Not happy with the spamming flask system and game pace.

Game Pace:

To me, ARPGs are supposed to be fast paced games where a player feels like they can take on the world by ravaging through hundreds of monsters. D2 feels that way at higher levels, DS series felt that way, and few other games did as well..... PoE doesn't feel that way to me.

Yeah, you can kill lots of monsters pretty fast, but then it gets to the point where it's more of a tactical game where you have to manage your life, flask charges and keeping yourself away from monsters. As many have mentioned, it's more of an AOE kind of game where having distance is a good thing. Don't get me wrong, skill should be part of the game, but at some point lots of micromanaging slows down the game. The game doesn't even reward well for using a stack of different spells... a character is much more powerful by dumping as much support gems onto 1 or 2 skills.

One solution, in my opinion (I'm sure many will disagree) is to increase the monster count and decrease their difficulty.


Flask System:

Aside from other things, at this point, I am very dissatisfied with the flask system. The whole point to have it was to avoid having players spam potions for an infinite health and mana... but then with this flask system and the costs of spells vs. amount you can regenerate and steal... you use the flasks every .001 second (exaggerated). It's like the whole game is built around flasks... The idea behind them is amazing, but I think the spell costs or the amount you can regenerate/leech should be improved. At this point it's a flask spamming game.

Some of those statements could seem harsh, but I just want to get my point across. Both of those slow down the game and should be looked at improving. Everyone has their own opinion, please, share yours.


Edit: Forgot to add that the current dungeon design makes you backtrack a lot, which further slows down the game (it has been mentioned before by others).
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Dernière édition par bkboggy#1545, le 29 août 2011 à 20:04:45
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I definately agree with increasing the monster counts, and maybe slightly lowering their difficulty. Traditionally you have to wade through the mobs, and while that may mean they are cannon fodder, that is where the fun comes from. Your character feels powerful when you view the carnage after the battle and the sheer number of mobs you kill.

The fun parts for me so far where in Fellshrine ruins on my witch because the mobs just kept on coming for 5 minutes. Maybe I found that exact middle spot to continually agro all around me, but it was completely fun. I was able to use my power charges and see the results of my point investment.

As far as the flasks:
It really depends on the mob count on how I use them. I can occasionally spam them, but most of the time it is after a few waves that I have to hit my mana flask. I am not too concerned about flasks as many others are, but I definately see the flask spam still happens (to where it is almost the same as health pots) on my Marauder.

The backtracking isn't as much of an issue for me, as I like exploring the dungeons.
I agree with flasks... I find myself spamming them basically nonstop.

There has to be a middle ground... perhaps by pumping their healing duration and lowering their recharge rate. There are only a few occasions where I've ever ran out of charges, and it's mostly at merveil.
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I like the flasks, but I agree that it might be a bit too spammy atm. Maybe try adjusting so uses are more powerful/longer but monsters recharge them more slowly: Basically tune it so you use them slightly less but their net effect remains the same.
Dernière édition par aimlessgun#1443, le 29 août 2011 à 21:05:58
I do like the idea of lowering the time it takes to regain health and mana, in exchange for higher requirements for recharge.

However I wonder if the adjustment to evasion that the devs have been talking about would allow for better balance. I'm all for increased enemy count, because I love the fighting. They don't really need to be 'easier' either if t he evasion is being fixed...
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Have you removed Asus ROG/GameFirst yet?
Lengthening the effect/time for pots would ruin witches, at least for me.
Health: don't need them until my energy shield is gone, but then I need that healing immediately.
Mana: spell costs get so high and damage so reduced that I have to spam spells, which eats up mana. I need immediate mana, not 250mp/5sec.
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I would prefer if flasks had a base cool-down, so you couldn't spam them even if you wanted to, you'd have 5 flasks, and 5 separate cool-downs and have to deal with it, so to speak.
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WhiteBoy88 a écrit :
Lengthening the effect/time for pots would ruin witches, at least for me.
Health: don't need them until my energy shield is gone, but then I need that healing immediately.
Mana: spell costs get so high and damage so reduced that I have to spam spells, which eats up mana. I need immediate mana, not 250mp/5sec.


I'm proposing having the same HP/s and same MP/s restored...just having the player spam buttons less.

So for example instead of a flask giving 150 mana over 2s, it would now be 225 mana over 3s, and be 50% more difficult to fill each charge.
Dernière édition par aimlessgun#1443, le 29 août 2011 à 21:47:07
"
WhiteBoy88 a écrit :
Lengthening the effect/time for pots would ruin witches, at least for me.
Health: don't need them until my energy shield is gone, but then I need that healing immediately.
Mana: spell costs get so high and damage so reduced that I have to spam spells, which eats up mana. I need immediate mana, not 250mp/5sec.


That's exactly it. When you use a potion I like the suggestion to make it MORE effective. Lower the healing time. BUT, because they are more effective, you have to wait longer before the potions refill.

This way you get into the fray, do damage and kill enemies more often. You aren't running out of the action waiting for your mana and health to refill before you go back into battle. Instead, when you use a potion it heals / recharges you very quickly so you stay in the fray. To counter this you just can't use them as often....so less spamming.

That's the idea I like.
"I would have listened... I would have understood!" - Scion

Have you removed Asus ROG/GameFirst yet?
One thing I'd like to see is multiple flask progressions: right now, each level of flask replenishes more, for fewer charges, than its predecessors, and every flask takes exactly two seconds, before mods, to heal. This strikes me as somewhat monotonous (it might also be considered unfriendly to newbies, but the relative ease of killing early enemies makes that a non-issue).

But yeah. Having flasks that heal more (over longer) and take more to fill up seems like a good thing to put in. The theory would be to have both "emergency-button" and "topping-off" flasks.
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