE2 minus gem availability. There isn't that much difference other than the fact that POE1 has a lot more content and depth. POE2 is shallow and designed with the base principle of "the customer is an idiot" and that is where the AAA game industry falls on its face. They have such an arrogant view that the customers that loved certain games were all wrong. Take BG3 for example. Already industry execs are trying to downplay it because if they don't there will be an outcry that they didn't make something of similar quality. With ARPGs, prior to POE2 creation if you asked around, "What is the best ARPG?" The answer would have been something like "Well if you want to play casual I would Guess the Diablo 3 or 4 but that is like baby's first ARPG, the king is Path of Exile." They were referring to POE1 of course. Further exploration would have highlighted the balance, the item system, the gem system and so on. The usual counter this argument from execs as well as uninformed players is, "Well if it is so good then why did Diablo have so many more players?" The answer to that is simple. GGG Spent almost nothing on marketing. The spread was all word of mouth. Frankly they could have put some paint on POE1 with a graphics revamp, spent the rest on marketing, put out a new league with some optimizations to the core game and the outcome would have been epic. However, of course, the game execs came and said "you customers all suck! The new players came, having been given a lousy mass produced candy bar and yelled that high grade refined, hand made chocolate was crap. They are still here. The crowd that says POE1 was too easy and too hard in virtually the same sentence. This is the AAA curse. Will GGG rescue POE from TenCent? I hope so. |
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"Why? It's not like PoE 2 is a racing sim, both games are isometric ARPGs in the same universe. |
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+1
I agree, Why you guys (GGG) trying to invent the wheel again. You worked 10+ years so hard to fine tune POE1 and now you just mixed everything with everything. |
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" Biggest +1 i can give . |
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" Let me try to put things into perspective: In PoE 1 every efficient build are the ones that spam 1-2 skill at max. This results in almost every build playing exactly the same. So, it is a pitfall that creates Illusion of choice Meaningful combat doesn't mean that EVERY fight has to be tooth and nail or that you won't be able to overpower enemies at some point. It means that there will be much more fights in the game where you actually have enemies that can fight back. It means that you'll actually have to fight the enemies in a game about fighting enemies. Pretty common sense, but it seems part of the community thinks this is blasphemous. To add some criticism: The way GGG is handling the groups of mobs is not really good atm. Fighting white mobs is boring, we need more special packs of enemies(blue/rare). The enemy packs need more "spice" if we are going to interact with them more... And yes, this is only possible by restricting the game. The problem is that the way GGG did that hurts hybrid builds(attack+spell or bow+spells for example) too much. But the fact they are restricting things is not wrong. Many games restrict things by implementing diminishing returns, and no one complains, but PoE players got too used to breaking the game. Also, yes. Skills that clear screens in one or 2 casts shouldn't and can't exist in a game like this. You can make a point of being able to reach that level of power IF you invest enormous ammounts of currency in your build. I don't think GGG would be against that, but certainly not clear screens on a budget. So, meaningful combat means: Slow enought to allow for builds that use 4-6 active skills to be possible and perfectly viable. And no, easy clear screen skills can't exist in this environment and aren't healthy for the game. Problem is that many players got used to "breaking the game" and don't really care about build diversity. These guys will complain a lot because now they have to actually play the game instead of letting their build/gear play for them. So yes, in theory, GGG should restrict player power in healthy ways in order to maintain true build diversity and "meaningful combat". I'm not saying that they are doing a good job with the balance, but that at least their "guidelines" are kinda on point. We can just wait and hope they will *nail* it. It's certainly a very hard task to develop this kind of mixed combat. Last edited by Gordyne#2944 on Apr 24, 2025, 4:59:29 PM
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