Dawn of the Hunt - What We’re Working On
while i cant say for certain.. but what i think is going on here is they are so afraid to make poe 2 anything like poe1 because why have 2 very similar games going at once
i actually posted this before.. but they really do need to just drop poe1 all together and shoe horn a lot of the popular stuff from poe1 into poe2 and just accept the fact that poe2 is just going to have to be a lot closer to poe1 then they want people liked poe1 for a reason.. why try and reinvent the wheel it clearly doesnt work here. |
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Buff look and currency in the campaign. It feels like a slog cause we have no dps. Not to mention monster feel like that have twice as much life as they used to.
Nerf monster speed. Move speed implicit on boots. I cant run away from anything. Why are packs of small white mobs able to swarm and stun lock so easily? Make act 3 33% smaller. I've always thought it was way too long. The length feels like it's actually two acts smooshed together. On the map change the icon for town in act 2, every icon looks the same. Its highly annoying looking for the thing every time. Especially since the whole map has been moved around . |
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You gutted lightning spells, for what? For what purpose?
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GGG do you guys dont play your own fucking game?
are you guys gaslighting yourselves that THE VISION™ is fun? |
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It's not that we don't want to parry.
It's that parry is bad. For it to actually be something you're not just desperately trying to replace it needs to give like 10 charges over 20 seconds. Just massively more payoff than what we're getting. Yeah, parry should NOT be something used on small fry. The rotation should be something like: Fight big enemy. Parry it for some sort of stun or big payoff melee damage. This then gives you charges for your spear throws, which you use to clear or fight from range for a while. Then your buff starts fading so you recharge the buff by parrying the next big enemy. If you want us parrying more than once every 15-20 seconds then it really needs to be a parry FOCUSED build. Which would require there be a skill that can parry "unparryable" stuff for it to not be horrible. Like one skill parries melee, another one can deflect ranged and another you have to hold down to charge it but it can parry slams. A fully parry build needs a full parry kit. As huntress is supposed to just be using parry to empower the rest of the kit, parry use should be infrequent- like once per 15-20 seconds. |
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Not enough. Not even close to enough.
I honestly feel incredibly ripped off. Like, the game I enjoyed and saw so much promise in with 0.1.0 was just a "haha gotcha" rug pull, that's honestly how this game feels in the current state. I don't even know what else to say. |
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No "well, we fucked it up big time"? The sound of this posts shows that this is the vision.
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I'm not sure we're playing the same game guys. I think they have the dev client and we don't or something.
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Coming from a person who recognizes there are humans on the other side of the screen...
Playing the first two days was pretty rough, but my build is finally mostly online and I am having a good time. Great to hear about the incoming QoL changes. My only real issue right now is that random packs of white monsters consistently feel much more scary and challenging than rares and map bosses. Packs of white monsters are blitzing towards me from offscreen and one-shotting me. Meanwhile I am clapping out rares and map bosses with ease. It just feels really weird. Like I'm mostly dying to white mobs and that probably shouldn't be the case. Thanks for all your hard work. I know it must be tough to read all the excessive negativity. There's a lot of us quieter people that are just playing instead of complaining out here :) A long time ago, on a Wraeclast far, far away...
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Its sad that GGG didnt adress the Problem with Monster Movement Speed. It feels annoying to get swarmed so easily.
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