GGG can't bring good combat to PoE2 without major changes - the "animation" issue.

"
BlastYa#4875 a écrit :
"
IonSugeRau1#1069 a écrit :

As someone that never played poe1, so has no idea of what the community outrage was like at the time... why is he even commenting on this to begin with?


Because she have 2k hours in poe2 so she's 100% concerned by your repetitiv posts on this forum trying to turn this game into something it isnt. (And apparently never intended to be)

If your only meter is the drama of the community i'm very sorry for you. That's not very in depth toughts.

Guess we'll see you again (and again) on your next post about the same topic.


Right. My bad.. sorry.. "she".

So.. you think the outrage at the time, which was massive, couldn't have caused a shift in development... but you are concerned with my posts potentially having an effect? Isn't that funny? I find it very funny.

Also you might want to read the conclusion of my initial post.
"Sigh"
If you go back to the 2021 huntress gameplay video I think that shows the problematic change the best.

You can see that rapid assault is designed to be animation cancelled if you can't fully commit, the final thrust does more damage, That's it's entire mechanic. In Poe2 the final thrust lodges a spear which then needs to detonates by other specific skills it's just over designed and awkward.

Disengage is a quick backwards dash, it works well with collapsing whirlwind slash. But it's also just good by itself. Can't have that now because it defeats the point of dodgeroll.

The enemy density, map layout and enemy design look the same as today, eventhough the skill design and movement speed has changed significantly.

I suspect they changed things as a result of the soulscraze and it resulted in the crazy separation in skill useability we now have. Where players keep gravitating towards quick ranged skills and screen clears, than engaging in combos or even attempting the really slow skills.

The Devs will keep over designing and changing skills trying to force us to play the way they want, players will keep finding ways around it. It will plague the game for the rest of it's development unless they suddenly try to revert back 2021 style. Which would massively screw up the development schedule and slow everything to crawl, would probably have to delay Poe1 leagues again.

I think the best version of Poe2 is the one we never got to play, and unless someone has the humility to admit they never should have changed it from 2021. Then the game will forever be held back by it.
"
IonSugeRau1#1069 a écrit :
Full slop post not really worth replying to as it keeps ignoring my points or viewing them through a preferential filter in an attempt to twist everything to your view.


Twisting :

"
IonSugeRau1#1069 a écrit :
by your assumption, had the goal to be the exact same as PoE1?

Meanwhile, this is what I really wrote :
"
Rob a écrit :
It won't be PoE1, it won't be completely different


Not really worth replying :

"
IonSugeRau1#1069 a écrit :
Bosses do posses some of this more or less but everything else outside of that is severely lacking [...] Most normal enemies do not present any of that

"
Rob a écrit :
And you're posting Mark talking about Boss design. I'm confused now, are you talking about bosses or the whole game ? Your OP is specifically talking about "everything else outside". Which one is it now ?

I see, so I'm showing the differences between what I really wrote and what you put in my mouth, but I'm the one twisting.
When your contradiction is being handed back to you it's not worth replying.
Classic...



"
IonSugeRau1#1069 a écrit :
It's also just amusing that posts that show community outrage aren't proof of community outrage somehow...

community outrage proves... community outrage. Sherlock conclusion, thanks.
This is what I wrote though :
"
Rob a écrit :
this supposedly put pressure on GGG on short notice, meanwhile asking for inventory and trade QoL are ignored without any issue for a decade.

GGG are stubborn, they are not pressured into doing things. Why ? Because they change what they agree to, while some frictions are still staying 10 years later.

Reminder :
"
Rob a écrit :
PoE is a live game, which means a constant fight between players and devs, giving new toys, enough to be impactful on new league, but not too much to make your own game and future leagues implode.

Occurences of outrage is part of the process, this is not new, it will not stop, that's what GGG is handling for a long time now, they know it, and you should too.
Regardless, calling back on ExileCon feedbacks as "outrage" is far from the truth. People raised their concerns and asked for more details, but left the con with a very positive mindset, hyped for the next steps. You're again twisting reality trying to feed your narrative...


"
IonSugeRau1#1069 a écrit :
which just further solidifies my point that it was constantly talked about in the community.... just fantastic!

Yup, people talk. So what ? They are free to do so, and GGG is free to plain ignore them. Many guys constantly talking about closing PoE1. They can talk all they want, doesn't mean nothing to GGG and the real world.

