Enemies pushing you.
Is this intentional? It's fking crazy lol.
Dernier bump le 20 sept. 2025 à 11:28:59
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I've noticed something like this, but I don't know the mechanics well enough to know if it was just knock back or something else.
Dernière édition par Belegur85#5784, le 20 sept. 2025 à 08:59:45
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It's intentional unfortunately
And when i say unfortunately isn't because i hate the mechanic, it's because imo it looks and feels awful, almost like it isn't working as intended, i wish they made it similar to D3 instead, but in poe 2 it feels like your character is glitching when an enemy is pushing you |
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That is the difficulty of having mechanics that don't have much visual representation. It is often hard to know if it is an intended mechanic, or game performance. It often happens in POE1, that you have something in the gameplay that just feels a bit off.
With so much happening on the screen in POE it is sometimes difficult to know what that is. Debuff icons help a lot, but not everything has one. Often things have a visual representation, but it is sometimes hard to see and sometimes there is no visualization, but it is to be inferred from what happened. I think knockback might be one of these. If there are other things, like performance, that might act similar to knockback, it becomes hard to recognise. |
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It's so weird being pushed by an enemy just by touching it. Never seen in another rpg. Not good.
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It exists in some other ARPGs, namely the beetles in Last Epoch. Pretty sure that's probably where they got it from or maybe started to like the idea after they played it.
The problem with PoE2's knockback on monsters, is it has the potential to push you back a lot further for a longer period and it just feels so janky. Those rolling guys especially, you kinda stutter 10m backwards. Just feels bad. A little bit of knockback is ok but a long jittery one is just bad. Because they roll so far, multiple chain together a lot more often too because their initiation has way higher range. While it is a cool design idea, the current implementation of knockback from monsters (especially rolling enemies in packs) is a mechanical flop. Dernière édition par AverBeg7#1689, le 20 sept. 2025 à 11:11:30
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A Titan, pushed by a little scarab.
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+1. Noticed that too if more than one attack from one direction towards you.
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I think knockback in general is a fine mechanic, it has has some importance in POE because there are certain things that apply when moving, like increased bleed damage. I think it needs to be obvious that is what you are encountering. Unlike most other mechanics in the game, it doesn't seem to have much ways to mitigate. In POE, the Juggernaut ascendancy node unstopable node does not appear to protect against being knocked back.
I don't know how it works in POE2, but there should be ways to mitigate. Like stun, there should be ways for strength based characters, that get hit a lot, to be less, or totally unaffected by it. Whether it is based off life pool, or some other method like a node the tree or related to stun resistances. In POE1 the only way I know of, is Kaoms roots, which is a fairly restrictive item for a lot of builds. If it is more prevalent in POE2, there should be ways to counter it if you want. Dernière édition par Belegur85#5784, le 20 sept. 2025 à 10:45:08
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" Especially when fighting Krutog in the interlude. He always uses his continuous stomp skill which makes your character slide everywhere lol. |
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