FOCUS ON YOUR VISION - ENGAGING COMBAT!!! SUGGESTIONS!!!
" Note however that you're completely unable to even address the facts let alone refute them. |
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" Haha, the irony is that PoE2 is significantly easier both in terms of survivability and equipping a character. All arpg are mindless grinding, that's literally the point of the genre. However PoE1 is unique in its speedy engaging gameplay, every single other arpg on the market is the same as "the vision" because they all share the slow gameplay, the lack of combat that requires skill, and generic story tropes. I give your trolling a 0/10 you came out too strong, try to be more subtle next time. |
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My unpopular suggestion to make combat more enganging:
Add a small delay to flasks similar to DS, right now you can use flasks even if you get heavy stunned or in the middle of a dodge roll, i personally don't think you should be able to do that |
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This is quite the post. So much energy!
When I saw for a while, rampage counting up, I felt, oh, they just made it into something everyone gets. I don't see it anymore. But that is similar to the adrenaline mechanic you speak of. As you do things, you get growing bonuses. I think there should be more moves in the rare pool for mobs. Things that add a little more spice to the combat. I did see a few new enemy types in 0.3, so that is good. New combat tricks = more engaging combat. I like 1 button builds for most mapping. That is what I play in poe1. I like spewing damage all over the screen, killing most things, and moving about and managing the mechanics of hard enemies and overcoming them with actual combat response, rather than just overwhelming dps. Here, it is more of the burst things down and not worry about mechanics. I haven't bothered to fight arbiter. I have seen his mechanics online enough to know what I would end up doing, but farming the mats and fighting him isn't a goal. It isn't as fun for me. I like evolving my desired gameplay style and getting the most out of it every league. Like right now, I am bored. Maps are boring. I can kill mobs and keep investing to hit the high tiers. I know I am not 1 button and instant rolling through t4 bosses. That is not what I aim to do. I have no qualms engaging in 10 minute fights and winning that way. However, I do not like being forced to use every keybind in order to get there. Right now, I have to buff, slap a curse, throw some dead air attacks to get some charges to boost more, then do a small burst of damage, reset, repeat. Timing isn't all that important. But doing all those steps is. I don't mind throwing a curse, or turning one buff off and another one on. I don't mind dodging moves, tanking some hits, using a defensive skill... Well, Witches and Sorceresses don't have that. But doing a few things is fine to me. But doing 3 defensive presses, 2 debuffs, and 3 offensive preps for 1 second of damage bursting is not fun. It is boring. I like the ideas of combos, timing hits, etc. But I don't like the combat styles those are bound to. I hope they improve so those who like melee, ranged, or pet play have their time and shine. I like playing ball lightning. Just hoping for more stuff in the caster toolbelt to be enjoyable and fun. |
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" good suggestion. i'm a bit more extreme and so i think this extends further: https://www.pathofexile.com/forum/view-thread/3812730 but your 'mild implementation' might be more realistic to ever happen " yea i started as fire mage, and its was button mushing like never b4. gave up after napuazi. and switched to DE, and honestly low dps DE actually offers 'meaningful' combat because the prolif melts the trash away but you are left with tanky rares and some blues that need your actual attention. but then again- this is LOW dps SSF self gimp no craft kinda dps, and even my reses are not capped. pretty wild how far we came so quick with power creep Dernière édition par AintCare#6513, le 3 oct. 2025 à 21:24:20
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Any of you ever played or heard of Lunia?
It was a top down beat-em-up arcade style orpg with a somewhat complex combo/juggle system. It was highly incentivized to use said combo system because not only was it the quickest way to take down some of the most dangerous elite mobs, it neutralizes them from performing some of their most dangerous gimmicks if you were to attack them without the combos. Also one of the best pvp experiences I’ve ever played. How about Dungeon Fighter Online? A side scrolling beat-em-up that also has a combo/juggle combat style. When it first came out, it was hard. Like Lunia, it also incentivized you to deal with dangerous mobs with the combo mechanic or get punished by their counterattacks. And boy were they punishing. Since then it’s been turned into another zoom & boom garbage pile. Forget the combos in the mid late game, you just run to each room lure mobs and press 1 button. That’s the meaningful visceral combat I’ve been hoping for when they announced this game, and Johnathan said combat would be different than poe1. |
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" Yeah so speedy and engaging…. Lightning warp, arc, lightning warp, arc, lightning warp, arc, lightning warp, arc, quicksilver flask, lightning warp, arc, lightning warp, arc, lightning warp, arc. Oh Flame dash, magma orb, flame dash, magma orb, flame dash, magma orb, flame dash, magma orb, quicksilver flask, flame dash, magma orb, flame dash, magma orb, flame dash, magma orb. lol Go rue your cat. |
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" I'm ashamed to say, I played DFO for years |
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Not only what was said but how it was said even is cringe and frankly hilarious
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Slow does not equal engaging, players don't want to progress slowly and then find no rare items in the late game.
They should add more stuff that makes us think about not just where we are standing, but also where to aim the monster's next attack, and incentivize players who do not normally optimize for damage/ damage windows to do it a little bit in combat so they can get a taste of what it's like to actually improve at killing things and surviving with their hands, with their gameplay. This way, we can have monsters that engage more with players, and it gives those who are looking for "traditional combat pacing" outside of the campaign and progression, a taste of what that entails without completely gutting the game. Dernière édition par AverBeg7#1689, le 3 oct. 2025 à 22:40:10
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