What POE could learn from No Rest for the Wicked

Awesome game! If it had a little better WASD moves it would be top game. Poe2 can tame some lessons from there.
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Guess that's one way to kill a thread mentioning a competitor game.


If you haven't noticed, there are 4 pages about a competitors game. And this thread isn't "killed" by mods. What are you even talking about.
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But NRTTW has an awesome combat style where you have to dodge small mob damage to survive, something you can't easily find in fast-paced RPGs.


And because of that you can't fight with more than 2 enemies at once too )

The subj game is a strange frankenstein. Not sure if POE2 can learn smth from it. Nothing comes to my mind. Boss battles are far superior in POE2.
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But NRTTW has an awesome combat style where you have to dodge small mob damage to survive, something you can't easily find in fast-paced RPGs.


And because of that you can't fight with more than 2 enemies at once too )

The subj game is a strange frankenstein. Not sure if POE2 can learn smth from it. Nothing comes to my mind. Boss battles are far superior in POE2.


Superior?? So the big Dragon that falls like a paper in the ground or the two fool schizophrenics bosses with saws is considered superior fight? Try first boss in NRTTW between 2-3 level and we taking again...
PoE2 is PoE2 and NRFTW is NRFTW

different games and its fine.

can be closed.
NRFTW is fun but to me it feels like a watered-down isometric Elden Ring and I would rather play that game if I want to scratch that itch.

I don't think PoE2 was ever supposed to be THAT slow either.

The "vision" gets meme'd on but I think it has a good point - that a pace of engagement/combat needs to exist within a certain range to ensure that players are enabled to make meaningful decisions.

I think people hearing about the "vision" ran with the concept to assume it meant that PoE2 was going to be methodical and slow, but I don't think that's what was ever intended.

Combat doesn't need to be slow or necessarily methodical for a player to feel actively and meaningfully engaged, they just have to feel like they're participating and choosing how to do so, for strategic reasons.

I think it's correct to interpret it in a way that means PoE2 would need to be slower than PoE1. But that game is so fast that slower than PoE1 still doesn't necessarily mean slow, in an absolute sense.
Who am I to say anything, I don't respect my time either.
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karsey#2995 wrote:
NRFTW is fun but to me it feels like a watered-down isometric Elden Ring and I would rather play that game if I want to scratch that itch.

I don't think PoE2 was ever supposed to be THAT slow either.

The "vision" gets meme'd on but I think it has a good point - that a pace of engagement/combat needs to exist within a certain range to ensure that players are enabled to make meaningful decisions.

I think people hearing about the "vision" ran with the concept to assume it meant that PoE2 was going to be methodical and slow, but I don't think that's what was ever intended.

Combat doesn't need to be slow or necessarily methodical for a player to feel actively and meaningfully engaged, they just have to feel like they're participating and choosing how to do so, for strategic reasons.

I think it's correct to interpret it in a way that means PoE2 would need to be slower than PoE1. But that game is so fast that slower than PoE1 still doesn't necessarily mean slow, in an absolute sense.


Even so some ideas about slow paced and meaningful combat are an example from NRFTW to Poe2's development. Surly it can't rely only to NRFTW mechanism. Perhaps a mix would bring not only balance but a different and perspective new RPG play.
Guess it really depends on what the 'vision' truly is. If people want to be able to play this game with their Grandma, you know the one who needs help opening her emails, then it's basically where it needs to be and they can just ignore these suggestions to look at other similar top down rogue likes.

I think PoE2 ignores these suggestions about looking at it competitors at its own peril though if the idea was for a bit more of a challenge and less zoom zoom 1 click boom. I think they could and should borrow alot from the Hades 2 weapon movesets while we're at it. They're a lot more engaging, creative, and varied imo. Something like Moros, Circe, or Anubis...that'd be fun to try out in this game.


In case anybody hasn't got the memo yet - the 'meaningful combat' ship has already sailed.

They've caved to the whiny mob, and hard to blame them for it, since their entire monetization model lives off of repeated engagement, and this consumer base doesn't want to perform combos - they want to blow up screens of mobs and click until their wrists bleed.

From now on, the pendulum is going to keep swinging away from any thought and/or challenge, not towards it.
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arandan#3174 wrote:
In case anybody hasn't got the memo yet - the 'meaningful combat' ship has already sailed.

They've caved to the whiny mob, and hard to blame them for it, since their entire monetization model lives off of repeated engagement, and this consumer base doesn't want to perform combos - they want to blow up screens of mobs and click until their wrists bleed.

From now on, the pendulum is going to keep swinging away from any thought and/or challenge, not towards it.


I don't really agree with this at all.

There's a reason they've got two separate games, and it's not to compete with themselves.
Who am I to say anything, I don't respect my time either.

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