Zoom is not fun. It's loot FOMO
" That last line raises an interesting question -> I wonder what percentage of AoE screen-wipe advocates are also 'pro campaign skip' |
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" I don't think that's been brought up here yet, but that's fair. The idea is more about easily wiping the screen. That you are basically walking and clicking while everything dies. " That is largely true. The bottom left section has little choice but to scale mitigation, which is "life mileage" in effect. The top can scale ES or Mana with damage taken as Mana. etc But unfortunately, just being able to scale Life on the passive tree alone, won't solve this issue. Just as it hasn't for PoE1. The reason is that the incentive structure is intrinsically tied to loot acquisition, which is tied to clear speed. So even if the option to scale defenses existed, the 'correct' method for optimizing loot acquisition would still be to focus on clear speed. If, the game were able to tie the incentive of gaining loot to defenses, then we're probably onto something. The game does/did sort of do this with the limitation of 1 portal. People didn't like that kind of punishment; possibly because they were still playing with a PoE1 mentality and didn't adjust to the demands of the new system, but also because of the real legitimate grievance with being punished so severely when the endgame at the time was half-baked and getting killed by a damage spike or on-death effect was so common. So, I think a better way must exist. The game needs some sort of very lucrative endgame activity that is designed with an emphasis on demanding adequate defenses. Investing into defenses would also naturally become a more appealing proposition if players didn't feel like it was a wasted effort after still being one-shot, and if multiplicative scaling didn't exist -> why get some defenses, when more damage is exponentially scaled. Exponential scaling is a problem. And in order to remove the one-shot potential from monsters, players can't be able to instantly regenerate/leech their life pool back. These things are just not compatible. Monster one-shots exist necessarily to one-shot a sustain character's entire life pool, because it is the only way to kill those characters. These issues are solvable. They just have to do it, and we just have to keep asking for it. Cheers. แก้ไขล่าสุดโดย WhisperSlade#0532 เมื่อ 20 พ.ย. 2025 03:55:09
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" You just reminded me life on hit exists. Yeah, they do need to revisit the sustain methods. I'm happy we agreed in the end, that's not that common turn of events on the internet forums :D. As for the Speed - ye I was initially assuming you meant overall speed, not only dps. It wouldn;t change much in my approach, but it would significantly increase the value of such option and many would just go for it to play market. BTW i made a dodge-only build with Ab Aeterno and Queen of the Forest this league. Decently fun on mapping - and pretty much immortal. Bosses however took quite a bit of time... |
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The answer is PoE 2 ruthless, with dodge pre first patch, where you could be blocked by a mob. You want easy and zoomy you go normal (as it already is that), you want a fight you go ruthless. Can't come soon enough.
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it's true - but there are no any meaningful itemisation. Only abyss provided something above the null + to flat or + to % dmg and so on. Afixes need rework with class/weapon specific afixes and so on.
and zooming should be a thing of poe 1 and not 2. We are to early to strong... end-game is about "game breaking" game by our builds - but problem is.. do characyter should be to strong from killing milion crabs and it grants us power to kill the gods? no.. we should be over-powered after the pinnacle boss content - after killing gods, but it should stay to it's core combat with synergies. Now only playable builds are one-skill builds. Which is kinda sad แก้ไขล่าสุดโดย saashaa#5518 เมื่อ 21 พ.ย. 2025 13:35:57
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"At first glance introducing ruthless mode this early into PoE2's development came across as a terrible idea but reading the quote below on the wiki and thinking about it for a while made me love the idea. "This mode was designed as a pet project of Chris Wilson and other senior developers over 18 months. Features of Ruthless mode will have little to no impact on the core gameplay of the rest of the game. It is intended as a testing ground for radical changes and experiments. A change in Ruthless does not indicate that the change will also be made in the regular game." imagine if 0.4.x had ruthless mode and frequent balance changes (read obliterating nerfs) throughout the league to maintain a vision of a mechanically difficult game which can be made easier with knowledge, items and skill but never trivialized. now that's a version of poe2 i'd like to play! |
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