Could a Style-Based Combat Scoring System Work in Path of Exile 2?

This article explores a thought experiment about introducing a combat scoring system—similar to those found in action games like Devil May Cry, Bayonetta, and Hi‑Fi Rush—into Path of Exile 2. Since POE2’s combat already leans more toward action-focused gameplay than many traditional ARPGs, implementing a system that rewards stylish or skillful combat could feel like a natural evolution. Sharing high scores with friends has long been part of gaming culture, much like comparing speedrun times to see who can complete a game the fastest.

For this concept, the “Style Rank” scoring model from Devil May Cry serves as the main inspiration. The discussion examines how base “style points” might be assigned to different player abilities and enemy interactions. It also considers certain adjustments that POE2 might need in order to make such a scoring system feel consistent and balanced within its existing mechanics.

Another major focus is how the scoring system could provide rewards for players. Two potential reward approaches are described, both centered on giving combat performance a greater influence on item drops and progression. By tying stylish gameplay to loot outcomes—either directly or indirectly—the system could add another meaningful layer to combat while still preserving the ARPG genre’s core focus on gear and itemization.

An additional section explores how different skill types might interact with the scoring system, including potential exceptions and special cases. This helps illustrate how the idea might function across a wide variety of abilities and playstyles.
Last bumped on Mar 11, 2026, 12:36:02 AM
No thankyou Mr AI Slop Bot.
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I do not and will not use TFT.
Gaming Granny :D
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xjjanie#4242 wrote:
No thankyou Mr AI Slop Bot.


I personally repeatedly asked for timing attacks and combos so
to speak, I used the description of hellgate londons evoker.

I'm surprised how reasonably they fashioned the sorc according
to my preferences. (not that they listened to me, but they
are very aware of other arpgs and especially work by former
blizzard north.I think they integrated a few important things

careful timing maximizing dps from several sources with a rhythem
dictated by movement and cooldowns to obliterate targets and packs.

I like every time this game thinks that way.

I appreciate the times it does. build a tower of pain, than bring
it crashing down. on a boss,.. or at least a yellow.

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