Increase enemy impact by lowering the damage.
" If you play in a full party you will understand clearly that combat is one tap clearings or deaths by one hit even in tier16 . Doesn't need Ninja to show us the obvious things. If you like fast clearings is ok but this is not a new game. It is Poe1 1,5 version. |
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" That response is about as relevant as talking about standard mode Party play…. Nothing valid about talking from a party play perspective in this thread Mash the clean Last edited by Mashgesture#2912 on Apr 1, 2026, 12:31:11 PM
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+1. AI of monsters is garbage. Even a 3 old child can reach easily to 100.
Need a lot of changes reaching to a meaningful combat level and funcy boys doesn't like it. They've learnt to play with half tap clearings as always. |
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" -1 you can leave this forum and the whole game. poe2 is already hard enough to reach level 100. |
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" Ofcourse it is just not for all classes and not for players that benefited all top items and currencies drops from 0.1.0 patch. |
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+1
• Reduce monster and player attack speed, cast speed, movement speed, and speed scaling across the board; passives, items, everything. • Increase monster life and defenses; some enemies, such as large ones, should be impossible to kill with a single hit. • Add payoffs to blocking and dodging attacks. "X% increased damage of next attack if you've blocked recently." "X% increased damage of next spell if you've dodge recently." "Your next projectile causes X% more damage if you've dodged an attack recently." "You cause X% of your armour as physical damage against enemies you block." etc. • Add payoffs to 'weakening' enemies. "You deal X% more critical damage to enemies you have maimed recently." "Cursed enemies take X% more damage from your attacks." "Poisoned enemies take X% more damage from your spells." "Your spells cause X% more damage to blinded enemies." etc. |
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There is an underlying issue that causes GGG to implement 1-shot or get 1shotted style.
And that issue is Infinite player sustain. If we can fight forever, with no fear of running out of potions, etc. The only real way to create a risk of failure for the player is to implement one-shot mechanics. Those are mostly telegraphed, so the premise is - dodge or die. But there are multiple issues with those: 1. Visual clusterfuck interfering with ability to spot the danger and react sucessfully. 2. Enemies that can one-shot player only makes the glass-cannon builds more popular. As shortening the fight lowers the risk. That makes tankier builds sub-optimal. If GGG would cut down Leech, recoup and other infinite-sustain-allowing-systems, they would open possibilities to balance the fights properly. If you doubt my words, answer this to yourself: Do you enjoy mindless forward pushing gameplay with sudden, frustrating deaths out of nowhere, or would you rather sweat a bit on some longer fights to actually feel satisfied after barely winning a demanding battle? Combat Balance > Feelings
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" I feel that we DO have a mechanic for these tactical, methodical fights; the Rogue Exiles. Once (many patches ago), I was fighting a Xbow and later a Ranger Exile, and I realized that when your build doesn't instantly kill them, they are an embodiment of how the game was envisoned to be played. If you were far away, the Xbow Exile would use a totem skill, and if you got close, they would use fragmentation rounds to knock you back, and if you were dealing enough damage to a Ranger, she would cast Ice Wall ON HERSELF to mitigate damage and heal, and if any Rouge stunned you, they would switch to a payoff skill. There are videos of Rouge Exiles fighting on GGG's YT that show the potential for combat that just hasn't been reached yet. |
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