Are the proponents of meaningful fighting still here?

Boss mechanics have been improved, damage reduction systems have been added, and even their damage has been increased, but what about the reward? Where's the reward? Killing a normal rare monster on the map is more exciting than killing a map boss. Map bosses are just a mandatory stepping stone; all they do is drop trash items... My friend, we need currency.

1- The number of players dropped by 30% in 6 days.

2- Running around on huge maps without monsters isn't fun. (Either reduce the map size, or add some more monsters.)

3- There are too many possibilities that deal DOT damage, and we're not allowed to defend against them... Livingblood, Ground, Sand, Wind, Chaos, and many more. So what do we have? 3 charms xD No joke, it's true... We're trying to defend ourselves against all this nonsense with 3 charms. Dude, you've created a chaotic environment like PoE1 in the game, but you're not giving us the defensive options you'd find in PoE1...

4- Why does playing a melee character still feel like torture? I'm tired of taking one-hits unpredictably despite having over 80% armor and resistance (CAP). Even though my armor applies to elemental damage and I've gone for armor defense points from trees, my character is still very fragile...

5- You've rendered the towers useless. And you need to remove them from the game as well; they're making our items (we don't want that ridiculous light mode) useless, items that could be perfect for just seeing the map. I suggest making the map completely open and free of fog. Areas covered in fog are reset and changed during maintenance. Your Citadels in the fog near you might disappear.

6- The passive tree is still very unfavorable; there should be enhancements like "more life, more armor, more energy, shield, more mana." We're not playing an MMORPG, my friend, there are no PvP battles, why are you so obsessed with balance? We're playing an ARPG, you have to tolerate builds and classes being broken, nobody is competing with anyone, and since there are no PvP battles, there are no MVP awards...

7- As we move towards version 1.0, I recommend focusing on completing the game's missing elements rather than balancing. Right now, GGG is approaching the game as if it's already released (focusing on leagues and balancing). When criticized, they hide behind the defense of being in early access. My friend, you need to complete the classes and focus on the end-game. We have a lot of weapons missing from the game, and we've been waiting for them to be added for a year...

But no matter what we think, it's clear that GGG will be focused on selling the MTX package for each development by presenting all these phases to us in parts... The game seems likely to be released in full in about two years.
Last bumped on Dec 19, 2025, 3:40:50 PM
Aside from some very bad takes (some are legitimate), what's up with the title? Just bait?



"Sigh"
"
Aside from some very bad takes (some are legitimate), what's up with the title? Just bait?


No, not exactly. In the previous league, we were constantly arguing about how PoE2 was lacking in meaningful combat. In this game, meaningful combat requires an equally significant reward at the end of the fight. Getting blue items and an Augmentation orb from a boss I fought for 2 minutes isn't fun at all...
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JoTua#1329 wrote:
"
Aside from some very bad takes (some are legitimate), what's up with the title? Just bait?


No, not exactly. In the previous league, we were constantly arguing about how PoE2 was lacking in meaningful combat. In this game, meaningful combat requires an equally significant reward at the end of the fight. Getting blue items and an Augmentation orb from a boss I fought for 2 minutes isn't fun at all...


Well, if the game drops more currency you must weaken the crafting, make it harder to get good rolls, or what will be the outcome? Think about it for a while my friend... I will give the answer below.

Spoiler
If not the average player power will increase, and meaningful combat will break down, it is the same thing as "all players have x% more defence and damage from equipment".

Meaningful combat demands very strict levels of player power, hence the weak passive tree/ascendancies. And a example, a boss demands x hits to be killed, and every two hits you must avoid a circle/attack & dodgeroll twice, and the time for the attack and dodge roll is equal, that means if player A have 100% more damage then player B, then player A will complete the fight at 25% the time player B spent.

