GGG can't bring good combat to PoE2 without major changes - the "animation" issue.
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There are fundamental issues that PoE2 has that can't be changed by just doing number tweaks or small balance tweaks alone... there are entire systems that work directly against good combat and there are a lot of those (evasion, cast on X, etc), but beyond even those.... there's an even more severe issue... the animation issue.
And it is present both on player skills and especially on the enemies we fight. Now what do I mean by that? In order to have meaningful combat, you need to have well-telegraphed attacks with good animations. This includes: -Readable attack patterns -Distinct personalities in their movement -Interruptible or non‑interruptible states Bosses do posses some of this more or less but everything else outside of that is severely lacking. If we were to talk about bosses in isolation, they are the best execution of the animation based combat that GGG has produced so to speak. Quality varies quite a lot however... so keep that in mind. Most normal enemies do not present any of that and their only behavior is to try to get in range of their basic attack and then basically fire their auto-attack animation so long as they continue to be in range. As such, while there are a lot of different types of enemies... most of them are essentially the same.... and very simplistic in nature.. enemies still behave like PoE1 mobs wearing nicer skins. They do not have distinct movement personalities. They don't telegraph danger in a way that encourages tactical play. So, in essence, enemy behavior doesn't leverage the animation system almost at all. And all of this is before we even get to talk about the pacing of the game when it comes to density... which would undermine the whole thing even if animations were present. But that would be a much easier fix by itself, so I'm not going to focus on that. Now, when it comes to player animations... if we were to draw a parallel to the boss/mob situation... I think the one in the boss position would be the warrior, more specifically mace skills. A lot of the mace skills feel like they were made with that philosophy in mind and best represent that intention... and it's not a surprise since it was most certainly one of the first made. It showed what the intention was with the game most clearly. Others present some that too, but to a lesser degree... with skills such as comet, gathering storm, snipe, escape shot. At the polar opposite we have.. well... everything else really. Most spells, most bow attacks, mostly all basic attacks.. and so on. Now, do I think this is pure inexperience or similar? Not really... I think something else played a big role in this. I think the game had a change of direction during it's early stages. I think it's important to mention that one of the biggest influences of the change of direction of PoE2 early on, before we even got to try the game ourselves... were the streamers GGG invited to test the game early on. The same streamers that caused a large commotion recently with all the temple issues, mind you. PoE1 streamers were the worst possible audience for PoE2's intended direction, without a doubt. And this was GGG's fatal mistake. They were conditioned to PoE1's speed, used to zoom-zoom gameplay loops, focused on efficiency and clear speed, playing 8+ hours a day. They were the demographic LEAST likely to appreciate animation commitment, tactical pacing, slower combat, root motion and telegraphed attacks. And that influence continues to linger... keeping the game in a confused and uncertain state. Is it too late to change? In my opinion, considering the pacing of patches and the changes so far... I'd say yes. A lot of hard work would be needed to do that, and I'm almost certain they've given up on that idea too, to top it off. Even the introduction of a damage reduction buff on bosses says a lot about the state of the game. That being said, it's not like they've completely removed the animation elements that were already there even though I have seen some cases at a smaller scale... so the game continues to be in this perpetual state of middle ground, not doing either part justice. "Sigh" Last edited by IonSugeRau1#1069 on Jan 5, 2026, 2:20:57 PM Last bumped on Jan 7, 2026, 6:05:09 PM
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Well thought out post.
