Parry and blocking has a fundamental design flaw that needs to be changed.

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LVSviral#3689 เขียน:
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Motomoto#6136 เขียน:
They finally added the Souls-like elements!!!!
This is "The Vision"
Working as intended.


Lol. It's even more silly, since in souls games shields are actually really reliable and strong if you understand how blocking works and scales. In PoE2... Not so much.


It's super silly. I highly doubt they will make this (Obvious) ARPG, play like a Souls-like. Specifically because of the things you mentioned. Blocking/partying/dodge roll works so well in Soul's-like games because there isn't another second game mashed into the Souls-like.

Hell Trial of Sekemah is just the steam game Hades/Hades2. An they messed that up to. I hear we got Pokemon now also ingame but it's probably more like Pal World. At this rate we will get a Card Game and Races before launch.

Wait, we already have Races... Lmfao.
There is not a single scenario in the entire game where I would ever block anything instead of attacking or dodge rolling. The one time I wanted to block (colossus shooting his little fireballs) it didn't work against it. Blocking and dodging have the same functions and nobody wants to sit around and wait to block to get to play the game. If parrying worked with passive block things would be a bit different but it still has the thorns issue of having to get hit in the first place.

At this point I feel like the entire game is designed by and for a noob that only plays for the feel of the setting and cause things "feel cool".
แก้ไขล่าสุดโดย Kashou#2868 เมื่อ 6 เม.ย. 2025 19:18:08
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The one time I wanted to block (colossus shooting his little fireballs) it didn't work against it.


Such engaging combat...

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Blocking and dodging have the same functions and nobody wants to sit around and wait to block to get to play the game.


There are actually a lot of potentially good shield skills, but you can't block half the attacks in this game so they are all pointless.
I think this is one of the mechanics that will make more sense if they reduce mob density and speed.
They should remove from the game as no one will use them. Thanks.
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Ripto#7716 เขียน:
I think this is one of the mechanics that will make more sense if they reduce mob density and speed.


Active blocking / parrying actually feels better at high density and fast monster speed. You jump into a pack, hold block and you're almost guaranteed to parry within half a second.
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evernite#0304 เขียน:
They should remove from the game as no one will use them. Thanks.


Nah. If blocking/parry actually worked on AoE hits then it would have decent usage. Block skills have really good potential for defense and utility as buff/debuff appliers, especially with support gems. Enemies ignoring block skills altogether is what makes them garbage. Fix that and you fix the entire mechanic.
แก้ไขล่าสุดโดย LVSviral#3689 เมื่อ 7 เม.ย. 2025 00:27:30
"Blocking is unreliable" - You can't block slam attacks because you can't block the ground, like literally. So you dodge or get out of the way. Every time you see an enemy about to do a slamming attack, don't try to block it. That's the easy rule to follow, there's no uncertainty to it.
Impatience is insatiable.
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Gorbarr#2442 เขียน:
"Blocking is unreliable" - You can't block slam attacks because you can't block the ground, like literally. So you dodge or get out of the way. Every time you see an enemy about to do a slamming attack, don't try to block it. That's the easy rule to follow, there's no uncertainty to it.


Just because it's a 'rule' doesn't mean it's a good one for game flow or balance design. Also, many unblockable hits don't even make sense. If an enemy swings down their weapon at you and you raise your shield to block it, only for the weapon to phase right through you and magically slam the ground to do full damage, it just feels stupid and exasperating.
Players might not be able to parry half of enemy attacks, but GGG certainly is parrying half of their player retention...

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