#Post 2 - Poe 2 on the Path to Next-Gen RPG
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Post#2 PoE2 Might Finally Redefine What ‘Next-Gen’ Means for ARPGs
PoE2 isn’t just another sequel — it’s a chance to make an ARPG that actually *feels alive*. Not bigger explosions or shinier graphics, but enemies that act like real threats, classes that feel unique, and combat that rewards thinking instead of just spamming skills. Here’s what could make it truly next-gen: 1️⃣ Enemies with roles and teamwork Right now, mobs mostly just exist as stats. Imagine instead if they worked together like archetypes from League of Legends: - Tank: Blocks or taunts, protecting others - Bruiser: Melee threats that force repositioning - Assassin: Burst damage, punishes mistakes - Mage: AoE and crowd control, telegraphed attacks - Marksman: Ranged damage, uses cover/line-of-sight - Enchanter:Buffs/heals allies - Controller: Manipulates zones, slows, pulls Suddenly encounters feel strategic — you have to prioritize, position, and react. Not just mash AoE. 2️⃣ Classes with identity and pacing Forget zooming the camera out — characters would just become tiny and unreadable. Instead, each of the *7 classes* should have its own combat tempo: * Fast classes (assassins, rangers) actually *feel* fast. * Tanks and bruisers feel deliberate and powerful. * Contrast makes combat readable and gives each class personality. 3️⃣ Remove flask spam → Energy & build-based sustain Flasks are convenient but boring. Combat becomes more meaningful if: * No HP or Mana flasks — sustain comes from gear, regen, or leech. * Melee/ranged attacks use an *energy/stamina bar* (crossbows rely on ammo, regular bows use energy). * Every decision matters — you can’t just mash buttons and spam potions. 4️⃣ Force Shield — choice-based defense A new *Force Shield item* adds meaningful defensive options: - Outward:Blocks/makes projectiles harmless — perfect for mages or ranged. - Inward: adds a protective layer against elemental/magic damage — perfect for melee. Pick one. This replaces passive flask healing with active, build-defining defense. To summ it up - Enemies should have roles and synergy. - Classes need *distinct pacing* — not everyone fast, so fast actually feels fast. - Remove flasks → add energy/stamina and build-based sustain. - Add Force Shield with two selectable modes. #WraeclastVaalTalk Last edited by WraeclastVaalTalk#6866 on Oct 28, 2025, 5:41:40 AM Last bumped on Oct 28, 2025, 5:36:51 AM
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