Concise Feedback on Enemy/Game Mechanics (500 hrs, multiple chars in top 1000)
stuff that needs to be fixed in poe2:
every other enemy in the game leaves long lasting damage aoe on death, combined with lots of maps being corridors its a HORRIFIC combination forcing either dull waiting or silly deaths out of sheer boredom. waiting =/= not gameplay in general there is way too much persisten aoe for how the maps are laid out and how punishing taking damage is - often times waiting or running through damage are the only 2 options (e.g. all the lightning aoe from the doriyani experiment mobs) lots of enemies have collision before they are actually on screen - basically EVERY mob that comies in from below / above/ a wall side rasp scavenger mobs and similair regularly hit from off screen - especially top and bottom side basically every enemy with a projectile will hit you from offscreen autotarget is ATROCIOUS - let me freeaim, especially ground based aoe spells (minion archer command) spears frequently arent even able to hit the ground where you point on uneven terrain as the game somehow autocorrects them to fly off into space when fighting on uneven terrain enemy effects are often identical to own (firewall, poison cloud) which is awful enemies/effects are regularly hidden behind world objects trees walls etc ALL THE FUCKING TIME (mire endgame map horrific, maps after deshar in campaign, many more) general visual clutter especially firewall, volatile plant orbs can clip thru the ground and become invisible on uneven terrain jungle ruins/the map before jungle ruins in campaign has green poison on green background boss lifebars are massive and blocks 1/5th of the screen due to how its placed, needs a massive downsizing enemies (e.g.drowning hag) often dont need line of sight but player abilities do even ones that dont make sense like witch poison arrow command (falls from air)) Last bumped on May 14, 2025, 2:20:52 AM
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