I hope poe 2 wont be a one core skill spamming game

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Phrazz wrote:
Why are people so afraid of letting PoE and Diablo be different? Why does every game have to follow the giants? Why can't some games actually do things their own way?


Because all things have a right and wrong answer and clearly the most recent success in peoples mind is the right thing. Clearly that means PoE is wrong and must change. There's never space in any sort of field for non-competing entities, and nature as we all know is a liner tier and there's not reason for things to adapt differently! It's survival of the fittist, adaptation to enviroment!

/sarcasm

Though that is generally the mindset people take, despite it being FAR smarter for a company to explicity not do the thing the other companies are doing, because that's where untapped markets exist. That's likely why PoE has survived as long as it has, it's its utter refusal to crib notes from other people and just do whatever it is they do. Because that's the market niche they serve, if they change to be more like another game, they just do it worse and lose in a smaller field.
Cooldowns are a very punitive way to bring about a playstyle. They should instead create incentive to use multiple skills through damage, efficiency, defense, and specialized situations.

Carrot vs. Stick.

I prefer the carrot. Cooldown is the stick.
I think it's also important to remember PoE's flask system has huge impacts on skills and gameplay.

While there isn't a skill rotation necessarily per se, we do have the flask piano instead. (Granted you have some instilling options and Mageblood, but overall flasking aint always fun)
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
PoE is complex enough to allow you to make a build that requires more skills, and button presses if you wish to do so.

Almost all ARPGs I've played, and play have a slightly different way of handling skills, and that's a good thing. It would be boring otherwise.
I mean that is what your mana globe is for run that empty and you have to stop spamming.
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Nubatron wrote:
Cooldowns are a very punitive way to bring about a playstyle. They should instead create incentive to use multiple skills through damage, efficiency, defense, and specialized situations.

Carrot vs. Stick.

I prefer the carrot. Cooldown is the stick.


Only when you view skills only as DPS.

Cooldown can be used to create risk vs reward gameplay, particularly with defensive abilities, recongizing when you have to use it vs when you should save it, as well as a skill reward for knowing impact timings in similar situations.

But yes, poorly used it can be used in a punitive measure, but so can inbuilt syerngies when they have their DPS balance point set where they do far to little damage without their counterpart, meaning it's no longer a synergy and it's a requirement, but that's it's own design discussion.

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sevens67 wrote:
I mean that is what your mana globe is for run that empty and you have to stop spamming.


Who uses mana?
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Nubatron wrote:
Cooldowns are a very punitive way to bring about a playstyle. They should instead create incentive to use multiple skills through damage, efficiency, defense, and specialized situations.

Carrot vs. Stick.

I prefer the carrot. Cooldown is the stick.


Only when you view skills only as DPS.

Cooldown can be used to create risk vs reward gameplay, particularly with defensive abilities, recongizing when you have to use it vs when you should save it, as well as a skill reward for knowing impact timings in similar situations.

But yes, poorly used it can be used in a punitive measure, but so can inbuilt syerngies when they have their DPS balance point set where they do far to little damage without their counterpart, meaning it's no longer a synergy and it's a requirement, but that's it's own design discussion.


I agree with that. I'm an avid user of Frostblink and appreciate the need for a well timed blink. I also like how they've applied it to guard skills.

The way things are balanced currently where you have to think about a way to keep uptime of skills without a simple-minded resource generator/spender rotation is definitely my preference.
Last edited by Nubatron on Jun 13, 2023, 2:10:57 PM
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Cooldown can be used to create risk vs reward gameplay, particularly with defensive abilities, recongizing when you have to use it vs when you should save it, as well as a skill reward for knowing impact timings in similar situations.


Correct. And in my opinion, GGG have added cooldown to the skills that do need a cooldown, mostly defensive "timing" skills/guard skills/certain vaal skills.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Nubatron wrote:
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Nubatron wrote:
Cooldowns are a very punitive way to bring about a playstyle. They should instead create incentive to use multiple skills through damage, efficiency, defense, and specialized situations.

Carrot vs. Stick.

I prefer the carrot. Cooldown is the stick.


Only when you view skills only as DPS.

Cooldown can be used to create risk vs reward gameplay, particularly with defensive abilities, recongizing when you have to use it vs when you should save it, as well as a skill reward for knowing impact timings in similar situations.

But yes, poorly used it can be used in a punitive measure, but so can inbuilt syerngies when they have their DPS balance point set where they do far to little damage without their counterpart, meaning it's no longer a synergy and it's a requirement, but that's it's own design discussion.


I agree with that. I'm an avid user of Frostblink and appreciate the need for a well timed blink. I also like how they've applied it to guard skills.

The way things are balanced currently where you have to think about a way to keep uptime of skills without a simple-minded resource generator/spender rotation is definitely my preference.


It will be interesting to see what GGG has in mind with travel & movement skills with the introduction of the dodge/ cooldown button.

Not to be super dramatic, but fucking with character movement and travel is what really started Marvel Hero's death spiral.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44 on Jun 13, 2023, 3:25:11 PM
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DarthSki44 wrote:

It will be interesting to see what GGG has in mind with travel & movement skills with the introduction of the dodge/ cooldown button.

Not to be super dramatic, but fucking with character movement and travel is what really started Marvel Hero's death spiral.


I'm clearly at a disadvantage; was there a reveal on the topic that I missed?

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