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

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SoujiroSeta#2390 เขียน:
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AintCare#6513 เขียน:


i don't understand these arguments being brought up over and over again.

the issue is with the devs advertising the game as 'meaningful combat/not just poe1 expansion' for years and up till December last year, then putting up patches and content like build of the week (which is intended play afaik) that goes against this concept in the most blatant way possible



My point exactly. The last 2 patches they've released so far have strayed further away from what they keep advertising.

The Last Lament BOTW reminded me of the 2 incidents I had earlier that I put in the OP. The BOTW looked just like any other generic poe 1 BOTW video from the last 7 years.


I was suspicious about their claim of 'meaningful combat' when they mentioned breach and ritual even before 0.1 dropped. I really hope this isn't a faulty advertisement just to sale the game twice (to both crowds) and them just rushing with things,
but on the other hand are the builds of the week... like i can still play the game slower/more methodical but them showcasing those builds means way more than any patch/content/balance change they can make. very very sus man
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IonSugeRau1#1069 เขียน:
I can't say I understand how a lot of people define "feeling powerful", honestly.

I feel POWERFUL and skillful when I outmaneuver things, when I play well, when I play something in a mechanically impressive way... and stuff like that...

When I make myself a good build I don't feel powerful... I feel "SMART"... and a lot of people don't even make their own builds so I'm not sure how those people feel at all. I honestly am trying to place myself in their shoes and I just don't see it. My best bet is that they're just looking to waste time and maybe for dopamine hits on loot drops? No idea.

Ideally, I want to feel both SMART because I've made my own build and POWERFUL because I'm able to play my build skillfully. That's why it's super important to have good combat...



I agree with you.

Having a good build and Playing well were 2 different things back in the early days in poe 1.

You had people with good builds that couldn't do mechanics, didn't know what monster mods were, etc and died all the time. You had others who knew how to play well but with averagely geared builds. Some with both.

I miss the mechanical aspects of poe 1. GGG had taken this game in a mechanical direction once upon a time, until they fully pivoted to what we have now.

Ask someone who doesn't play poe 1 to explain to you what's going in 2 different poe 1 build showcases. They won't be able to. That's why I put the 2 stories in my op. My brother and the free weekend gamer both see the gameplay as "mindless blasting".

The BOTW reminded me of what they said and how GGG keeps advertising poe 2 as "visual clarity/meaningful combat". LUL really?
แก้ไขล่าสุดโดย SoujiroSeta#2390 เมื่อ 17 ก.ย. 2025 14:09:13
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IonSugeRau1#1069 เขียน:
I can't say I understand how a lot of people define "feeling powerful", honestly.

I feel POWERFUL and skillful when I outmaneuver things, when I play well, when I play something in a mechanically impressive way... and stuff like that...

When I make myself a good build I don't feel powerful... I feel "SMART"... and a lot of people don't even make their own builds so I'm not sure how those people feel at all. I honestly am trying to place myself in their shoes and I just don't see it. My best bet is that they're just looking to waste time and maybe for dopamine hits on loot drops? No idea.

Ideally, I want to feel both SMART because I've made my own build and POWERFUL because I'm able to play my build skillfully. That's why it's super important to have good combat...



I get what you mean. What build did you make that is working? Ascendency and main skill wise
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AintCare#6513 เขียน:
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HashBob#0163 เขียน:

I don't understand your point. I wasn't arguing for or against GGG's philosophy on PoE 2. I feel like you read something that wasn't there, or am I misunderstanding you?


so this is off topic? did you read the OP and what the thread is about?


I wasn't even replying to you in the original message. The way you chimed in was rude an unnecessary as far as I'm concerned. This will be last message replying to you in this context. Edit: you're not even the OP of the thread. [Removed by Support]
แก้ไขล่าสุดโดย CoryA_GGG#0000 เมื่อ 17 ก.ย. 2025 15:16:20
Yeah, it's really sad.

The campaign boss encounters really showcase just how much fun this game can be when you actually get to do combat at the speed they designed it for. Then you go into zones and maps and get severely punished for playing at that same speed. So you have to build around surviving ridiculous amounts of mobs, which in turn ruins the boss fights and the feeling of combat.

I really hope they realize that if they want to keep those boss fights thrilling and engaging, they have to design mobs that match the playstyle you have in boss fights. The mobs have to be slow, visceral and methodical as well.

