Playing anything besides LS feels bad.. is it going to be 3 months of LS?
" What kind of question is even that? I'm talking about the basics of a melee combat system: Swinging your Weapon do you want PoE 2 to launch as another screen-wide, mass projectile-chaining, tripple screen-wide corpse-exploding mess before it even hits 1.0? or do you want it to have a solid melee foundation they can build on every league, expanding with new combos, weapon swaps tech, and genuinely fun & interesting build variety that is not just "which flavor of screen clear do you want"? Good moment to moment combat, this is what i strive for, this is what i advocate, this is what will give PoE 2 a lengthily 10+y run with incremental, controlled and healthily power creep without scarifying nor compromising its fresh take on a combo driven combat system for an ARPG " PoE 2 already fails to deliver on that promise of variety with its current system, half of the player base is playing Lightning Spear, the other half is playing Spin2Win.... LMAO A deliberate, animation-driven system (like NRFTW or Elden Ring) doesn't kill build diversity, it creates it melee could finally stand on its own with combos, spacing, stagger, cancels stuff that makes the act of fighting satisfying, not just the after effect Right now PoE 2 pretends melee is good on its own, but in practice it's just a clunky mess unless you stack AoEs and explosions, fixing that would actually make builds feel distinct instead of every archetype chasing the same dopamine: more explosions If melee had deliberate, satisfying mechanics & combos, cancels, weight, precision, then build diversity would finally mean more than "which flavor of offscreen clear do you want" How is that build diversity? wich color does the explosion do? cmon.. There are few outliers, of course, but they are outliers for a reason.. " YES! ![]() ![]() ![]() But that's not the point.. Again, PoE 2 = joke https://streamable.com/c8ebpm vs NRFTW = satisfaction https://streamable.com/b856e8 I want the satisfaction to be in the deliberate act of engaging with an enemy with swinging your weapon, not by expecting a screen wide explosion understand? it's that simple " Dismissing criticism as “limited fantasy ideas” misses the point PoE 2 melee isn't actually evolving ARPG combat, it's recycling clunky name lock design and outsourcing satisfaction to explosions, just like PoE 1, just like every other single ARPGs from the past 20 years Wanting melee to feel distinct, weighty, and rewarding isn't "traditional", it's the opposite: it's asking for actual progress instead of hiding behind excuses or fanboyism If PoE 2 is supposed to be the "further evolution" of the genre, then having a solid, satisfying melee foundation is exactly what it needs, otherwise every build just funnels into the same AoE spam dopamine loop.. That's not evolution, that's stagnation with better art & VFX YOUR fantasy ideas are limited, my philosophy of melee would also apply to enemy AI, but you too quick to dismiss argumented ideas, so you can't udnerstand I want A DUNGEON CRAWLER experience, not a vampire survivor I want an ARPG not a bullet hell แก้ไขล่าสุดโดย ryuukk33#4998 เมื่อ 16 ส.ค. 2025 07:46:27
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" The fact casters can move while casting but melee are locked in place blows my mind. Are two different teams designing casters and melee? |
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" Reddit and streamers blew up last time they did nerfs mid season in an OPT IN ALPHA, you can thank streamers for ruining another game (they ruined d4 too). แก้ไขล่าสุดโดย ShiyoKozuki#4168 เมื่อ 16 ส.ค. 2025 17:26:45
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" I don't get it at all. You speak of impactful combat but you are referencing a game with rubber like animations, attacks that never 'connect' and comparing it to edge cases in poe2, a game where a simple spear stab feels impactful, just like a simple dagger stab felt impactful in d2. Its like you are cherry picking on both sides, to suit your argument that this game you like is better than poe2. And its not even about 'impactful combat' because if it was there are games that excel at it and its not the game you keep linking. |
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" lol " lol I quit melee huntress before reaching endgame in 0.2, many did, they all quit for the same reason, including shroud Tell me exile, what build did you play in 0.2? " nonono, you are not paying attention Again, PoE 2 = joke https://streamable.com/c8ebpm vs NRFTW = satisfaction https://streamable.com/b856e8 dead simple for people who still don't understand: Melee in games like PoE 2 and D4 feel bad because when you attack, your hit won't necessarily "connect", because: they spawn eager collision shape (cones) in front of the player and it is driven by the skill and they still rely on name locking (wether or not you have selected / highlighted the entity with your cursor so your weapon's physical attributes have no impact, you may wield a giant ass Two handed Mace, you swing..and.. nothing.. boring and it shows in the animation, there is 0 impact in there, you swing at butterflies https://streamable.com/c8ebpm