What happened to Engaging Combat? Video Feedback.

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etc418#2590 wrote:
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The biggest issue is that meaningful combat is gated behind time and access restrictions.

I wouldn't mind studying patterns of bosses if I was allowed to retry them in a reasonable way.

But death to a boss means:

Loss of overall access to the map
Loss of experience
Loss of juiced waystone
Loss of expensive access tokens
Loss of time getting to the boss

I'm probably even forgetting some more losses here.

When the penalty of death is so high, I want to minimize the risk of dying. And so I search for ways to one shot whatever is in front of me.

I could have "meaningful" fights RIGHT NOW. All I need to do is to remove my gear and enter the fight. But I won't do that since dying to a boss is extremely time consuming and their mechanics, if not trivialized through gear and build, are very punishing


The penalties are good. They reward skillful play and nudge you toward playing more methodically. The sweetness of victory is ever greater if you overcome such odds. It should not be possible to nullify these risks. You need to face them, risk everything, and overcome them.

People dying to bosses is healthy for the game because it slows down progression overall and gives them a purpose, something to fight for.


If you want it to be a meaningful souls like experience then no, death shouldn't come with more punishment other than the defeat itself.

We already have XP loss, which is another loss I forgot to mention. Leave it at that. But in order to have engaging encounter designs with lots of patterns and required study time, you can't have it be one try only.

GGG addressed this already by having multiple attempts in lower tier encounters. This being said, I don't know what kind of braindead rotten random build you must be playing to NOT one shot T1 bosses.
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etc418#2590 wrote:
"
The biggest issue is that meaningful combat is gated behind time and access restrictions.

I wouldn't mind studying patterns of bosses if I was allowed to retry them in a reasonable way.

But death to a boss means:

Loss of overall access to the map
Loss of experience
Loss of juiced waystone
Loss of expensive access tokens
Loss of time getting to the boss

I'm probably even forgetting some more losses here.

When the penalty of death is so high, I want to minimize the risk of dying. And so I search for ways to one shot whatever is in front of me.

I could have "meaningful" fights RIGHT NOW. All I need to do is to remove my gear and enter the fight. But I won't do that since dying to a boss is extremely time consuming and their mechanics, if not trivialized through gear and build, are very punishing


The penalties are good. They reward skillful play and nudge you toward playing more methodically. The sweetness of victory is ever greater if you overcome such odds. It should not be possible to nullify these risks. You need to face them, risk everything, and overcome them.

People dying to bosses is healthy for the game because it slows down progression overall and gives them a purpose, something to fight for.


If you want it to be a meaningful souls like experience then no, death shouldn't come with more punishment other than the defeat itself.

We already have XP loss, which is another loss I forgot to mention. Leave it at that. But in order to have engaging encounter designs with lots of patterns and required study time, you can't have it be one try only.

GGG addressed this already by having multiple attempts in lower tier encounters. This being said, I don't know what kind of braindead rotten random build you must be playing to NOT one shot T1 bosses.


i think death penalties can be 'high' but the game should allow you or even try to kill you as much as it can- current 1-portal is exact opposite of that.

i wouldn't be even against death collecting 'taxes', not content that stop your form playing after a single death- where is the 'overcoming the challenge' here?
You know I also think a way to bring back that engaging gameplay is to have more movement options that aren't tied to skills. Right? Cause it mean in the endgame a skill setup usually has to not lock you down AND do decent damage which cuts down on like half the skills in the game. Like nobody uses comet as a cast. That's pretty bad dude. But if blink had like the same cooldown as dodge roll, I think it'd be fine. I mean it already sucks like 60 spirit! Why does it have to be super timed like, it's sometimes not even worth it. On top of all that, it's like one of the last tiers of skills you can unlock. So give range a cool ass flip thing to just do on top of a dodge, give sorcerer blink, monk might have a flip thing, and warrior can do some weird dash thing like the Titan in destiny. Like an increased hyper armor short sprint that OBVIOUSLY has the SAME cooldown as dodge roll but doesn't get you stunned, doesn't do damage, just repositions you so you aren't getting pushed around by a skinny ass skeleton. I hate that problem. I do a move but it positions me into a corner and the enemies won't let me out when logically I can SEEEEE AND OPENING. Like MOVE dude! Get the hell outta there!!! I think just that alone would make build variety stronger and build choice less punishing. And decrease the investment of blink. I don't think it should cost 60 spirit AND be the last thing you unlock. It's not even that good on it's own. Get rid of a unique that lets your dodge roll pass through enemies, make it inherent. Or atleast through basic enemies. Bosses, I get it. That would trivialize them. But the way I die sometimes is so stupid.especially those jumping vulture things two of those at a time and trying to run then turn around and attack but it's so slow that they stun lock you and you gotta run away because it's slam then slam then slam and they just no longer have a delay between jump slam attacks. Ridiculous.

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