Thank you for the effort of writing it. |
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" Food for thoughts, what about you misunderstood what the intended direction is/was/will be, or project your own view over it ? What if the conflicting ideas are not coming from streamers, PoE1, whatever else... but GGG directly ? I'll just leave some references for those interested. ExileCon 2019, Chris Wilson : I'm not saying we're trying to achieve a slower Pace but it's not going to be slow ExileCon 2023, Jonathan Rogers : Will PoE2 be much slower than PoE1 ? "It’s not the goal to make it slower" "it's likely that the 95th percentile of speed will be a bit slower" Mark Roberts: what do we actually want to bring down "that is what we had to do because of where the numbers have gotten to." "bringing both scales down doesn't mean everything's much slower" "it certainly allows us to then have more room to add more pinnacle bosses with more life over another ten years of content." |
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" I'm definitely not ruling out that GGG themselves might have had (or still do have) conflicting ideas to begin with. But like I've said, there was definitely a big streamer influence and PoE1 community influence as a result as well. My suspicion is that it's less about an internal conflict of ideas and more about that influence. And this is something I've "lived through" if I can put it like that. I saw the constant chatter around it in the community in that period. I saw what the streamers were saying too. I think it's only natural that they would've gotten scared and caved to that type of feedback. Aside from that, the videos you linked yourself proves this.. the questions they are asked about always revolve around "the slow pace"... those came as a result of the whole streamer influence. They never did self report on the pacing in that manner as far as I was aware. In fact, one of the statements Jonathan made that I clearly remember went along the lines of "we're not trying to make the combat slow but the slower pace is a result of good combat". In different words but that was the essence of it. The whole "we're not trying to be slow" answer that has been given on all occasions felt almost like a defense mechanism type of answer every time it was said, ever since that initial testing. If you take out the knee jerk reaction answers to the slow pace type question, and look at what they're trying to say... Especially Chris Wilson in that older video. He specifically says the game will be balanced differently and that the game will have quite a bit more difficulty. "We're definitely aware that there's a lot of speed and spam creep going on" If you look at these three statements alone, and look at how PoE2 looks like right now... Do these statements have any ground to stand on? Has any of that been achieved? No. I just realized I forgot to mention one of the most obvious things added to PoE2 that give away their Initial intentions more then anything else I've mentioned.... Parry. There is nothing more obvious and antitethic to PoE1's gameplay speed then this. And if it wasn't obvious to everyone by now, since those statements I highlighted earlier did not come true... neither does parry have much of a place in the current environment (and not a proper true party functionality either). "Sigh" Last edited by IonSugeRau1#1069 on Jan 5, 2026, 4:30:15 PM
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" I don't want to enter in the studio vision Vs my expectations... But I will add something to complement your take which is related... This basically about you take on streamers and clearing speed... On a game when a a decent item drops once every 1500 items, and the crafting speed is like carnival games on a casino, yes clear speed is important and makes all sense. To reduce the clearing speed and introduce a more spaced combat system, they would need to make sure loot is more attractive and drops better rolls more frequently or maybe remove a bit of randomness in crafting. This is a relation they missed by a few thousand miles... Basically they are treating players biggest asset, their time, as something worthless. And they are being punished for it. I would like to know what they would feel like if their salaries were based on the same randomness and volatility that loot and crafting have on this game... Yes, that would be a sight to see... |
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" You feel, you've lived through, you think, you remember. Good for you, but that doesn't make a reality. GGG scared of streamers influence ? Now take some distance. What about the 10 years of PoE development where they identified their pillars ? What about the popularity growing slowly and steadily ? What about their internal analysis tools ? Examples : Checklist of things important to push How we see we do things right or not and learn They don't need streamers for that. They are marketing tools, not developpers. If a streamer voice isn't confirmed by their data, you can be sure it's not taken into account. Back to the intended direction and what you've lived through (real starting set of questions to build a real opinion, no rhetorical) : - Do you remember what PoE1 was 10 years ago ? Was it fast ? Was it growing at that time ? Does Jonathan remembers ? Does he care ? - Why did it introduce power creep over time ? Was it necessary ? Did it grow because or despite that ? - Did ruthless get any popularity ? - Did PoE2 appear because they wanted to ? Was it necessary, to get a clean sheet again because it's getting complicated pumping updates and keep them under crontrol ? - What even is good combat ? - Do they want tactical gameplay ? Do they want it for the whole game or only for main bosses ? Was it only a starting point to be sure they leave themselves room for increments of player power for future leagues ? - Is the conflictual vision across the whole company ? Is it between Mark and Jonathan, Jonathan being hardcore nostalgic and playing mostly campaign, while Mark is more an endgame support lenient towards more quality of life and ease of play ? - Do they realize there is a conflict ? Is it an issue ? Is it on purpose ? Do they believe they can mix them together and have a working solution where everyone is happy ? - Are they targeting the masses or a niche ? Are they targeting at all ? There are so many questions, many opinions, but for sure most of those questions don't even have a clear answer, despite what you feel, lived through or are convinced. That said, animation is at no point the priority, the issue, nor the solution, you came so far only on so many assumptions that are just a projection of your own idea (common but wrong idea : "this game is for me"). |
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good point. there are some mobs that have good movesets. but i agree that, for the most part, they just chase you down to attack.