If you add more power its poe 1.(I would love that)
Its the inner conflict of the poe 2, you can not have alot of player power variance(reward) & meaningful combat(power within 80-120% of the allowed amount).
I don't realy know what "meaningful fighting" means. Because after watching a 10 minute load screen between areas I barely remember what to do. If it is meaningful than I don't like it
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Grayeye#1799 wrote:
If you add more power its poe 1.(I would love that)
Its the inner conflict of the poe 2, you can not have alot of player power variance(reward) & meaningful combat(power within 80-120% of the allowed amount).[/spoiler]


There's no need to look for excuses. We need to proceed with the logic that the reward increases as the fight gets harder. Otherwise, it will remain just an imposition. My friend, for this to happen, the reward pool should be increased based on the modifiers on Rare or Bosses. The items that drop when I defeat a normal boss shouldn't drop from a boss in a map with 6 modifiers... There should be a difference between a Waystone boss with 1 modifier and a boss in a map with 6 modifiers...
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JoTua#1329 wrote:

No, not exactly. In the previous league, we were constantly arguing about how PoE2 was lacking in meaningful combat. In this game, meaningful combat requires an equally significant reward at the end of the fight. Getting blue items and an Augmentation orb from a boss I fought for 2 minutes isn't fun at all...


Ohh now I understand, so what you're saying is that we have meaningful combat now but loot is bad. And I'm guessing you also think we have balance?

Well, the problem with that is that I'm not experiencing said meaningful combat you are talking about. Everything has been falling over and died for me so far. Even that damage reduction didn't manage to do much to stop it which is quite insane if you ask me.

So balance is still extremely poor, exactly like you want it and/or player power is still through the roof.

Like most people have said before, this density change would definitely not be enough by itself. They would have to do a lot more to make that a thing.

"Sigh"
Wish they would just clearly define "meaningful combat" and "the vision". Right now that seems to be dodge rolling while building up whatever is required for your combo and then unleashing during brief windows given to you.

What they have here is a great engine they can use to build all kinds of games in different genres. Use it. Make your isometric souls game. Make your sequel ARPG. Make a friggin farm sim, I don't care. But decide what the hell you are making and make it the best you can. Not whatever this is.
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JoTua#1329 wrote:

There's no need to look for excuses. We need to proceed with the logic that the reward increases as the fight gets harder. Otherwise, it will remain just an imposition. My friend, for this to happen, the reward pool should be increased based on the modifiers on Rare or Bosses. The items that drop when I defeat a normal boss shouldn't drop from a boss in a map with 6 modifiers... There should be a difference between a Waystone boss with 1 modifier and a boss in a map with 6 modifiers...


Well, when we talk about reward, what we mean is power, not the enjoyment of the combat itself, and a graphical reward would not do(fireworks or a nice 3d effect when the monster perishes).

You are asking for more power. And I get it man, that what drives people in poe 1 to grind, making your character stronger & stronger, more & more tanky, faster & faster, even if you outscale the content, the point is the chase for power & character development is a fundamental core in ARPG.

But poe 2 is not a ARPG, its a darksouls-pseudo-arpg, and the vision from the developers is to have meaningful, tactical combat. We are not there yet, and as we know next patch(0.5) will be a endgame patch, but what is less known is that it is also a huge player rebalance patch, alot of skills are getting axed and nerfed.

They have made things extremely clear, this is not poe 1, they do not want that. Do you know what ruthless-mode in poe 1 is? Do you know why they made a poverty-mode without movementskills, nerfed passive skilltree, nerfed skills & 1/100 of the currency and equipment drops? No one asked for it in poe 1, its very unpopular, if you get level 91 your top 100 ruthless players in keepers league, if you get level 30 your in the top 100 for most classes, that is saying alot.

Remember when poe 2 was released, the amount of currency drops, the low power of the uniques, and so on, the point is, this is more inline with their vision & ideology. What have happened from 0.1 to 0.4 should be seen as crutches until meaningful combat is achieved, and the crutches can be removed.
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I don't realy know what "meaningful fighting" means. Because after watching a 10 minute load screen between areas I barely remember what to do. If it is meaningful than I don't like it

I think this is the main issue. People can argue all night about slow combat vs. zoom, but if waiting to play is annoying, the playerbase will be annoyed.

FWIW, I'm seeing performance improvements in 0.4.
Evasion-only melee character that can kill Ubers with cheap gear (SSF Rise of the Abyssal), no armor, no energy shield, 62k eHP:
https://poe.ninja/poe2/pob/119e9

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