PvP in PoE 2 and how to balance it
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PvP cloud be fun :) so I can offer an very easy balance
All palyers in PvP arena maybe similar like Sarn Arena have debuff and buff that gives: - Players have -90% damage -Players have 90% less damage taken - Maximum Critical Multiplier cap to 300% All AoE skills (Like grenades, Slams, Traps etc) does 50% less damage All Damage over time does 50% less damage per second -Players have 100% increased stun and elemental ailments threshold -Players can have maximum 5 bebuffs with poison on them. So what do you think? The Holy Bible Last edited by Scryer16#5746 on Nov 17, 2025, 11:25:06 PM Last bumped on Nov 18, 2025, 3:29:39 PM
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I think there's grounds for some fun with 1v1 pvp but I'm almost certain it has no potential for any kind of large demographic appeal.
Something that's in any way PvP should tie in with the fundamentals of the main game, so 1 example off the top of my head would be 2 players spawning on opposite ends of the map and fighting for strength/objectives with quite minimal 1v1 encounters. The MOBA scene has had an insane amount of success and having a rather simplistic stragetic element while mainly focusing on what fundamentally makes poe2 fun like hard gearing, nerdy builds, interesting mechanic rare/unique encounters etc would be what I think is the smarter approach, certainly to at least test and get feedback and PvP is the one of the most wonderful things a game can do when it works. Last edited by TrunktenUK#3407 on Nov 17, 2025, 11:41:05 PM
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PoE 1 player here.
I think you should familiarize yourself with the hall of the grandmasters. Find out what exactly happens there, and what kind of builds are used to clear it. And then imagine a bunch of dudes playing those cheese builds against each other. If the game itself is not tilting you enough, this will. Imagine getting one shoted by a monkey pillar on your last portal right before you are about to finish you sekhema trial, while on the ground you have a mirror and two hinekora locks. Yes. That bad. |
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