Creating a potential for mastery of this game
Hello,
I heard Jonathan mention in the last interview I think it was, that he wants to make the players be able to achieve some kind of mastery of this game. I am all for this. One of my favorite games is Dwarf Fortress and I think the reason why it is so great, is because you lose and immediately think of ways that you could do things better. Path of Exile 1 is also like that in ways, although not quite as Dwarf Fortress. In Path of Exile I sometimes get stuck with a build, because I experimented too much, didn't pick the right perks or because I didn't manage my items well enough, etc. At some point in the game, sometimes, I am unable to progress. Same happens in Path of Exile 2 sometimes. Now, the solution to this usually is to go to the trading website and get better gear. Also, with boss fights, I think GGG tried to implement this potential for mastery, probably by peeking into how Dark Souls did it, by implementing a dodge roll mechanic and making you have to remember boss attack patterns. I don't really like this to be honest. I was more a fan of just clicking something until it was dead, like it was the case in Path of Exile 1. And if I got stuck somewhere it was because of my items or my build, not because I didn't dodge roll in time. But what I am saying is that I can see the attempt here. I think that there should be more instances in which the player is able to aquire some kind of feeling of: "I'll do it better next time", because that's what makes games great for me. One example could be the vendors. Your item combination doesn't work? Check the vendors for different stats on items, maybe that will work better. I see an attempt on this already, but I feel it's not polished or properly implemented, yet. Another attempt is mixing up the support gems on your skill gems and I feel like the gem system is designed for this exact purpose. I just think there needs to be more work done here and for the skill system to be expanded, because honestly, I think PoE 1 had a better gem system with the slots on the items. There could be more mechanics that incentivise the player having to achieve some kind of mastery. And let's please not confuse an achievement of mastery with grinding your way towards a high level character. You can achieve that through mastery, but also sheer willpower. An achievement of mastery is more akin to the feeling you have in Dwarf Fortress when your fortress gets destroyed by some kind of ludicrous event that you didn't prepare for and you go like: "I better prepare for this next game". And then losing is fun. And this is how hardcore games should play. In kind regards ขุดครั้งสุดท้าย เมื่อ 22 ก.ค. 2025 02:05:10
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You cannot prepare better next time in this game because you're given 0 informations on whats actually damaging/killing you.
You get 1 shot because you're low on resistances? Ha me dumb let me cap my res and do that again...1 shot again, whats killing me now?? How much damage mobs are are doing?? 0 infos. Maybe i'm low on life, let me push my hp....1 shot again, how much hp i need with resistance capped?? 0 infos. Let me get some energy shield.... 1 shot again, what now?? 0 infos. This lead to: - broken builds screen clearing so mobs do nothing (nerfed new league or current mid league because they think it's not fair) - 11k energy shield builds because it's safe spot (achievable by 2 classes maybe?) Try to enjoy your own cooked build knowing these 2 parameters are the only things you can go for. Just talking as an average player new to the game. แก้ไขล่าสุดโดย IILU81II#8410 เมื่อ 22 ก.ค. 2025 01:12:43
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Well, I can remember I felt the same some time ago, but then I think I got used to the maps and the mobs that I faced on each map. For example I would know that it's the pesky sorcerers that usually kill me who hide in the back, which likely made some corpses explode or created some ground effect I needed to avoid.
Also I learned with time that you just need good defenses to survive, so good reses, and a good mixture of armor and evasion and likely energy shield (depends on the class). So I get where you are coming from, but I feel like I solved this issue with time investment and would argue that this is fine as it is, maybe even demanded, because it created some kind of feeling of mastery when I got used to for example going to kill the sorcerers in the backline first. But getting more information about game mechanics from tooltips or such would probably be a good idea, if it helped players understand how to prepare better. แก้ไขล่าสุดโดย Naharez#3496 เมื่อ 22 ก.ค. 2025 01:22:00
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" Can you share your Armour/Evasion build? Dont get me wrong but i'm also curious what content you're clearing, juiced t16? Regular maps? Pinnacles tier? |
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" Oh no, far from it. I think my huntress is doing t13 maps. Endgame is a whole different issue. I waa talking about campaign when I said this, to be honest. Yeah, but my huntress also seems to need to be constantly on the move in order not to die. And I think that endgame is just bonkers. Sometimes I funnel mobs into a narrow pathway and things alike, because the game kinda needs me to and defenses only have a limited use here. Maybe this isn't balanced correctly, yet. |
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