[Feedback] Time to Retire "Cast on Critical" in Patch 0.5
" I am not pushing the game towards full screen vomit like poe1. The game is fine as it is right now in terms of game speed but there is too many outliers that just need to be balanced and shit that needs to be reworked or fixed Better do that instead of the game becoming an endless Riverbank. Remove this, remove that, protect the "vision" You dont even understand that the "vision™" doesnt even align with the reality of a seasonal game My 0.4 leaguestarter: Lightning Spear Amazon https://poe.ninja/poe2/profile/default_mp3-9394/vaal/character/fava_amazonls Last edited by default_mp3#9394 on Apr 14, 2026, 11:57:16 PM
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I'd be fine for all the cast on skills to die a tragic death and never return. The screen vomit in endgame that brings even a 5090 to its knees shouldn't be a thing either. Get rid of it. I should be able too see what the hell is going on in the end game.
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" People with intact dopamine receptors want the "challenge" made on par with updated skills/gameplay. You are free to "please yourself" playing PoE1. CoC, and I will add herald skills to that, have no place in PoE2. At least not as the bread and butter of clear speed. |
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" You do realise end-game "screen vomit" is the same in both games? In no sense does PoE2 improve on that except during campaign, and even then it's still way too messy. |
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" I agree that playing Acts 1-3 and to lesser extent Act 4, the game feels pretty good. Its when builds come online in the endgame that the screen vomit is out of control. I think CoC is the biggest offender and should be removed in 0.5. It just doesn't belong in the game. Last edited by CharlesJT#7681 on Apr 15, 2026, 11:00:51 AM
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" I agree with this, as long as there are automatic screenclear abilities like cast on X and heralds, there will be no meaningful combat. All heralds should work one way or another like "Plague Bearer" works, where you do stuff and then get button to push. Heralds and Cast on X only encourages one-button gameplay like: - spark with CoC comet - lightning arrow with herald of thunder Last edited by Taistelija#5483 on Apr 15, 2026, 6:17:05 PM
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I believe we need to return to the fundamentals:
The objective of a fight is generally to establish dominance over the opposing side, and this is even more true in an ARPG. The purpose of this type of game is to offer an advanced character progression system (equipment, characteristics, experience level, etc.) in order to face the increasing difficulty that the game presents as levels rise. A meaningful combat is the ability to maintain this dominance over the opposing side throughout the progression of the game. The depth of an ARPG lies in its ability to offer multiple layers of offensive and defensive mechanics that interact or combine to face the challenge posed by leveling up in the game. Thus, the abilities of Herald and the CoC or CoA make perfect sense, as after a significant investment from the player, they are able to provide the benefit of being able to face the challenge of the difficulty represented by the endgame (Level 96-100) and ultra-demanding mechanics like those of the Temple. Once again, you take the example of abilities used to their full potential in the context of the endgame to make it a common generalization for the entire game and demand nerfs left and right. It's a perception bias. There is also a comparison bias, indeed some refuse to conceive that one can play differently than they do and beyond the limits they have set for themselves. And that is quite sad. The game already offers a wealth of gameplay and depth that is quite substantial for an early access and will continue to enrich itself in the coming months. And in my opinion, the only thing that matters is the final balancing of the game, it is this balancing that will carry the identity of the game. Fundamentally, I want to play an ARPG, worthy of the best and doing better than its predecessors, and clearly not a Pokemon game where you get bullied by white mobs (this never happened, of course, it's pure fiction). |
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My ideal skinner box provides dopamine for situational awareness,
reflexes, acumen and tactics. there was a game that blew my mind on steam some time ago. idle heroes. of course i didnt buy it. but the dopamine hit was supposed to be earned by leaving the computer and watching tv while the game played itself. WOW. if poe2 becomes poe1 it will be because it obeys the same skinnerian short cut. reward them for acting before they think, rather than thinking before they act. if GGG has a vision. let it conduct a skinner box of virtue, not vanity. let us pretend that the real skills we have in our mind are valued in some way. even though the real world finds only limmited use for them. this is a fantasy. not a dopamine hit for the sake of a dopamine hit. an experiment has been done, that indicates mice in a boring cage with nothing but a food trough, a water bottle, and a "drug" bottle will fixate on the drug bottle. give them a forest and they ignore the drug bottle. i will simply leave if the matter becomes a tik tok style dopamine avalanche. i will not doom scroll this game. as i did poe1 for many years. ill go back to rts. |
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1,000% agree. It needs to be removed from the game. There is no way to balance it at all.
The only way to have it in the game is to tie it to a unique item. Dynamic Environment - Day/Night, Rain/Lightning - http://www.pathofexile.com/forum/view-thread/110100 GGG's design philosophy in three words: Quantity over Quality. Last edited by laycast#7668 on Apr 15, 2026, 11:33:22 PM
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" Again, you're missing the point that people want the gameplay ("challenge" if you will) adjusted to match the properly re-designed skills. No one is claiming that clear speed tools such as CoC and heralds should be removed whilst the game keeps throwing at you the exact same billions of monster packs as it is now. Obviously the "world" needs adjusting first. |
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