[0.5 endgame] What about slow builds and meaningful combat?

Come on, girls. If you're going to fight at least do it in the tub of jello over there. You can imagine how expensive that much jello was these days, lets not waste it.
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To be meaningful the combat doesn't have to be slow as hell or anything... But like, it shouldn't just be stat checking every rare in the game either.
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Things I thing would help is making rares tankier, making their mechaincs more distinct, adding them back to the minimap so you know what your getting yourself into. Less rares with more loot. Do something about magic monsters to make them different from whites...


Very well said. That’s exactly what I want to see. More emphasis on rare/magic monsters, less exploding screens like nothing matters.

Also, when I say slow combat I don’t mean trudging through mud. But a pace where I have to care about monster mechanics and engage with them. Similar to how it’s during the campaign.

I’m not sure if that’s on GGGs radar at all these days, unfortunately.
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That is what you saw in the reveal? It looked beyond slow like all their showcases.


all of their "slow" showcases made in god-mode

Last edited by RedCorsair#2371 on May 11, 2026, 4:27:03 PM
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Direfell#7544 wrote:


Yes, delibrate. thats what i just emphasized by relaying their take on poe1's 6-link system. delibratly choosing skills depending on the situations rather than spamming the 1 or 2 6-link skills that are carrying the build.

slow =/= delibrate. I'm sorry you didnt understand that.


Oh, Please, almighty gaslight master... explain to me how they fixed melee, how they fixed projectiles everywhere and even the thing you mention yourself as most are using one skill still for all situations.

Explain to me why they put parry in the game too while you're at it. Explain to me what's the purpose of "bosses with soulslike mechanics" (Mark's words) when you melt bosses before they can do any of them. Explain why many skills have a unmodofiable minimum time to execute.

Please, tell me how all of these and more add up to "they always planned it to be like this". Good luck.



you got filtered out of the game. it happens. dont be mad, try No rest, its a great game for people like you! :)
spirit walker showcase is looking good...much slow and meaningful combat :)
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BM844#0997 wrote:


you got filtered out of the game. it happens. dont be mad, try No rest, its a great game for people like you! :)


Indeed, me and people like me who seek a good game (and was pitched as such) got filtered out fooor... gambling addicts. Sound choice, GGG. Truly.

NRFTW is indeed a much better game, thanks for noticing, and I can't wait for 1.0 there! Unlike this triple A slop for gambling addicts that mostly copy builds from others and think of themselves as smart lmao, that game shows a lot of promise.

Enjoy your div/hour slop generator as you watch your fave streamer on the other screen do the same thing as you.

But hey, It's not all bad, you guys get to test how much punishment your PC's can take when you fill your screen with projectiles, explosions and mobs. Now that's some serious benchmarking. Normally they create unnatural conditions for the sake of testing limits there, but here it's natural :). Oh and you get to test your eyes too, when you'll attempt to see what is what through the clutter of spammed skills through hordes of mobs... Visual clarity amirite?
"Sigh"
Last edited by IonSugeRau1#1069 on May 12, 2026, 11:17:27 PM
Holy the deja vu is real.
It feels like it was yesterday we were venting our frustrations on diablo3 forums about that being a bait and switch from what was advertised, then some glorious sunovabish comes and mentions Path of Exile.
Only this time it’s No Rest for the Wicked.

Good luck with your bait and switch poe1 2 boogaloo.

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