FOCUS ON YOUR VISION - ENGAGING COMBAT!!! SUGGESTIONS!!!
I quoted what you posted.
Troll harder. |
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" I think he was talking about how PoE 2 bosses feel easier because of the dodge-roll mechanic and more telegraphed moves. To some extent, I agree — but it’s not mindless ease. That’s where the engagement comes from. I never played PoE 1, but if you’re truly playing actively, you’re present and aware. Relying entirely on a prebuilt loadout to carry you is basically turning your brain off. You don’t hop on a motorcycle or get behind the wheel of a car to zone out — that’s how accidents happen. Comfort doesn’t mean autopilot. If PoE 1 is like a Tesla on autopilot — you press one button and your prework drives you while you sip whiskey — then PoE 2 is still a regular car. Not a Tesla yet, but inching closer. When you want to really drive, you pay attention to the road, feel the bumps, and enjoy being in control. That’s fulfilling. The problem is PoE 2 is starting to drift toward Tesla-mode: spoon-feeding players and moving their jaws for them. It’s like being strapped into the passenger seat while the game drives itself, when what you actually want is to grab the wheel. |
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" An interesting side note, I levelled a thorns warrior in 0.3 and facetanked everything, including the telegraphed "1 shot" attacks. My other characters just kill everything before it can even pose a threat. In its current state, PoE2 is significantly more autopilot than any iteration of PoE1. |
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" This! I can understand that for some people their beloved gameplay of Poe1 "seems" in danger because the developing of Poe2 is running the risk that Poe1 gets less focus. But they said that they develop further on Poe1. But to be fair: Poe1 is done its a masterpiece for itself. This is the truth. But it is also truth, that Poe1 has combat you can build upon and improve. For this they make a new game: Poe2 It is also truth that this improved engaging combat can't be seen in its current state, because you still can "one button smash" everything like in Poe1. But Poe2 has the potential to be more than this, because it is made for more engaging combat. Just the emphasize on engaging combat isnt there. But they are working on it and lets help them with suggestions. When I say Poe1 is a masterpiece for itself, its meant as this. Keep it as it is as another game than Poe2 for its style of combat and lets keep Poe2 as it is as a game with a "modern" style of combat. Last edited by JohnBlackstar#2650 on Oct 5, 2025, 3:54:58 AM
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I don't care one bit what you think about PoE 1. The fact remains - the game will most likely not live as long as PoE 2 would. Meaning that for someone like me, who enjoys PoE 1 but not PoE 2, eventually there wouldn't be a PoE to play. Basically, if GGG listens to you they will lose their initial audience. Or we'll have a situation like this - with overly long and uninspired leagues in both games, where both audiences are not happy.
Last edited by Johny_Snow#4778 on Oct 5, 2025, 3:40:43 AM
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" Where did you find that info? Why are you paniced? So far they are back on 4-month rail and they are interested in upkeeping two games for DIFFERENT people. Thats the whole point of having two games with shared MTX base, so two different players will pay in poe1 and poe2 for the same mtx. And both games with asynced leagues will provide extra online for each game with people who like both games. If you think that 1-year 3.25 league is the harbringer of poe1 dying... its not. They just wanted to rush poe2 EA, and focused on it in 2024. But then they get back to poe1 and give awesome 3.26 league with both new mechanic and new expansion, with beautiful bosses (tough a little bit too easy compared to other pinnacles) and extra story. So i doubt poe1 will be closed whenever until theres still great online numbers, and with poe2 these numbers will only grow. Honestly i even think they can end up having two "poe2" games (one is current poe2, and another will be updated poe1 with poe2 assets and visuals, but poe1 gameplay) Last edited by Nikuksis#6962 on Oct 5, 2025, 3:59:02 AM
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" And another truth is that majority of ARPG players want to do that "one button smash" builds. Put up with it... |
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" This is true that this is fun(...but for the majority of players? How do you know this? ), also for me as an engaging combat enjoyer. I like to drink my coffee and one button smash and splash the screen for a while. But most of the time I want the engaging combat when I focus more on the game. This is engaging, this is MOST FUN ( for me? Not just me or? hmm? :-) ) Last edited by JohnBlackstar#2650 on Oct 5, 2025, 4:02:14 AM
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" +1 I'd play PoE1, i like its bosses and everything is known. I like to build something i like and play it for few weeks when league starts to farm some rare items or hideouts. But the PoE2 in acts currently looks like a dream game for me - merged poe1 depth and freedom with diablo 2 engaging combat and different monsters and beatiful atmosphere and visuals. I'd like for engaging combat persists in endgame as well. I'd like they remove all mods from the waystones, which makes only inventory sorting chore and trying to avoid bad mods, but keep the exponential difficulty grow, and diversity in "bad" mods would be more like different mob type danger for different builds, and depends on map you're doing. Like if you're ranged projectile build, you probably don't want to go into graveyard/crypt locations where you can encounter ethernal guards reflecting proj to you, but rather pick some open location where you can move freely and avoid melee fights in tights corridors. And when you're melee you might want to do indoor maps instead with less walking, and more melee oriented mobs. But not these extra mob projectiles, extra speed, elemental ground, area curses etc. This also could make waystones stackable, and used only for open the map of required level. Last edited by Nikuksis#6962 on Oct 5, 2025, 4:24:33 AM
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0.1 was engaging/difficult in the campaign
0.2 was engaging/difficult for a while and then got nerfed regarding the campaign 0.3 was not even engaging/difficult on the first char during the campaign With each iteration the game lost diffculty and the stuff in the forum changed from people complaining over the difficulty to the lack of it. 0.1 my guild was thriving 0.2 half of the people (more like 3/4) left because they did not want to play the same campaign over again with yellow mobs being "mini Bosses" and dying to real Bosses a couple times. Most of them never came back even after the nerfs. 0.3 the guild is essentially dead and people simply moved on to other games or just play each ARPG for a couple weeks when the season starts there (we have quite a few people playing Diablo / Last Epoch and so on as well) What I am trying to say is: The reasons people keep playing or stop to do so are vastly different and there are a lot of different ones. So are the definitions of engaging combat. Yes some of you (me included) blast through the campaign (yes i dont think even Act 1 is a challenge even on a fresh char at season start), others still struggle with cookie cutter builds. The first one will say "it is to easy" anmd the other "too hard". Both are right and that makes it especially hard to get to a point that makes both happy. If you make this game harder you will loose people the same way you would loose people by making it easier. In my eyes this game does not need "engaging combat" during the campaign. The campaign should be a tutorial that teaches you how to play the game and the mechanics that will wait for you in the endgame. The endgame then can have different "modes" and stuff that is engaging in different ways but this endgame is what is the biggest difference to all the souls like out there. In those beating the campaign (maybe even a couple times via NG+) is the goal which simply is not the case here. Here the endgame starts when souls like games end... That is what GGG needs to focus on: more stuff to do and with challenges that keep you engaged and not making a camapign harder/more engaging people have to do each season just to get to the intended endgame with "endless" content. |
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