FOCUS ON YOUR VISION - ENGAGING COMBAT!!! SUGGESTIONS!!!

I like poe2 more than 1. In fact, I've already put more hours into 2 than 1. If you wanna play 1, then play 1. I would like poe2 to be its own thing. And it is, up to a point. I'm not overly keen on how the endgame is just random maps with poe 1 mechanics thrown in, that mostly involve spamming hordes of mobs at you. I think they should have thought of something different. I don't dislike it, its just not that great. I know its a sequel and therefore will share things from the previous version such as the world its set in. But it doesn't have to have all the same mechanics. Even if you like that, some other optional thing thats different would be cool.

All I can think to suggest is if anyone ever played the Void Crusades in Inquisitor Martyr, I liked them. Like repeatable mini-campaigns with different objectives, different routes you could take, and a conclusion. Sorta like the interludes in a way.
Dernière édition par Giamantis#6154, le 3 oct. 2025 à 03:35:48
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I feel like the real question isn’t just about speed or how many buttons you press, but whether the combat system actually encourages players to experiment. If the game rewards more tactical play, it adds depth. At the same time, there should still be space for people who enjoy fast ‘clear and move on’ gameplay. Maybe the best approach is to have different modes or modifiers that adjust the balance depending on the player’s preferred style.


You say it! We love the clearing speed but we don't enjoy the lack of engaging combat. We need much more emphasizing on this like the idea with Adrenalin which rewards engaging playstyle.

It's important that it comes down to this:
Tactical, engaging combat without loosing kill speed and smashing countless foes in lets say 3 seconds! The premisse is "hack and slay" but it should come with + "engaging combat"
Dernière édition par JohnBlackstar#2650, le 3 oct. 2025 à 03:36:27
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I like poe2 more than 1. In fact, I've already put more hours into 2 than 1. If you wanna play 1, then play 1. I would like poe2 to be its own thing. And it is, up to a point. I'm not overly keen on how the endgame is just random maps with poe 1 mechanics thrown in, that mostly involve spamming hordes of mobs at you. I think they should have thought of something different. I don't dislike it, its just not that great.


Soo true. I played Poe1 just for a while. I just want to have more than clunky figures smashing one button builds. The best in Poe1 is the creating and smarting out builds and THIS should transfer to POE2 and I think is nearly there(think of main issue is here that too little power comes from the skill tree and skill gems which is the main creative aspect of the game). But the tactical and responsive combat in POE2 is what can make this game outstanding in the future.
Dernière édition par JohnBlackstar#2650, le 3 oct. 2025 à 03:43:25
what tactics can one execute in < 3s? the whole point is to lessen the clear speed so you can't play solely looking at your minimap.

any question asking about 'what exactly is tactical/engage combat?' in these threads is ill intended when the game can literally be played with just a minimap- that is more of a maze solving game and nothing to do with combat at all

and anyone stating its only 'niche/OP builds' that can do this can also be dismissed since build of the week showcase exact that type of 'gameplay', not to mention all the threads begging for rare mob icons to be put back in.
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what tactics can one execute in < 3s? the whole point is to lessen the clear speed so you can't play solely looking at your minimap.

No problem just thought of escape shot/shield wall and superslam for example


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any question asking about 'what exactly is tactical/engage combat?' in these threads is ill intended when the game can literally be played with just a minimap- that is more of a maze solving game and nothing to do with combat at all
Thats the point of this thread: don't let this huge potential be shrinked by this minimap-onebutton-smasher-builds


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and anyone stating its only 'niche/OP builds' that can do this can also be dismissed since build of the week showcase exact that type of 'gameplay', .


The build of the week showcase is AWESOME! But also to be seen with a grain of salt. The build of the week showcase shows what you can do in Poe2 when self experimenting and creativley search new builds and shows what POE2 is capable of. These are builds we need more but they shouldnt be so powerful without using engaging skills...I think this goes hand to hand with making bosses harder and dodge rolling less effective..then you hav more to think about your positioning and other alternatives to dodge rolling!

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not to mention all the threads begging for rare mob icons to be put back in
This is true...even in more engaging playstyle this is a failure. It adds more to tactical gameplay and map runnning "smoothness" if you can see rare mobs. I put this on the list
The question is this. Should difficulty come from more quantity of mobs, or more toughness of mobs. I feel like the most engaging gameplay is the beginning of a fresh start. You have nothing, every drop counts, every support gem means something. You are dodging the white mobs and it feels tough at first until you get some good stuff and then you are face-rolling at some point, except sometimes you get randomly one-shot because there's so much crap on the screen you can't tell wtf is even going on. The sense of progression in ARPG's is kinda reversed from other games - as you progress you get stronger and the game gets easier in general rather than harder. If you pick the right build that is, otherwise you might still struggle.

