Endgame Oneshot Combat Design
The campaign combat starts as this "tactical", almost souls like gameplay. Eventho it is very clunky due to skill animation and movement hinderence during skill usage. Even with that sort of clunkiness, about until the end of act4, at the very least boss and mini-boss combat has a very good gameplay. During this part of the game, when you die as a player you have the understanding of it being a "skill" issue. Dying in this manner has me thinking "Oh well, i messed this mechanic. I can do this, lets go again." However as you transition in to late game, the clunky base combat really takes over. The game sort of softly forces you to a "build" that attacks the entire screen. Eventually turns in to run around while holding down 1 button while everything dies on the screen. Sometimes you die to something you dont understand and dont see because of your skill or so many "modifier" mechanics are on the screen. It is just impossible to dodge or avoid any of the damage. The only option at that point becomes, that you need to be way overpowered for the content you are doing, so that you dont have to worry about getting hit by anything. The endgame bossing strategy is to be so powerful that you dont have to dodge anything and kill the bosses almost immediately. The swarming large number of enemies maybe a big part of the genre but in the end it sort of turns in to pretty much poe1. In the late game actionroll is fairly useless and me personally, since the rhoa mount came, i cant have myself play without it. The endgame feels like it was designed for players to become too overpowered for the content they are doing. 99% of my deaths in the endgame occur from a "deathpixel" that i had nothing i could have done to avoid or dodge. Instead of it being a "skill" challenge. I definetly dont like this, even tho i imagine a lot of the fanbase might.
I really dont like the end game big world map. I dont have any enjoyment from navigating my character trying to min/max towers and stuff. Suntemple map is awful. Its a terrible design. Looks and sounds cool at first. Plays absolutely terribly. It is not an enjoyable challenge. Shrines attacking players makes no sense to me. I would love to see combat both during story and endgame to gravitate towards a more "skill" based designs. I really like the abyss stuff, the seasonal additions feels like it could have been an entire dlc on its own. Except i have some issues with crafting. I know that a lot of people complained crafting being too random but i personally love the "gambling" side of crafting. Greater and Perfect versions of the materials are great additions. Omens i think are a bit too much. Players made perfect gear in 1week. Which was not the case before, or at the very least people had to spend way more currency. While this lowers the descrepancy between players with a lot of time vs 9-5 dads. It also steals a bit from the feeling you get from finally getting an insanely great item. Lastly, ascendancy system is terrible. Both trials are terrible content. They are very boring, and way too hard. You can only get 8 ascendancy points is weird. Ascendancies are not well designed. I think ascendancies should give characters, well "character". They should be more defining. Last bumped on Sep 11, 2025, 6:43:41 PM
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