What happened to Engaging Combat? Video Feedback.

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AintCare#6513 เขียน:
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AverBeg7#1689 เขียน:

Now, can you tell me, specifically for you, while playing on your own character at what point did you feel like the game's progression broke? What skill and class were you using? What did it feel like? This is valuable feedback. Spitting at the wind is not.


I already answered those questions. what is said is valid for all characters because this is how they deigned all of them. but

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AintCare#6513 เขียน:
You just refuse to knowledge the answers people are giving you.



take care m8



I legitimately just asked you when it actually felt like this, on what character, and instead of quickly answering you are just being indignant.

I had multiple runs on the campaign with actual characters that I played myself, I don't have a great memory, but I could tell you when I started feeling what and what with. It was not anything close to "this is too zoomy" or "this is way more monsters" or "this is way faster". It felt pretty close to 0.1 apart from the bosses having less hp.

I read this thread, and I have not seen a single person say something like "at this part of the game, playing this build on this class, I felt my progression broke and I started enjoying myself less"

It is all just nonsense. If you could give a no-nonsense answer for once, maybe I could actually see the point?
แก้ไขล่าสุดโดย AverBeg7#1689 เมื่อ 20 ก.ย. 2025 23:39:46
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AverBeg7#1689 เขียน:


I read this thread, and I have not seen a single person say something like "at this part of the game, playing this build on this class, I felt my progression broke and I started enjoying myself less"

It is all just nonsense. If you could give a no-nonsense answer for once, maybe I could actually see the point?


no worries, you must of missed my post from the previous page, here:

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AintCare#6513 เขียน:


mid act2 the game starts throwing hordes at you. This is why you get access to AoE prolif clear skills there. or you can brute force it with gear like you said.

And no, not every ARPG needs to devolve into one button screen explosions with thousands of mobs dying each second. Even Brevik was speaking on how this is a bad trend that has developed in ARPGs.

now whatever take you might have on ARPGS here is moot because GGG advertised this game as more than just remake of poe1 with emphasis on better and meaningful/impactful combat. This is what they sold, but they are trying to ship poe1 in a wrapper and that is making people a bit upset right now.
I feel like, after about 400 hours, I'm not really feeling the "role-playing" element in this game's Action Role Playing Game tagline. Some people do get the chance to enjoy different aspects of the skills and builds in the campaign. The game, however, tends to shift drastically toward a different approach in the endgame. The rate of loot drops and the quality of those drops tend not to reward much else other than the fastest possible clearing speed, and ranged area-of-effect builds no less. One potential solution to the problem, in my opinion, would be to adjust the survivability of close-range combat builds to a much higher degree. Other possible solutions, as stated in a few notable forum posts, would be to adjust enemy density to compensate and pair nicely with the more methodical approach to combat the devs initially envisioned. This would satisfy the impression left by the game prior to launch. This poses another issue, however. To alter the game in this way would be to create a game with the familiarity of something beloved, yet the feel of something quite foreign, with much dissatisfaction from the preexisting player base. Against the ideas posed before release, the developers are faced with the choice between familiarity and potential: a choice made all the more difficult by a split community. There is also the problem created by the game's early-access tag, which perpetuates the risk of the absence of feedback from the outside community in favor of the opinion of potentially biased long-standing community members of the previous game.
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AintCare#6513 เขียน:


mid act2 the game starts throwing hordes at you. This is why you get access to AoE prolif clear skills there. or you can brute force it with gear like you said.

And no, not every ARPG needs to devolve into one button screen explosions with thousands of mobs dying each second. Even Brevik was speaking on how this is a bad trend that has developed in ARPGs.

now whatever take you might have on ARPGS here is moot because GGG advertised this game as more than just remake of poe1 with emphasis on better and meaningful/impactful combat. This is what they sold, but they are trying to ship poe1 in a wrapper and that is making people a bit upset right now.


Ok so mid act 2 and onwards is just too many monsters? I feel like there is a lot of monsters even in act 1. I don't see a massively meaningful difference in the actual gameplay between these two.

I would say the game is pretty well paced up into early maps in fact, unless you're playing something meta and following a guide.

So what were you playing and what was the frustration with the mobs? Just them running at you and being there can't really be what it is, that happens just as much throughout A1. Was it, they are dangerous, more of them are ranged, were you dying or struggling to kill packs?

What made it suddenly seem like a zerg compared to A1?
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Mav2125#5750 เขียน:
There is also the problem created by the game's early-access tag, which perpetuates the risk of the absence of feedback from the outside community in favor of the opinion of potentially biased long-standing community members of the previous game.


This part here, I don't think anyone has mentioned this before but oh my god you are so right here.
"Sigh"
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IonSugeRau1#1069 เขียน:
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Mav2125#5750 เขียน:
There is also the problem created by the game's early-access tag, which perpetuates the risk of the absence of feedback from the outside community in favor of the opinion of potentially biased long-standing community members of the previous game.


