Player's death - damage sheet
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Getting killed by 10 damage source per second just to watch your screen wondering how you should approach this very battle in a more situational manner, and still having no actual clue to do it, is for the least, frustrating.
GGG, if mobs get to become specter is because you already checked at least twice their damage, if so, you should have a catalog of their damage to be quite accessible. Just make it obvious for the player, it's not cheating, it's just fair. Right now, the damage is unfair and I don't want to spend 100 hours to do 1 citadels and get 2 divines. I want to spend my time as efficiently as possible, so no, I don't have any incentive to allocate points into defense, I've played with 75% res, I've played with that janked up energy shield build, it's just boring and not even working. Fix your game, I mean fix your ego and add the things that will actually help players have the tools to get through tough situations. example : stun threshold bar, damage dummies, Map's monster diversity list before entering the map to plan the offence, death's damage sheet, monsters' vulnerabilities or stats description, remove exp lost(who cares about the top 1000, they'll spend the 500$ pack anyway) or at least make it so that it's less punishing, like one exp loss per map, fix your gem tab and gem situation it's actually worse than PoE1 and I'm not even a big PoE1 enjoyer, i've played 2 seasons at the most. You claim to be willing to make it more accessible but you constantly worry about the few elites that would zoom through the game instead of making it actually enjoyable for the majority of people. It's just poor mentality and very questionable game design based on ''fun''. Last bumped on Apr 12, 2025, 11:38:28 PM
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