to quote myself: " Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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" Look, you can try to spin it around however you want it. I've clearly said that what I believe in terms of streamer influence is my belief based on my lived experiences.. so it's obviously not a hard confirmed fact in terms of "cause-effect". I don't work for GGG to know what's discussed internally. However.. it is a fact that I can confirm and everyone else as well that there has been major backlash against meaningful combat, slower pacing long before PoE2 launched EA. Based on that, it is highly likely that it played a major role. It's only sensible to expect a company that receives targeted backlash on a very specific thing... to respond to that thing under the immense pressure it was feeling. Especially when they still were in early stages of development. But that's the less important part of my post, really. The main focus on my post is described in the title. And to that point... animation absolutely should be a priority, it absolutely is an issue and it is without a doubt part of the soulution.... that is, if they actually want to make combat good, to make melee good and many other stated objectives they've had. If they don't? ... well.. they can continue with what they've been doing so far. And again, Parry is one of the most obvious giveaways of what direction they intended for the game initially. It's not some wet dream I developed myself or some idealistic image only true in my head of how I want the game to look like, or however else you're trying to make it sound like. Magma Barrier also used to work very similar to a parry mechanic in 0.1 for example. However, that has changed. Which is why I believe their direction has shifted. That being said, I don't think they would manage to do it at this point even if they wanted/tried to. It's just too much work involved and it's far easier to just go the PoE1 route. "Sigh" Last edited by IonSugeRau1#1069 on Jan 6, 2026, 6:36:53 AM
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" The thing is, I'm not spinning anything, I presented you why and how streamers don't have the power you give them. I then brought you questions, that you should have asked yourself in the first place if you really were trying to have an educated opinion. " A fact is not confirmed by you or anyone else. It's shown. Please show me. I have shown directors themselves explaining difference will be on the "95th percentile", it's "not gonna be slow", or the need was to get a clean sheet for a "new 10 years worth of updates". Those are facts. Saying they were put under pressure to say that is not a fact, that's your twisted view, to say the least. And to even think GGG bend the knee when they have shown multiple times how stubborn they are on key aspects, just shows your lack of understanding or memory. Reminder of trade or inventory friction for a decade. " Your "base" has 0 fact in it, twisted, and you then construct your whole narrative on that, whith "high likelyhood". Anything after that is irrelevant when this is your base. Parry is specific tool that you can use. It's not a proof of a global concept, you don't HAVE to use it. It's just there to do cool shit. Using parry as an argument is just a bias confirmation on your side, especially when there are things like Rhoa telling the opposite story. That's why I answered to you with questions. Because we don't know what they are trying to do in the end. I'm not even sure they really know the details themselves. The only fact is that they try to do a good game, they are passionate. Anyting above that is speculation. Animations are just a tool to express the concepts you want to introduce. The concepts are not so clear at the moment, so animations can wait. What we need from them atm is fluidity, and it's doing that job already. WASD is smooth enough, at least for now. " What if the PoE1 route is the intended route ? |
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" Possible sure, yet not very likely. GGG has been under pressure to change certain things for PoE1 for more than a decade and refused to do so. Which does show they can and will stand up to that pressure, if thats in their best interest. In the end the most likely scenario is that all of this boils down to old saying: Money talks, BS walks. And thats that. Whether you or streamers or anyone else (dis)likes certain things doesnt matter anywhere near as much as the bottom line does. The only way your argument makes sense is if you are really convinced that a handful of streamers can influence the flow of money to the point where GGG would be compelled to concede - while you´d also need to be convinced your preferences would result in a better game and thus more revenue. Thats doesnt make any sense at all to me. Regardless, neither you or anyone else could possibly present evidence, so its just guessing based on preference and bias. Thats all it is and thats all it ever will be. |
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