T17s are still an overtuned mess that are also annoying to roll

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Mashgesture wrote:


Coupled with anti-cheese systems in place its looking even better. Lets hope for no carries as well.


You know what'd be interesting? If you had to damage a boss at least a certain % of its life to get credit for the kill, as well as any drops. Plus, you need to be alive when the boss dies. This would sort of "fix" carries. A smaller % for story progress vs. challenge progress.

That way, true multiplayer isn't ruined but afk carries are a thing of the past.
Last edited by mefistozxz#6750 on Sep 29, 2024, 1:29:29 PM
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mefistozxz wrote:
"
Mashgesture wrote:


Coupled with anti-cheese systems in place its looking even better. Lets hope for no carries as well.


You know what'd be interesting? If you had to damage a boss at least a certain % of its life to get credit for the kill, as well as any drops. Plus, you need to be alive when the boss dies. This would sort of "fix" carries. A smaller % for story progress vs. challenge progress.

That way, true multiplayer isn't ruined but afk carries are a thing of the past.


True multiplayer might be even more ruined, no? That way aurabots/managuardians/crybots would never get kill credit even if they participated but carried ppl could just run Cast on Death discharge or sth else that gets them to the min contribution.
Last edited by stnikolauswagne#1468 on Sep 29, 2024, 1:42:15 PM
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mefistozxz wrote:
"
Mashgesture wrote:


Coupled with anti-cheese systems in place its looking even better. Lets hope for no carries as well.


You know what'd be interesting? If you had to damage a boss at least a certain % of its life to get credit for the kill, as well as any drops. Plus, you need to be alive when the boss dies. This would sort of "fix" carries. A smaller % for story progress vs. challenge progress.

That way, true multiplayer isn't ruined but afk carries are a thing of the past.


That's a terrible idea lol, you have no clue how many people buy carries every day. They would lose a huge chunk of the sc trade playerbase.
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Jitter912 wrote:
Nobody gives a crap about the gauntlet.
Nobody gives a crap about Ruthless.
T17 are just an obvious middle finger to anyone who doesn't want to use the build of the league.
If these ARE indicators of the future.
It's grim.

Unless the goal is to appeal to a small dedicated group of people.
I had hopes for better


YEP, they've been appealing to streamers and a group of 0.001% for a while now. T17s are proof of that, among other funny design choices in this game. PoE 2's "boss reests on death" is also another pointlessly time-wasting mechanic. But oh well, the steam numbers after the first few weeks will speak for themselves won't they.
"
Toforto wrote:
PoE 2's "boss reests on death" is also another pointlessly time-wasting mechanic.


It's more like a way to encourage you to get better at the game or play a proper character and not just the first best zoom zoom glass cannon that dies to almost everything.

Many older games did had the same mechanic to reset a boss upon a wipe, just the way it should be as corpse running is not a good content design.
So it's actually nice to see that a company picks up a solid system to learn players to get good on the hard way, instead of placing little instant gratification treats all over the place to make the game as piss easy and boring as possible.
Flames and madness. I'm so glad I didn't miss the fun.
Last edited by Pashid#4643 on Sep 29, 2024, 4:13:27 PM
"
Pashid wrote:
"
Toforto wrote:
PoE 2's "boss reests on death" is also another pointlessly time-wasting mechanic.


It's more like a way to encourage you to get better at the game or play a proper character and not just the first best zoom zoom glass cannon that dies to almost everything.

Many older games did had the same mechanic to reset a boss upon a wipe, just the way it should be as corpse running is not a good content design.
So it's actually nice to see that a company picks up a solid system to learn players to get good on the hard way, instead of placing little instant gratification treats all over the place to make the game as piss easy and boring as possible.


No, that kind of design is ancient and outdated. A boss resetting on death is just unfun. It's that simple.
Uhm, that's like your opinion. You are welcome to have that opinion, but don't state it as fact. Not everything that's been invented years ago is bad only because it's been a few years since.

When did they invent the wheel again? So outdated!
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
Last edited by ArtCrusade#4438 on Sep 29, 2024, 4:46:27 PM
Yea I am happy they are making bosses not 6 portals but a single try. Many seem to like this approach.

Just have to hope carries become something of the past as well. Never has been healthy for any game.

The devs want you to engage in the fight they designed.

"
its that simple™
Mash the clean
Last edited by Mashgesture#2912 on Sep 29, 2024, 5:37:18 PM
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Mashgesture wrote:
Yea I am happy they are making bosses not 6 portals but a single try. Many seem to like this approach.

Just have to hope carries become something of the past as well. Never has been healthy for any game.

The devs want you to engage in the fight they designed.

"
its that simple™


People started this game to play a fun arpg, not a Dark Souls clone. 99% of players will hate the resetting boss mechanic kek
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Toforto wrote:


That's a terrible idea lol, you have no clue how many people buy carries every day. They would lose a huge chunk of the sc trade playerbase.


Wildly untrue. The people that ACTUALLY buy carries is very small....and its actually generally the veteran players that buy the carries just to rush through. They aren't going to leave the game if carries become unavailable.

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