The artificial difficulty is annoying.

It's not fun. It's super annoying.


Oh, we see you don't have chaos resist! <every mob has chaos damage now>

Oh, we see you fixed your chaos resist but have no fire resist! <every mob now does fire damage>

Oh, we see you fixed the fire resist and added speed! <every mob now has a way to tether or slow and does lightning damage>

et cetera, et cetera


I'M ONLY LEVEL 12! WTF!


Designing mob attributes around what the player lacks is juvenile, lazy design.


That is all for now.
Last bumped on Jan 13, 2025, 3:07:03 PM
Wait, do you think that the monsters are spawned with the intent to adress your biggest weakness? Or is this a parody-post for something I've missed?
"
Gimatria#7361 wrote:
Wait, do you think that the monsters are spawned with the intent to adress your biggest weakness?


They are. And it's not the only ARPG that does this. It's been in the genre for years now.
If you play ranged, you encounter more lunging monsters that close the distance to you faster and more often.
If you're running a cold/freeze build, you encounter more cold resistant monsters.
If you play a melee build, you encounter more ranged monsters who whittle you down from afar.

If tuned properly, it may be a good mechanism of pointing out build deficiencies to the player and nudging them to improve their gear and/or skill/attribute points distribution. If done overzealously it can turn away thousands of players.
Last edited by Avanglion#5465 on Jan 12, 2025, 5:46:55 PM
"
"
Gimatria#7361 wrote:
Wait, do you think that the monsters are spawned with the intent to adress your biggest weakness?


They are. And it's not the only ARPG that does this. It's been in the genre for years now.
If you play ranged, you encounter more lunging monsters that close the distance to you faster and more often.
If you're running a cold/freeze build, you encounter more cold resistant monsters.
If you play a melee build, you encounter more ranged monsters who whittle you down from afar.

If tuned properly, it may be a good mechanism of pointing out build deficiencies to the player and nudging them to improve their gear and/or skill/attribute points distribution. If done overzealously it can turn away thousands of players.


Do you have a source for that?
"
It's not fun. It's super annoying.


Oh, we see you don't have chaos resist! <every mob has chaos damage now>

Oh, we see you fixed your chaos resist but have no fire resist! <every mob now does fire damage>

Oh, we see you fixed the fire resist and added speed! <every mob now has a way to tether or slow and does lightning damage>

et cetera, et cetera


I'M ONLY LEVEL 12! WTF!


Designing mob attributes around what the player lacks is juvenile, lazy design.


That is all for now.


You're level 12 and you think your biggest issue is your res?

git gud
"
Gimatria#7361 wrote:
"
"
Gimatria#7361 wrote:
Wait, do you think that the monsters are spawned with the intent to adress your biggest weakness?


They are. And it's not the only ARPG that does this. It's been in the genre for years now.
If you play ranged, you encounter more lunging monsters that close the distance to you faster and more often.
If you're running a cold/freeze build, you encounter more cold resistant monsters.
If you play a melee build, you encounter more ranged monsters who whittle you down from afar.

If tuned properly, it may be a good mechanism of pointing out build deficiencies to the player and nudging them to improve their gear and/or skill/attribute points distribution. If done overzealously it can turn away thousands of players.


Do you have a source for that?


Source? Its called playing the game and experiencing it for yourself.


Its very lazy game design. Better game design would be to create a map that has for example mobs that do fire damage. Then you struggle through the area and your reward is fire resist gear. Something like that. It introduces new players to aspects of the game and rewards them when they finish. {no, i not going to argue with contrarian bots as to its degree}


This was easily testable in POE 1. If you restricted yourself to only white gear (early levels) then the mobs where somewhat manageable. The moment you start putting on better gear, the mobs ....poof, change ... to match your skill/gear choice.


No I'm not just level 12. My main character is much higher but its just very annoying and easily detectable at lower levels.
"

Source? Its called playing the game and experiencing it for yourself.

This was easily testable in POE 1. If you restricted yourself to only white gear (early levels) then the mobs where somewhat manageable. The moment you start putting on better gear, the mobs ....poof, change ... to match your skill/gear choice.


No I'm not just level 12. My main character is much higher but its just very annoying and easily detectable at lower levels.


"


They are. And it's not the only ARPG that does this. It's been in the genre for years now.


Geez this stuff sounds like something I would have made up when I was a teen and Ghosts and Goblins had just handed me my ass for the millionth time.

So humans do this thing called pareidolia and we all have strong tendencies toward confirmation and selection bias (among others). Both of you are indulging in that while also lacking vital information that is openly available and known. You're both weaving a narrative based on your own bias' and assumptions.

No major ARPG does what you're saying its just a story you're telling yourself. Which probably stems from the desire to not understand your own mistakes, poor choices or bad play. (we all do this as well, its what excuses are, everyone does this to some degree or another).

Its also just about the dumbest possible way to "AI cheat" if GGG wanted to do so. it would get bug reported en mass and spawn "drama videos" on YT as well.


Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
All the difficulty is artificial because games are artificial. [Removed by Support]
Last edited by Vash_GGG#0000 on Jan 12, 2025, 8:43:24 PM
So let's get this straight. Getting killed off screen, by on death effects, one shots, and being stunned or boxed in are unacceptable ways to die.

What are the acceptable ways to die?
I think that cold res monsters show up more for cold damage builds is a result of everything else dying. Doesn't have much to do with cold res mobs spawning any more than they normally do.

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