"
IonSugeRau1#1069 a écrit :
what exactly are you talking about? Time will tell what...?

Spoiler
At some point PoE1 will stop evolving (maintenance mode), but won't be shutdown (at least for some time : there's really no reason to ever need to shutdown PoE1)
PoE2 will be the main game, with the leagues and new content. It won't be PoE1, it won't be completely different, it will be PoE2 with old and new stuff, with margin for new updates for another decade (hopefully ? long way to go)

See you in 2 years.
"
stecheese1#0850 a écrit :
If you go back to the 2021 huntress gameplay video I think that shows the problematic change the best.

You can see that rapid assault is designed to be animation cancelled if you can't fully commit, the final thrust does more damage, That's it's entire mechanic. In Poe2 the final thrust lodges a spear which then needs to detonates by other specific skills it's just over designed and awkward.

Disengage is a quick backwards dash, it works well with collapsing whirlwind slash. But it's also just good by itself. Can't have that now because it defeats the point of dodgeroll.

The enemy density, map layout and enemy design look the same as today, eventhough the skill design and movement speed has changed significantly.

I suspect they changed things as a result of the soulscraze and it resulted in the crazy separation in skill useability we now have. Where players keep gravitating towards quick ranged skills and screen clears, than engaging in combos or even attempting the really slow skills.

The Devs will keep over designing and changing skills trying to force us to play the way they want, players will keep finding ways around it. It will plague the game for the rest of it's development unless they suddenly try to revert back 2021 style. Which would massively screw up the development schedule and slow everything to crawl, would probably have to delay Poe1 leagues again.

I think the best version of Poe2 is the one we never got to play, and unless someone has the humility to admit they never should have changed it from 2021. Then the game will forever be held back by it.


You mean this one, right ?

https://www.youtube.com/watch?v=jVRADmjzsss&t=136s

Hmm, it's very interesting. So what you're saying is that you believe that the "souls craze", as you call it, caused them to lean into slower animations as opposed to their original ideas/showcases... I mean, that's as a good a suspicion as is mine that they got influenced by backlash into abandoning their ideas.

But, by looking at a further back video, I do see some slow animations even then.

https://www.youtube.com/watch?v=9OosC1E8TVM

Look at the warrior attacks and the druid jump there. So, honestly, I'd rather say what's most likely is that ... since they started this whole game by building on top of PoE1... literally, if I remember that well. They've said they've kind of moved things to the new engine or so? Don't recall precisely... they still ended up limited by that decision despite that.

Beyond everything else though, I'm certain of one thing... they definitely didn't seem intent on having screens of mobs blowing up as the gameplay of it all. Even some of larger white mobs are quite resilient... still way too simple in design though. Chris even mentioned patrolling mobs.

"
rob_korn#1745 a écrit :

"
IonSugeRau1#1069 a écrit :
what exactly are you talking about? Time will tell what...?

Spoiler
At some point PoE1 will stop evolving (maintenance mode), but won't be shutdown (at least for some time : there's really no reason to ever need to shutdown PoE1)
PoE2 will be the main game, with the leagues and new content. It won't be PoE1, it won't be completely different, it will be PoE2 with old and new stuff, with margin for new updates for another decade (hopefully ? long way to go)

See you in 2 years.


Okay...? That might happen.. sure. What of it? What does that have to do with any of my points? Did I contest that somehow?



"Sigh"
Dernière édition par IonSugeRau1#1069, le 7 janv. 2026 à 08:12:49
"
rob_korn#1745 a écrit :

- Do they want tactical gameplay?


Define what you mean by "tactical".

Stealth style ambushes? Flanking? Dividing attacks through separated units?
Those are tactics.
Rolling around on the ground while the enemy is locked on, I would argue, isn't "tactical".

The closest you can get to utilizing tactics would be the use of totems/turrets to pull aggro.
"
Skyvortex#7923 a écrit :
"
rob_korn#1745 a écrit :

- Do they want tactical gameplay?


Define what you mean by "tactical".

Stealth style ambushes? Flanking? Dividing attacks through separated units?
Those are tactics.
Rolling around on the ground while the enemy is locked on, I would argue, isn't "tactical".

The closest you can get to utilizing tactics would be the use of totems/turrets to pull aggro.

Don't ask me :D that was a reuse from OP :
"
They don't telegraph danger in a way that encourages tactical play.

