GGG which lane are you on: Mindless Blasting or "Visceral" combat

I will go out on a limb and say they are aiming at endless complexity.
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IonSugeRau1#1069 เขียน:
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SoujiroSeta#2390 เขียน:

I would prefer constant changes. I don't care about playing leagues in closed beta. I would rather them make constant changes than treat EA like leagues. It makes no sense to me personally.


This. I don't understand how they think they can achieve any kind of balance this way...

The complete hands off post-league launch approach during a OPT IN early access is the most baffling thing I've seen in 30 years of gaming.
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ShiyoKozuki#4168 เขียน:
สปอยล์
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IonSugeRau1#1069 เขียน:
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SoujiroSeta#2390 เขียน:

I would prefer constant changes. I don't care about playing leagues in closed beta. I would rather them make constant changes than treat EA like leagues. It makes no sense to me personally.


This. I don't understand how they think they can achieve any kind of balance this way...

The complete hands off post-league launch approach during a OPT IN early access is the most baffling thing I've seen in 30 years of gaming.


+1
แก้ไขล่าสุดโดย KäsePizza#3007 เมื่อ 19 ก.ย. 2025 16:13:26
Seeing the last lament build of the week gameplay is exactly what I don't want from PoE2. It looks like PoE1 gameplay where everything is a blur, animations look janky, and enemies are meaningless. Might as well not put any work into making cool enemies or fun boss fights because everyone's goal is to not interact with them.

GGG should put their foot down and pick a lane. Make it clear what this game should be so feedback can be tailored to that.
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Leezurli#0616 เขียน:
Seeing the last lament build of the week gameplay is exactly what I don't want from PoE2. It looks like PoE1 gameplay where everything is a blur, animations look janky, and enemies are meaningless. Might as well not put any work into making cool enemies or fun boss fights because everyone's goal is to not interact with them.

GGG should put their foot down and pick a lane. Make it clear what this game should be so feedback can be tailored to that.


+1

Also don't want this to be peak warrior gameplay https://youtu.be/qM0KGPl22bU?t=655, that's not what I imagine a warrior to be and also not what I think is fun gameplay. Maybe people don't even care about the gameplay as long as they can get their loot and stronger, make their build “work” and farm “efficiently”.
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Meahuys#7220 เขียน:
I've just read the first six pages of this thread, but I really like the discussion.

One fast and simple solution to this conundrum might be rather simple: Add a notable to the passive or atlas tree called "The Zoomer" with the following effect:

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Increase player's damage by 200%.
Increase mob density by 300%.
Reduce mob HP by 70%.
Reduce base drop rate by 80%.


With such an optional skill, GGG could design their game around meaningful combat while giving players a way to switch to "PoE 1 Mode" by just learning one notable, or make it an option that can be turned on and off.

This probably isn't the final answer, but GGG could achieve two things at once with such an option:

° Cater to both audiences

° See if zooming is what all players want. If every character uses this new node, it clearly shows that zooming is the way to go. If not, at least you can approximate how your player base divides into zoomers and slower players.



You cannot have half poe 1 and half poe 2.

Some people have said stuff like "Blasting for mobs and meaningful combat for bosses". The speed, aoe, and dmg of the character ur using to blow up screens of mobs doesn't disappear when you enter the boss room. You still move just as fast, with all the aoe, and dmg. The boss needs billions of hp, big massive aoe abilities that are fast, and huge amounts of burst dmg to be able to kill ur lightning speed, insane recovery, insane dmg/aoe character.

The way you design the tree, support gems, skill gems, etc also stem from how the game is played. Poe 1 is a numbers game. Make big number even bigger.

- Situational supports or skill gems don't work in poe 1
- parry, active block don't work in poe 1
- Passive tree nodes like "when enemies are on low life" or "gain more crit multi when an enemy leaves ur presence" don't work in poe 1
- combo based gameplay doesn't work in poe 1

And many more examples. There's a bunch of that in poe 2, but we have poe 1 gameplay so many of those skill tree nodes, support/skill gems, mechanics like parry/active block, and combos need to be removed cause no one will ever use them. You don't need to when "combat" is like vampire survivors.

You cannot cater to both audiences cause the combat style determines a ton about how the game is made in a lot of ways.
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Leezurli#0616 เขียน:
Seeing the last lament build of the week gameplay is exactly what I don't want from PoE2. It looks like PoE1 gameplay where everything is a blur, animations look janky, and enemies are meaningless. Might as well not put any work into making cool enemies or fun boss fights because everyone's goal is to not interact with them.

GGG should put their foot down and pick a lane. Make it clear what this game should be so feedback can be tailored to that.


The botw video is what made me make this thread. If I show my brother that video and ask him which game is this "Poe 1 or 2". He wouldn't be able to tell cause they look exactly the same. "Spraying fireworks" as he calls it.
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KäsePizza#3007 เขียน:

+1

Also don't want this to be peak warrior gameplay https://youtu.be/qM0KGPl22bU?t=655, that's not what I imagine a warrior to be and also not what I think is fun gameplay. Maybe people don't even care about the gameplay as long as they can get their loot and stronger, make their build “work” and farm “efficiently”.


This is what I pointed out in my original post. It doesn't matter what archetype, or ascendency or interactions you pick. The builds all end up striving for the same thing and playing the exact same way

- Scale aoe
- Scale movement
- Scale attack/cast speed
- Run as fast as possible and click 1 button.

That's literally every build in poe 1. There's nothing else to strive for other than farm currency to make big numbers go up.

Some of us are looking for another axis of gameplay: Mechanical gameplay. Something that has been lacking from arpgs for so many years now. Poe 1 was once a slow mechanical game until GGG went full tilt into zoomer territory.
That was why a bunch of us closed beta supporters started playing poe 1 in the first place.

D3 came out and we didn't like it. We were looking for a successor to D2, and poe 1, at the time, looked like it. It was very promising.

Game started out slow and methodical. You had to hover over monsters from a distance back in the day to see their mods before approaching them or you would die if you just rushed in. Yes that meant you needed to know what monster mods were.

Zones weren't packed with 10000000s monsters. It was more quality monsters than quantity. Small packs of monsters at a time.

Those were the fun days of poe 1 imo.
แก้ไขล่าสุดโดย SoujiroSeta#2390 เมื่อ 20 ก.ย. 2025 15:50:06
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SoujiroSeta#2390 เขียน:
That was why a bunch of us closed beta supporters started playing poe 1 in the first place.

D3 came out and we didn't like it. We were looking for a successor to D2, and poe 1, at the time, looked like it. It was very promising.

Game started out slow and methodical. You had to hover over monsters from a distance back in the day to see their mods before approaching them or you would die if you just rushed in. Yes that meant you needed to know what monster mods were.

Zones weren't packed with 10000000s monsters. It was more quality monsters than quantity. Small packs of monsters at a time.

Those were the fun days of poe 1 imo.


agree with that 100%. thanks for your efforts in all of these debates btw. hopefully the devs take notice

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