One thing I have seen is after the last update is people complaining about bosses in every map - I also see a lot of people asking for carries on act bosses. They can't do them, or don't want to. Presumably they were avoiding them and just spam clearing maps without them in the endgame. You could say the bosses are meaningful engaging combat, or at least intended to be - a stronger mob with mechanics to avoid and takes a bit longer to kill, perhaps needing different skills than you are clearing with. Would you want every mob to be like a boss fight? Or how else could it be made engaging. I'm just thinking out loud here. Obviously theres some who like blasting through hordes of mobs easily. Maybe thats a trade thing, the most efficient way to earn resources. I'm always SSF (btw) so I don't care about that. To some extent it can be satisfying blasting, but not the only thing and the only way to play or that can get boring to me, and if that is the only way to play then it limits builds to things that are able to do that.

I'm kinda rambling but I would say its possible to have both options - easy blasting maps and something else that requires slower engaging gameplay with fewer, tougher mobs that drop more so its balanced either way.
Dernière édition par Giamantis#6154, le 3 oct. 2025 à 04:05:08
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The question is this. Should difficulty come from more quantity of mobs, or more toughness of mobs. I feel like the most engaging gameplay is the beginning of a fresh start. You have nothing, every drop counts, every support gem means something. You are dodging the white mobs and it feels tough at first until you get some good stuff and then you are face-rolling at some point, except sometimes you get randomly one-shot because there's so much crap on the screen you can't tell wtf is even going on. The sense of progression in ARPG's is kinda reversed from other games - as you progress you get stronger and the game gets easier in general rather than harder. If you pick the right build that is, otherwise you might still struggle.


Good points here! The beginning of leveling in act 1 ist the best thing in the game! This is the vision! This vision should hold up to and through the endgame! For this to achieve this thread is for.

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One thing I have seen is after the last update is people complaining about bosses in every map - I also see a lot of people asking for carries on act bosses. They can't do them, or don't want to. Presumably they were avoiding them and just spam clearing maps without them in the endgame. You could say the bosses are meaningful engaging combat, or at least intended to be - a stronger mob with mechanics to avoid and takes a bit longer to kill, perhaps needing different skills than you are clearing with. Would you want every mob to be like a boss fight?


Bosses "can" be FUN ;-) Bosses should be a fun and risky toughness challenge for your build and skills, but not as frustrating as it is in some cases in the momentary state of the game. This is the same issue as another thread called this problem out as "inconsistent boss powers". All bosses should be in the range of not being frustrating but not be killable without brain and in 10 seconds! Put in on list
Dernière édition par JohnBlackstar#2650, le 3 oct. 2025 à 04:13:29
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JohnBlackstar#2650 a écrit :
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Dodge roll is indeed one of the many failures.
However the biggest and most obvious failure was changing their mind on this being an update for PoE1.

PoE1 is the only unique arpg on the market, nothing else even compares.

Instead they seek to remove everything that makes PoE unique.

If you want an arpg you need to put effort into and think about then PoE1 is the answer. Even now after over a decade only a tiny tiny fragment of the playerbase have ever engaged in endgame and even fewer have defeated all the bosses.

We don't want Poe2 to be Poe1. Poe2 should be an evolution of Poe1. If you like zooming and one button smasher you can have Poe1


PoE2 was always supposed to be PoE1 right up until the very last minute decision to try and make it something else, which as we can clearly see was a mistake, it hasn't worked.

But if you want slow gameplay with multiple buttons you have Last Epoch, D3, D4, etc etc.

By the way, multi button builds in PoE are always significantly stronger than 1 button builds.
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PoE2 was always supposed to be PoE1 right up until the very last minute decision to try and make it something else, which as we can clearly see was a mistake, it hasn't worked.

But if you want slow gameplay with multiple buttons you have Last Epoch, D3, D4, etc etc.

By the way, multi button builds in PoE are always significantly stronger than 1 button builds.


Anyway the next gen potential is there!
D3 / D4 is just bad designing from base off..This is farthest from engaging gameplay rather mobile.
One button smasher doesnt mean EXACTLY that you use one button but it means less buttons and less engaging combat
Dernière édition par JohnBlackstar#2650, le 3 oct. 2025 à 05:08:15
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JohnBlackstar#2650 a écrit :
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PoE2 was always supposed to be PoE1 right up until the very last minute decision to try and make it something else, which as we can clearly see was a mistake, it hasn't worked.

But if you want slow gameplay with multiple buttons you have Last Epoch, D3, D4, etc etc.

By the way, multi button builds in PoE are always significantly stronger than 1 button builds.


Anyway the next gen potential is there!
D3 / D4 is just bad designing from base off..This is farthest from engaging gameplay rather mobile.
One button smasher doesnt mean EXACTLY that you use one button but it means less buttons and less engaging combat


You're going to have to clarify what you mean by "engaging gameplay" because no part of PoE 2 is engaging.

From the very first act you can slaughter entire packs, all the bosses in the game are just a matter of rolling when prompted to do so.

I genuinely don't understand what you mean by "engaging gameplay" because the entire campaign is exactly the same gameplay as every other arpg on the market. Before the campaign is even finished absolutely nothing provides any thought.

Compare this to PoE1 where each decision matters, the big bosses will kill you if you're not on top of your game, movement is the difference between life and death.. now *that's* engaging gameplay!

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