My whole point being that he constructed a "vision" of what the game is supposed to be, listening to what he wanted to hear instead of what the devs really said.
"
IonSugeRau1#1069 a écrit :
Okay...? That might happen.. sure. What of it? What does that have to do with any of my points? Did I contest that somehow?

You asked what I was talking about with "wait and see". Don't do that now that I answered your own question :D

What about the 50 quotes, links and bolded paragraphs I replied to you with, that you conveniently ignored on the way ?
Don't worry, I know. Ignored because it doesn't fit your narrative, or it would mean admitting your "logic" broke.
Caught hand in the bag, will still pretend he did nothing. Piece of work.
"
rob_korn#1745 a écrit :
"
IonSugeRau1#1069 a écrit :
Okay...? That might happen.. sure. What of it? What does that have to do with any of my points? Did I contest that somehow?

You asked what I was talking about with "wait and see". Don't do that now that I answered your own question :D


Again.. okay..? You were going all "see you in 2 years" with it like you were making a point with that against something I've said that I've never actually said? Just bizzare.

"
rob_korn#1745 a écrit :

What about the 50 quotes, links and bolded paragraphs I replied to you with, that you conveniently ignored on the way ?
Don't worry, I know. Ignored because it doesn't fit your narrative, or it would mean admitting your "logic" broke.
Caught hand in the bag, will still pretend he did nothing. Piece of work.


Just talking nonsense, no point in it.

"
rob_korn#1745 a écrit :

My whole point being that he constructed a "vision" of what the game is supposed to be, listening to what he wanted to hear instead of what the devs really said.


Mhm, I'm imagining parry, I'm imagining how Magma Barrier worked like in 0.1.. I'm imagining dodge roll... I'm imagining rolling slam... I'm imagining supercharged slam... etc

Pretty good imagination If I do say so myself!

"Sigh"
"
IonSugeRau1#1069 a écrit :
Mhm, I'm imagining parry, I'm imagining how Magma Barrier worked like in 0.1.. I'm imagining dodge roll... I'm imagining rolling slam... I'm imagining supercharged slam... etc

Pretty good imagination If I do say so myself!

Not imagination, that's again not what i'm saying.
Your problem is that you look at parry and magma barrier with magnifying glasses, but you turn a blind eye to Rhoa and flicker.

https://en.wikipedia.org/wiki/Confirmation_bias

"
Just talking nonsense, no point in it.

Yet you found a point in talking nonsense in OP, hum

Let's have again a look about where the "nonsense" comes from :

"
IonSugeRau1#1069 a écrit :
Bosses do posses some of this more or less but everything else outside of that is severely lacking [...] Most normal enemies do not present any of that

"
Rob a écrit :
And you're posting Mark talking about Boss design. I'm confused now, are you talking about bosses or the whole game ? Your OP is specifically talking about "everything else outside". Which one is it now ?


Have a good day sir, you certainly made mine lol
Dernière édition par rob_korn#1745, le 7 janv. 2026 à 09:50:13
"
rob_korn#1745 a écrit :

Not imagination, that's again not what i'm saying.
Your problem is that you look at parry and magma barrier with magnifying glasses, but you turn a blind eye to Rhoa and flicker.

https://en.wikipedia.org/wiki/Confirmation_bias


Right, except you're ignoring what I've said in my original post or you just don't understand the implications it entails.

My theory (which btw is NOT the main point of my post, and I've said that repeatedly) was that GGG was most likely also influenced by negative feedback fueled by fear of "too slow". As a result, what I said I think most likely happened, is that they changed gears after that, got it so far? Okay.. what that would entail would be that... half the game was already MADE in a certain way until that event, so moving forward would've meant that further implementation of a lot of skills would've been made without the original design in mind. And that would explain why the game feels like 2 different games even when it comes to skill design itself.

Which means... when you keep talking about whatever skills you mention... IT DOESN'T MATTER... it's still part of my point. That's why I keep telling you that you're talking nonsense.

Now you may think I'm full of it with this opinion.. COOL.. whatever. It's just my opinion based on what I've seen going on in the community back then and the result we have today. THAT'S IT.

It was not the main point of my post. My main point is in the title, you can read it again in my OP.

I, myself, refuse to believe that they would design something like Rolling Slam, Magma Barrier, supercharged slam and others... and then proceed to leave most mobs function largely in the same simplistic way they do in poe1... AND.. on top of that make every other skills function largely like PoE1 skills.... and call that their intended direction from start to finish.



"Sigh"

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires