Meaningful combat
" tldr: What was arguably the most interesting part of the campaign, the challenging boss encounters from 0.1 & 0.2, are now much easier because people complained that the game was too hard. All the other monsters were nerfed as well. In 0.2, I was well into t15 maps on the alleged "bad huntress spear character" that everyone complained about by the time "Hotfix 6" dropped, which slashed monster life. After that, people continued describing the campaign as too difficult. And here we are. I also made a warrior in 0.3. Pure armour, mace/life. I made him because everyone was talking about how terrible mace/armour was. Turned out to be one of my favorite builds in PoE2 so far. Depending on how you build your character, you should outgrow basic attack pretty quickly. It has high DPS on paper, necessitated by its complete lack of additional utility (not a criticism, this just makes sense), but it's inferior to a good gem setup. Once you get Supercharged Slam you'll be taking down bosses within seconds, if you have a good weapon. |
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" It will be significantly different, but more importantly, it will also be very different from PoE1, instead of more and more similar to PoE1. What is the point of making a separate game if they're going to be this similar? They're solving the same problems in the same way. |
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Bosses should not one shout you with one attack rather they should 2 shot u if u can't dodge 2 continous attacks.
Bosses should be hard at every level especially late endgame, you should not be able to force through them with a good build and oneshot them. It should always take u 2-3 min fight to kill it even with high end builds. and get more loot for the damage u did to them. |
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" Couldn't have said it better myself, It's the biggest issue RN, if anything, Buff health regen, add nodes to scale max hp, only viable way to heal on melee is leech, regen is not enough and really needs a buff or rework, Or maybe nerf the most meta stat, or buff all the others!!!! |
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" Summarized: apply the same buffs and nerfs applied to PoE1. Where ES scaling from int was recently nerfed. It seems GGG thinks life balance in PoE2 is completely different from PoE1, apparently they view ES as similar to armour and evasion, even though it functions as life... |
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removing free sustain is what this game really need in 1st place. Those regen/leech/flasks charges on kill... they just force devs to oneshot players, overwise players will never die. Its just a guilty loop of braindead mechanics.
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