How you can make combo work and make the combat more meaningful.

Of course thats my preferred way to play, but the monsters make it unfun. Except i think the shield wall stuff is stupid, and i didn't like stampede. In a vacuum though the warrior pacing is what i can play the longest without getting bored. The monster pacing just doesn't play well with that if you plan to play 6-8 weeks. For me I think it entirely depends on whats good at the time. In .1 i tried everything i could to make sunder work as it was incredibly strong in my first campaign run but in endgame it fell off hard.

I'm just hoping marauder/duelist is coming, the best skills mathematically for warrior just haven't been enjoyable for me. Im expecting to be able to play with axes on clearing and use maces for a big hotg hit or something like that for a combo.
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As long as there is trade and there are 1 button speedy builds playing slow builds that require a lot of extra work will always be just plain worse. You will never keep up with economical inflation. People don't even do this irl, they want more money for less time always. You would never intentionally take less money and spend more time doing tasks for work.

If you don't care about being able to buy certain gear then it really doesn't matter. It is 100% dependent on your personality.

If you're ok with comparative mediocrity then you are ok with whatever. League start statistics prove that people are interested in maximizing investment vs progression possible being the smallest value possible. Then people generally pivot into the fastest endgame builds.

If the slow methodical game play was the majority then you wouldn't see deadeye/amazon/blood mage being the statistical outliers.

Slow methodical game play is incredibly fun in games where you play through the story and complete the game(for your standards) at some point(think dark souls). As long as a game has a seemingly infinite grind truly slow builds won't be enjoyed by the majority.

Its up to GGG to decide if they want to make a great game for few or make an average game for a larger audience.

That being said I think werewolf ice stuff so far has been peak poe2. It didn't bore me like ice strike monk and it didn't feel broken. I do play ssf though.

i totaly agree bro, but they can have trade and minimize the one button clear, they just have to make it not acheivable unless you combo with other skills, its like in league of legends, garen has an ultimate but he can only cast it when he does his Q then spin to win skill, they can do the same in poe2, just give meaning to the screen clear, it wont be oh you pressed the magic button here is the whole map dead, it will be you hit this you dodged that and you comboed skill A with Skill B and did a whole chain of skills now if you press that button it will make your screen explode, that is fun, that actually gives you the satisfaction, not just turning off your brain and pressing one button.
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Built from the ground up as an "upgrade" for PoE1, it will most likely not achieve this vaguely described vision. The "most different" ARPG is probably No Rest For The Wicked which is what a lot of folks probably envision PoE2's slow and meaningful should be more like. But with scores of turbo beasts charging you it isn't possible.

That said, it would be interesting if they could somehow have an endgame mechanic that did this. I don't know how, just thinking out loud.


bro no one is saying anything about slow, we dont want slow, GGG dont want slow, they want meaningful combat, the only "slow combat" in the game is warrior and that is the whole idea of him, archer isnt slow, sorc isnt slow, merc isnt slow, we are just asking for better ways to combo our abilities that gives them depth, like in fighting games, skills should chain like fighting games, that was their idea from the begining, you throw ice spell then shatter with the other skill, druids plants are the best example, but still, the depth isnt there, build wise this game has the deepest systems, from skills to gems to passives, to passive trees, but the combat feels clunky, not smooth enough, in my opinion that is what they need to work on, and make it so damage cannot exceed a certain percentage as long as you didnt have enough combos or something idk
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Of course thats my preferred way to play, but the monsters make it unfun. Except i think the shield wall stuff is stupid, and i didn't like stampede. In a vacuum though the warrior pacing is what i can play the longest without getting bored. The monster pacing just doesn't play well with that if you plan to play 6-8 weeks. For me I think it entirely depends on whats good at the time. In .1 i tried everything i could to make sunder work as it was incredibly strong in my first campaign run but in endgame it fell off hard.

I'm just hoping marauder/duelist is coming, the best skills mathematically for warrior just haven't been enjoyable for me. Im expecting to be able to play with axes on clearing and use maces for a big hotg hit or something like that for a combo.


i think with warrior they kinda fumbled it cuz their idea for this class was, the more wind up you have the more damage you do, so they wanted him to be so slow but his hits were supposed to be like nukes, but that didnt work as we saw.

they should compelely rework some of his skills, warriors dont just have slow abilities that nuke, they also have fast abilities, they need to let warrior have fast abilities that chain together and the finale of his skills should be the BIG wind up ones, you combo with your mace then you can literaly stay in the air for 3 secs uninterupted then go DOWN nuking the screen, that is one way to achieve both the screenclear feeling but you worked towards it, didnt just press leap slam and screen cleared and now thats all you do, leap slam spam it around the map, you finished the map then you do this in every single map going forward, no thoughts, no feelings, nothing.

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