Why PoE Combat is boring and how to improve it
hey guys, first off, dont get me wrong i LOVE THIS FKING GAME, its the first game where i spent money on the microtransaction store, because i feel like the devs deserve it
still in order to improve the problems need to be pointed out. now without a doubt people will say PoE is far superior to d3 in terms of gameplay, which is true but then again we gotta admit that the gameplay of combat of d3 is far superior to PoEs the main problem with this is because nearly every skill in PoE looks monotonic. there are no sign of real motion. every skill has only one designed movement that doesnt change. easiest example is Cleave. when cleaving in PoE the char is always doing the same movement. here is a random cleave video : http://www.youtube.com/watch?v=9YpRMLIF2Sw if we compare some skills in d3: http://www.youtube.com/watch?v=s_dacPRA7p4 the difference is clear, in d3 all skills have more and different movements now i do understand that ggg wants to improve it (at least i hope so), but with the promise of new upcoming skills each week (which i absolutely love) chances of having the old skills getting reworked or having new motions added is really low.. what is the stand of GGG atm towards adding new movements onto skills? Ce fil de discussion a été automatiquement archivé. Les réponses ont été désactivées.
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The difference in budget is huge. I think the main issue of combat is desync at the moment... something that breaks the game unlike basic animations.
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How to improve combat:
1. More and better animations 2. Real physics engine You could add animation canceling to the list but I don't think GGG will implement this. The two points I mentioned are doable with enough money. P.S.: I don't find PoE combat boring, it's fine to me as soon as I find some movement speed/attack speed/cast speed. GGG banning all political discussion shortly after getting acquired by China is a weird coincidence. Dernière édition par Xavderion#3432, le 16 mars 2013 à 20:31:10
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Reasons POE Combat is boring
1. The most meaningful battles e.i. maps and side areas, you cant engage in battle for any meaningful amount of time. You get 2-3 shot or tickled. 2. Mandatory nature of Life Leech/Gain on Hit 3. Desync causing "shadow swings" that hit nothing. Effects reason #2. 4. You haven't waited long enough for potential animation updates like the few that were done a few weeks back. |
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i like the combat.
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The reason why the combat is boring is because the combat almost always goes like this:
Melee: Stand in front of mob and whack it until it dies. Range: Stand away from mob and shoot it until it dies. There's no actual skill involved. No dodging projectiles, no telegraphed skills, nothing that requires positioning or synergy or timing. The bosses like Vaal (and its slam) are a good start, but there really should be more of those kind of skills, in mobs and not just bosses. The pen is mightier than the sword, yet it is more permanent than a pencil.
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" ...what arpg doesnt require life leech at high levels? seriously people stop this shit. complaining that life leech is a requirement is stupid and not a valid argument for anything. lifeleech is wonderful because it allows you to not use flasks later on. more on topic; the combat is great. higher levels require a lot of strategic planning to move forward and not just "press x to win". |
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" i'd like to play an ARPG thats NOT like that. seriously. |
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Please no real physics. Ragdoll physics aren't nearly as "great" as everyone says. In fact, they often look far worse than preset animations. Especially in a game I am supposed to be taking seriously.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00 |
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" Yeah, try adding stuff like that with desync. They already have it with shit like Brutus and Vaal Oversoul, and the second you are desynced, you are squished. "Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00 |
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