Like, that's why slow, meaningful combat works in a game like Dark Souls. It's not just the bosses that requires a careful, methodical approach, it's everything. You're not swarmed by 30 fast undead, and then go fight one slow boss. You're approached by 3-4 slow undead, and while they're not too dangerous, they will fuck you up if you mess up too much and time your attacks poorly. Not because they're really fast, or swarming you in huge numbers, but because they hit hard and require precise gameplay to avoid damage and other adverse effects. Sometimes you meet a handful of very fast enemies, and it's a hassle, but it's used very sparingly to avoid being annoying or incentivizing a completely different playstyle.

Basically, as you say, the game has to be consistent. It has to work the same way the whole way through. It can't be one type of game some of the time, and another type of game at other times. Which it very much is right now. But hopefully 0.3 isn't the last massive overhaul we get during EA, I still have hope they'll overhaul the game to be consistent as well.
แก้ไขล่าสุดโดย MarsAstro#7928 เมื่อ 17 ก.ย. 2025 14:50:38
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Soulsniper1313#7576 เขียน:

I get what you mean. What build did you make that is working? Ascendency and main skill wise


Hmm I guess the most notable one was in 0.1. Nothing extremely revolutionary but it was pretty fun. Defenses were rather lacking at the time but I think it would work really well now with the weapon swap changes and armor buffs. I'm not on pc rn so forgive me if I don't recall certain names and stuff. I was using those unique gloves which make it so strength satisfy skill requirements. In short, titan focusing on stun with staff using the windy sweep thing and breaking armor with it as well as stunning + vaulting impact for quicker stun build-up. For bosses or tougher enemies I would weapon swap into sunder with maces with giant's blood. I also had lots of crit damage and all the things that made it slow but powerful on skill tree swap for it.

There it goes, i feel like I want to login to experiment, but just as quickly I remember again that there's no point to it with that combat... sigh.

I wanted to try so many things with weapon swap...

"Sigh"
แก้ไขล่าสุดโดย IonSugeRau1#1069 เมื่อ 17 ก.ย. 2025 15:20:43
meaningful combat in campaign
1 shot screen blast in maps

who isn't pleased here?
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IonSugeRau1#1069 เขียน:
Honestly, I don't even understand what people are farming for in endgame when everything falls over and dies in an instant... what's the purpose of playing anymore after you see that?


Maybe some people will find my comment rude, but here goes: the people that enjoy this type of "slot machine" like game play are basically working on "addict brain" mode. Their dopamine receptors are done fore, shot, defect, you name it. They will chase that one tiny moment of "bingo" when that divine drop sound hits. They're basically on autopilot; no thoughts, just chasing that dopamine hit.
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tdonov5#2743 เขียน:
meaningful combat in campaign
1 shot screen blast in maps

who isn't pleased here?


A lot of people apperently. Feeling powerful doesn't mean making the game easier. Early boss fights are great, rest of the early campaign is fine, a few things don't feel too good. Then, at some point, you're just playing a different game, much easier with some random oneshots if your build doesn't clear offscreen enough. In the endgame, I just missed the feeling of beating a boss — not with holding down my mouse for 2 seconds, but actually fighting it for half a minute and beating it.

Exploding white packs is pleasing, yes. But an explode your screen with rightclick simulator is not a good ARPG...
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lupasvasile#5385 เขียน:
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IonSugeRau1#1069 เขียน:
Honestly, I don't even understand what people are farming for in endgame when everything falls over and dies in an instant... what's the purpose of playing anymore after you see that?


Maybe some people will find my comment rude, but here goes: the people that enjoy this type of "slot machine" like game play are basically working on "addict brain" mode. Their dopamine receptors are done fore, shot, defect, you name it. They will chase that one tiny moment of "bingo" when that divine drop sound hits. They're basically on autopilot; no thoughts, just chasing that dopamine hit.


Kinda had fun with that in PoE1, it somehow felt good there. But here, the Act 1 or Act 2 bossfight were the most exciting moments in the whole game. Can still remember my first time beating Act 2 boss in 0.1 - first try after like 3 minutes and running out of flasks somewhere in part 2 of his second phase… it felt great. Rest of the campaign felt too easy on most chars and the endgame was a slog… Nowadays, that's called character progression ig. In the beginning I learn to play the game — in the endgame I learn to hold down a button…

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