Engaging/Meaningfull Combat Cannot Exist if Enemies Can Appear Out of Nowhere (or Teleport) (IMO)
Hey, GGG!
A big reason why I don't enjoy many encounters in Path 2 is because there are frequent instances where enemies appear out of nowhere. The combat encounters I do enjoy are the ones where I see where the enemies are at, or where they are going to come from, and can plan the pros/cons of my build about what's going to happen. I find that the fun of combat completely disappears when enemies appear out of nowhere or teleport. (Teleporting enemies are not fun in any game. It has never been a fun combat experience.) As long as the user is able to plan ahead for the upcoming danger (be it a swarm or massive hit), the more engaging the combat is. Forseeing/planning ahead is FUN, engaging, and meaningful . Enemies are just like boss moves; invisible sucks, "tells" engage. If I take "invisible damage" from a boss move that has no tell, the experience sucks. If the boss' move has a tell, the experience is engaging. It's the same with enemies; if enemies appear/teleport out of nowhere, the experience sucks. If there is a tell for where/when enemies will appear, the experience is engaging. A couple of examples that could be used for this are: monsters that spawn from Coalesced Corruption and enemy mods that teleport enemies. Both of these could use a huge improvement of "tells" (with consideration of how busy the screen already is during and post-combat), to help improve the engagement and enjoyment of combat. Well, that's me! (I hope you agree with me, GGG ;) .) https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast Dernier bump le 25 juin 2025 à 17:48:57
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Soon all enemies will be teleporting, invulnerable, invisible, permanently stunning, and insta killing by AOE chaos, non-blockable, unavoidable damage.
Because there is nothing else to oppose against broken player builds with recursive mechanics. ┬┴┬┴┤(・_├┬┴┬┴ Dernière édition par Zanozus#7669, le 25 juin 2025 à 17:51:37
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