Announcement - Disapointment
" Well yes, and I can understand why. When you're in the end game, you build up density and AoE to be able to clear as much as possible to try to get as many drops per hour. Now that can be currency, crafting materials or just bases for crafting (sometimes just upgrades like HotW and similar jewels). So I get the design behind it, if you kill large packs you have a large chance of a decent drop, which in some time enables you to power up, clear faster, get more drops, minmax quicker and easier. But I again understand the more meaningful combos, more in depth mechanics and meaningful combat and pacing.. At the end of the day, sadly, most people, maybe not you or me, but most want to crush large packs, feel like Gods and keep going forward... I mean hell you saw it with CoC Comet and the temple, kill packs, farm divines, rinse and repeat |
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" Not like I'm opposed to the idea of a fast paced arpg. I was just under the impression that this is what PoE1 was for and the very reason why they wanted to keep both games going in parallel. I don't understand why GGG puts so much effort into combos, dodge, active block, cc, etc when all of this doesn't matter in the end anyways. Also of course its fun to kill lots of things with one sweep every now and then. But if that's all there ever is it gets old real quick, at least for me. Last edited by dyneol#3245 on May 8, 2026, 9:32:53 AM
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" I'm not gonna lie, I don't get the emphasis on meaningful combat, combos etc as they said when they talked about the game, but for me, personally, it feels more like "a testing ground" instead of a campaign, where people do try or have to combo, parry, dodge etc, and when they get into the endgame they just become Gods... So, I feel at least like they are looking into it for the end game, but those changes if introduced might only be here after 1.0 Since as we all know, most people just like to see a single mob, tickle it and somehow detonate the whole map and the boss in one shot as soon as they enter the map so...ya know.. |
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Easy fix on difficulty. They have already proven the difficulty dial can be turned. Conceptual only guys below. Not trying to sell the name "Vigil". Just illustrating the way to implement the different difficulties.
![]() Last edited by 600lbpanther#3839 on May 8, 2026, 9:38:45 AM
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" It's not really about difficulty, but about the pacing, mob density/variety and just general game design. Making mobs harder just by dialing up numbers will actually do the opposite - now you are forced to do even more damage so the mobs don't kill you before you kill them. In PoE 1 they once said they have to have cheap and unexpected deaths, i.e. oneshots due to stacked mods on rares or due to reflect, because otherwise nobody would ever die. I never agreed with that sentiment and was hoping PoE 2 would take a different approach. For the first few patches it looked like they are on the right track, but they have drifted further and further away from the original vision(tm). Last edited by dyneol#3245 on May 8, 2026, 9:58:49 AM
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