speed clearing and engaging combat gameplay are mutually exclusive

Speed clearing and engaging combat gameplay are mutually exclusive and I would regard them as fundamentally incompatible. Here are my reasons for that statement:

0) actual gameplay needs time
Be it kiting mobs, a boss actually performing all his attack patterns, tactical movement like moving backwards to seperate a quick from a slow mob group, waiting for a bleed to tick down to capitalize on blood loss, performing more complex skill combos, enemies becoming more threatening over time - all that takes time.
When builds become too efficient at speed clearing, actual gameplay breaks down: bosses die before performing their attacks, kiting becomes unneccessary, mobs die to single skills, so combos are not required anymore and so on...

1) there isn't much gameplay that can be designed around speed clearing
Many mechanics like placing traps and luring the enemies into them, first generating and collecting infusions before spending them, waiting for an enemy attack to parry, waiting for a bleed to tick down, sustain based gameplay where the player could run out of healing potions during the encounter or more complex combos require intrinsically a certain slowness to work.
Such mechanics therefore do not really fit well into speed clearing builds and designing just another large AoE skill with different visuals isn't really new gameplay.

2) speed clearing builds don't really engage with the enemies
They kill them so fast that the enemies with few exceptions don't really matter. There is no observing and responding to what the enemy does or at least not more than dodging an AoE here and there. GGG could design 500 more new enemy types and it wouldn't matter, because they die to large player AoE damage before doing something significant. While the visuals are different, the enemies start feeling generic - just another dot of monster hp to be quickly killed.

3) there can't be a real challenge in speed clearing
If a game is actually challenging, players die often, need to practice boss patterns, have difficulties pulling too large mob groups - all that is like an anti-thesis to speed clearing. The most challenge a speed clearing build can maybe achieve on maps would be being very squishy as a character while oneshotting mobs which limits the challenge to dodging projectiles and AoE effects that need to become numerous to pose a challenge leading to a certain style of gameplay.

My main concern here is that if the game developers decide to orientate their balance around builds like the current dead eye meta or listen to voices that criticize anything not well fitting into a speed clearing playstyle like waiting for a parry or infusions the moment to moment combat gameplay will become significantly worse as an almost neccessary consequence.
Last bumped on Sep 11, 2025, 7:10:49 AM

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