Do you want slower gameplay or not GGG?

It is really frustrating when GGG says they want to slow the game down and get rid of instant clear builds, but then put things in the game that directly go against that.

I died yet again to a breach encounter again, but it's bs. I'm level 91, can clear t15 maps with six modifiers, can do most bosses no problem, have good gear, can survive a lot of things that 1 shot me before...and yet I still die to a t13 breach encounter from just being swarmed to do death and not being able to even dodge because I have no room. I'm really getting tired of it.

And people say "get good" or "get more damage"...okay, but I am already. That's why I can do a juiced t15 map and do the citadels no problem. If I didn't have damage, I wouldn't be able to do the other content I'm doing.

Because GGG, yet again, makes it so only a few builds are viable for that content. And for those who say "it's ea", all I've heard so far is that POE 1 had the same problems. A handful builds end up being the only ones that can handle top tier content, and everything is regulated to 'it's good, but..." And it's really frustrating.

Either

* make all builds capable of beating the content
* tone the content down so all builds can do it
* or stop saying you're goal is build diversity. Build diversity isn't any fun if, at a certain point, it just becomes unplayable because everything else is so much better and we are getting instant swarmed, can't move, and then micro stunned to death. I don't mind difficulty, but difficulty when there is no counter play is just frustrating. And then throw death penalty on top of that, and there isn't anything to learn from this experience. It's just frustrating.
Last bumped on Feb 16, 2025, 12:28:53 PM
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To make slower gameplay they need to radically decrease number of mobs.
Because right now every single map (even "unjuiced" one, just pure white) is a mess right from the start. Everything - big, medium, small - runs, shoots, spams, casts, jumps on you at once. And you don't care what monster is there and what exactly it is doing. You don't dodgeroll or think about some tactics or skill use or combo use - because all of that is just useless in such situation. What you can do is 1) somehow endure hits b) kill shit as fast as possible with as big aoes as possible

This is not about speed at all. It is about crappiest game design.
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Calibrate Monster movement speed to be around the same as the Character movement speed, which is generally around 30% increased from base, currently monsters are significantly faster than the character, which forces builds to one-shot the screens, in other words killing monsters before they reach you.

The easiest way to start with this would be to remove '#% Increased Monster Movement Speed' mod from the map mod pool.
Last edited by Climet#7103 on Feb 15, 2025, 11:56:07 AM
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Climet#7103 wrote:
Calibrate Monster movement speed to be around the same as the Character movement speed, which is generally around 30% increased from base, currently monsters are significantly faster than the character, which forces builds to one-shot the screens, in other words killing monsters before they reach you.


Except when you play armour builds. which provide no defense and slow you down, and the ascendancy associated with armour has +1+ seconds to attack time on all the abilities. or some other form of delay like the need to warcry or wait for eq to hit.

They dont particularly want to slow down the characters too much, just bottom left archetypes.
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Climet#7103 wrote:
Calibrate Monster movement speed to be around the same as the Character movement speed, which is generally around 30% increased from base, currently monsters are significantly faster than the character, which forces builds to one-shot the screens, in other words killing monsters before they reach you.


Except when you play armour builds. which provide no defense and slow you down, and the ascendancy associated with armour has +1+ seconds to attack time on all the abilities. or some other form of delay like the need to warcry or wait for eq to hit.

They dont particularly want to slow down the characters too much, just bottom left archetypes.


I just meant to make the monster movement balanced around the 80 percentile of character movement speed, currently all monsters are significantly faster than the characer.
Last edited by Climet#7103 on Feb 15, 2025, 12:10:21 PM
IMHO, the issue here is that certain mechanics like Breach and Delirium are inherently time limited.

So if you want to take it "slow and methodical", then you lose out on loot because there is a time limit associated with these things.

In order to slow down the gameplay of these, you would need to make them persistent or even invert the time mechanic.
i.e. They persist and perhaps even get bigger the longer they are left un-dealt with. So for example a Breach keeps getting bigger and bigger and only slows down/ stops getting bigger the more mobs you kill.
This to me makes more sense than the current system.

Same for Delirium, it's by default persistent until you have cleared enough of the mobs.
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EffKayZA#1861 wrote:
IMHO, the issue here is that certain mechanics like Breach and Delirium are inherently time limited.

So if you want to take it "slow and methodical", then you lose out on loot because there is a time limit associated with these things.

In order to slow down the gameplay of these, you would need to make them persistent or even invert the time mechanic.
i.e. They persist and perhaps even get bigger the longer they are left un-dealt with. So for example a Breach keeps getting bigger and bigger and only slows down/ stops getting bigger the more mobs you kill.
This to me makes more sense than the current system.

Same for Delirium, it's by default persistent until you have cleared enough of the mobs.


Yup, that too.

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