Close to 1000 hours played. Can we retain ANY players until next patch ?

"
Onegar#0494 wrote:

Yes, death in this game is unavoidable and most of the times random, even if a few of you manage to play the game in HC SSF till... well... your character dies.

And the reasons are exactly the ones I wrote about above. The game is designed around the fast recovery of characters. Which compels the developers to overwhelm the player in order for the mobs to pose a real threat to the character.

And that's why you have:

- Freezes and stuns in a game with Dodge Rolling
- Rare's auras meant to limit movement (Temporal Bubble, Hinder, Mana and Life Leeching, ...)
- On death or Post death effects
- overlapping of white and blue mobs AoEs, some of them barely visible in the heat of frantic gameplay
- confusing terrain design that makes it hard to tell which part of the map are navigable and which are not (Decay and Blooming Field being two shiny examples)

The game is designed to play "gotcha!" with the player because that's the only way a character has a reasonable chance to be killed.

There are for sure ways to mitigate these issues, and those that want to play that way can indeed play hardcore, a game mode that I find intrinsically boring because it requires safe, constrained, ideally overleveled play and discourages pushing the envelope.

But my point is not that death in this game is unavoidable. My point is how death happens most of the times, even when the player decides not to take risks.

Are you sure your HC SSF character would survive a close encounter with two quick rares, one with Temporal Bubble and the other with Hinder auras, overlapping and slowing your character to about 30% of its normal unconstrained speed?
Because that's exactly what happened to me a few days ago and there was no reasonable way to protect my character against such an unpredictable occurrence.
I didn't rush in blindly. I just activated them and THEY rushed me coming from the edge of my screen.


+1
"
KuroSF#6521 wrote:

Meaningful combat doesn't have to mean slow... it just means there is some interactivy in handling the monsters, typically with multiple skills used.

POE1/2 maps degenerate into monkey brained "enemy over there, push smash button", which is somewhere between boring and innane. ProgressQuest is more engaging.

I'd like to see maps be faster to clear, but *interactive* to clear...

This means:

- getting rid of huge 1-1.5 screen range AOE... make us at least clump them into a group to blow them up.
- giving us big AOE clear only on a cooldown... if we can just spam lightning spear or whirling slash or ice strike endlessly, and it deletes everything, there is no need for engagement
- maybe removing one-support-gem usage limit.. because currently we can't empower more than one skill effectively
- 100% reliable CC on a cooldown.. currently nearly all CC is RNG, so we stack cold until we freeze everything, then GGG nerfs freeze...can you see the problem?
- more movement/defense abilities available... the current attribute/weapon setup is pretty restrictive for all but gemling, and so few builds can get access to a kit of good movement and/or defense abilities.. and if they could, they would be inferior to the one button screen clearing builds, which is why one button no cooldown screen clearing must die

+1 this too

Report Forum Post

Report Account:

Report Type

Additional Info