The pose animations are boring, lackluster, it's like whoever designed it doesn't understand the fantasy of wielding a giant ass weapon, i mean, you blow up 4 screens at once, yet it looks like swing a twig In games like NRFTW, they handle combat like in Smash Brothers, like in any fighting games Collisions spawn during attack's frames, and the collision shape is not a cone, it is based on weapon's physical attributes All combat events happen on the animation timeline If your Two Handed Mace is large, you'll have bigger reach, naturally, The animation conveys that, it feels weighty, it feels powerful, ir feels impactful, all without relying on after effects, the sole animation delivers on the promise of satisfying melee.. sure, the rest of NRFTW is lackluster (game systems) but the combat, the animation, the way it's delivered works, and i'm talking about that, and only that, when I say they nailed it, it shows It's satisfying because your weapon physically hit enemies, as opposed to an arbitrary shape / rule (name locking) Now imagine you combine the two.. and that's what NRFTW and Elden Ring already do! Some spells in ER are crazy And this is why i advocate for better animations, because this is the key to enable making the act of combat satisfying instead of delegating that to the after effects (usually screen wide explosions) https://streamable.com/b856e8 And when i see shit like that, i die inside: https://www.pathofexile.com/forum/view-thread/3822787 GGG doesn't value melee combat, not even for their bosses.. แก้ไขล่าสุดโดย ryuukk33#4998 เมื่อ 17 ส.ค. 2025 03:05:21
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" well done, you got me |
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" Try to reverse engineer both PoE, no rest and elden ring, you'll see what i mean hint: it's all in the animation there are no shortcuts for satisfying melee combat แก้ไขล่าสุดโดย ryuukk33#4998 เมื่อ 17 ส.ค. 2025 05:07:35
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" neither no rest nor elden ring have good combat. its just agility check gameplay just like... well smash bros lol. this makes this conversation very funny to me :) |
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" C'mon, don't be disingenuous you too And yet again, good or bad is not the point, it's subjectivity anyways, the point is what contributes to having a satisfying melee combat experience that stand on its own All i am saying is it begins with the animations and how hits connect, how responsive it is to deliver and time your combo, and how satisfying it is to be able to take advantage of mobs mistakes Do you like to stand still and spam your attack, or you like to time your combos and swings It's valid for both the player and the enemies (see the bug report i listed), poor melee combat engine, means poor melee boss figths, they all end up in AoE/Projectile spam to be pretentiously "challenging", as a result it's an equation and i'm not talking about the balance or the pacing, forget about that, stick to the technical part I don't like NRFTW, most of the attack patterns / skills they designed are not very good, and the pacing is off, but that's not the point.. I love how they implemented their combat system, it puts an emphasis on animations and frame precise bone driven collision shapes, that's what makes the combat good and satisfying to play imo And that's what next-gen ARPGs need, take advantage of the A in ARPG You say "it's just agility check gameplay" as if it was a bad thing, that's the "action" in ARPGs, it's the premise of a melee combat, it's what gives its identity, its weight, its impact and the reason what we want to wield melee weapons, as opposed to casters who wield a twig Again, forget about all the games i mention, i should really stop because it makes yall drift the discussion too much DEFAULT MELEE ATTACK is where it begins: PoE 2 = joke https://streamable.com/c8ebpm vs NRFTW = satisfaction https://streamable.com/b856e8 I could go on with skills, but NRFTW skill design is not good, and neither is PoE 2 btw Again, my complaint is valid for players, but also for enemies: https://www.youtube.com/watch?v=Q8htFJbKgb0 แก้ไขล่าสุดโดย ryuukk33#4998 เมื่อ 17 ส.ค. 2025 05:58:30
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" ok, i should rephrase it. The combat is not 'genuine' enough and therefore not satisfying to me. In neither of those games you mentioned i felt 'connect' there are skills in poe2 that do this very well. its not about animation, hell there are games that literally have no animations as you manually control limbs yet they have that satisfying feeling to it. it doesn't have to be about accuracy of collisions neither as some online games with lag also have that feel, and it doesn't have to be a sim like KCD neither. it can be a very crude but still feel good. nor does it have to be agility driven. but that's just my take on it. i also don't think heavy agility focused combat you speak of belongs in iso-hack'n slash, regardless of how 'good' it might feel to you personally. i'm still not sure if you are not pulling my leg after you brought smash bros into this convo lol |
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