If you want to listen to David Brevik...
" AFAIK turn based was the idea first, but when they tried it realtime they all understood that's way more fun. So, do you think they should've just stubbornly discard the realtime because it was not the original "vision"? |
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Playin D2 right now.
Monster balance on maps is so much better there. |
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If you think there are no monster packs in D2 then you havent played D2 yourself. There's spearwomen in Act1 Blood Moor, Fallen and resurrecting leaders in pretty much every zone, Demon Lords in Act4 and 5 etc, just to name a few.
The thing that makes POE's combat feel different is chaining skill effects across enemies, which feels great. |
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" It came out different because someone equal to or above him said no. Hence why Star Wars 3-6 are good and the prequels plus the new stuff are garbage. |
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" I remember him talking about the turn based topic and afaik he wasn't "ordered" to do it. It was more like "It's cool so far, but I think it would be much better in real time instead of turn based. Why not try that." He could have still said no and be stubborn. Maybe Blizzard wouldn't have liked it, but it was his game and idea in the first place. Anyway, in the end it doesn't matter. PoE and Diablo weren't made by one guy, it's always a team effort. |
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I don't think monster density has anything to do with anything and PoE is not the target when someone says ARPG become too easy.
Tech guy
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" This is why CRPGs and ARPGs shared so much in common... or used to. Diablo 1 was a CRPG that used timings instead of turns. I've actually modded Divinity OS2 to do the same thing though the AIHelper needs work to make it not stupid. Something I can't edit. Their designs have become so distant from each other these days. Yet ARPGs are failing while CRPGs are making a big comeback. It's almost like players miss/like those CRPG elements. "Never trust floating women." -Officer Kirac
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