This part here, I don't think anyone has mentioned this before but oh my god you are so right here.


yeah this is an excellent point. i wonder what were the reviews after the free weekend event (in terms of what they mentioned not if it was +/-)
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Mav2125#5750 เขียน:
I feel like, after about 400 hours, I'm not really feeling the "role-playing" element in this game's Action Role Playing Game tagline. Some people do get the chance to enjoy different aspects of the skills and builds in the campaign. The game, however, tends to shift drastically toward a different approach in the endgame. The rate of loot drops and the quality of those drops tend not to reward much else other than the fastest possible clearing speed, and ranged area-of-effect builds no less. One potential solution to the problem, in my opinion, would be to adjust the survivability of close-range combat builds to a much higher degree. Other possible solutions, as stated in a few notable forum posts, would be to adjust enemy density to compensate and pair nicely with the more methodical approach to combat the devs initially envisioned. This would satisfy the impression left by the game prior to launch. This poses another issue, however. To alter the game in this way would be to create a game with the familiarity of something beloved, yet the feel of something quite foreign, with much dissatisfaction from the preexisting player base. Against the ideas posed before release, the developers are faced with the choice between familiarity and potential: a choice made all the more difficult by a split community. There is also the problem created by the game's early-access tag, which perpetuates the risk of the absence of feedback from the outside community in favor of the opinion of potentially biased long-standing community members of the previous game.


I understand where you are coming from but I think you also fail to recognize that ARPG by nature will always scale to the point where gear is the solution to most things and the amount of stuff happening on screen is a bit much to balance with intentional pacing. Simply reducing the amount of monsters and rebalancing them and the characters presents itself with the same issue, only from a different baseline. It is not a viable solution that will net you the sort of game you envision.

This sort of thing only works in environments where there is much less ceiling and depth, which by removing is just cutting off the head of the game to please nobody.

The type of feedback that will improve the game is examples of where your progression broke and on what skill. The suggestion to slow down absolutely everything into an intentionally paced, tailored experience, is just asking for them to break down the entire game and try again from the top.

I think 400 hours into the endgame is a pretty damn good run. For me the campaign and early map prog is pretty well paced and that's enough. I'd rather have the option be there for the game to get ridiculous rather than not be there at all. Honestly where GGG should focus is improving underperfoming skill QOL so people can run the campaign and early prog on the stuff they want, and doing the rest of the campaign + adding things people want to play like swords. Where the pacing is concerned when talking about "the pacing" is relevant, it's pretty good as is. Maybe buff some boss' HP pools after the nerfs in 0.2 and player buffs in 0.3.
แก้ไขล่าสุดโดย AverBeg7#1689 เมื่อ 21 ก.ย. 2025 01:03:24
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AverBeg7#1689 เขียน:

I think 400 hours into the endgame is a pretty damn good run. For me the campaign and early map prog is pretty well paced and that's enough. I'd rather have the option be there for the game to get ridiculous rather than not be there at all. Honestly where GGG should focus is improving underperfoming skill QOL so people can run the campaign and early prog on the stuff they want, and doing the rest of the campaign + adding things people want to play like swords. Where the pacing is concerned when talking about "the pacing" is relevant, it's pretty good as is. Maybe buff some boss' HP pools after the nerfs in 0.2 and player buffs in 0.3.


Look, I've said it before to that other guy. That's your opinion, and it's not what this thread is about.

Objectively, combat is not good nor engaging right now and that's what GGG advertised PoE2 as having.

I really really Really don't care how you believe it's fine when it's clearly not or how some other guy says it's impossible because of some other stupid made up reason.

"Sigh"
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IonSugeRau1#1069 เขียน:
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AverBeg7#1689 เขียน:

I think 400 hours into the endgame is a pretty damn good run. For me the campaign and early map prog is pretty well paced and that's enough. I'd rather have the option be there for the game to get ridiculous rather than not be there at all. Honestly where GGG should focus is improving underperfoming skill QOL so people can run the campaign and early prog on the stuff they want, and doing the rest of the campaign + adding things people want to play like swords. Where the pacing is concerned when talking about "the pacing" is relevant, it's pretty good as is. Maybe buff some boss' HP pools after the nerfs in 0.2 and player buffs in 0.3.


Look, I've said it before to that other guy. That's your opinion, and it's not what this thread is about.

Objectively, combat is not good nor engaging right now and that's what GGG advertised PoE2 as having.

I really really Really don't care how you believe it's fine when it's clearly not or how some other guy says it's impossible because of some other stupid made up reason.



what are the metrics you are using to objectively measure how good or engaging the combat is
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Cult_of_Resine#3258 เขียน:

what are the metrics you are using to objectively measure how good or engaging the combat is


Oh.. I don't know... anything that would warrant this fricking tag????



If you want something objective, compare how the combat of every other game that has that tag feels like to the current 0.3.

Alternatively, I'll have to mention for the millionth time, 0.1 Act 1 was closest to that. Still not quite there.. but close.
"Sigh"

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