Combat Pacing - Making Both Camps Happy

So, I'm of the opinion that we can make both camps mostly happy via Atlas / numerical tuning, while also dealing with the problem of magic find, via two methods:

Ramping up top end content difficulty:
Basically, if you look at affliction league (unless I'm misremembering, people loved this league), we had the ability to juice the content really hard and create extremely challenging, but rewarding maps. This wasn't just a matter of mob density, many of the monsters spawned were extremely tanky and deadly, and I remember videos of people getting chased down on maps.

People had to choose between running magic find and running lower tier maps (may have gone as low as T11, if memory serves), and running T15's without magic find and cutting their teeth on the hardest content they could get.

The only mechanism we have to do this at all presently are delirious maps, but this is also miserable (grey), hard on the CPU/GPU, and very bad for visibility. Which is a problem in and of itself.

I'd like to see some of this capability moved to the atlas, we kind of have this via increased effect of explicit modifiers / prefixes / suffixes, but our only capabilities on the atlas at the moment are to increase the volume of monsters - there is no "increase monster health and / or damage and get more loot", it simply doesn't exist.
- The ability to fight harder content to get more rewards also needs to be applied to trial of chaos, and the pinnacle bosses. Three tiers feels a little arbitrary. I don't mention Trial of Sekhemas, since it's kind of got this capability built in already with relic tuning.

Giving users better control of mob density via the Atlas:
Basically right now, you have one choice - more monsters. If instead, we had the ability to choose whether to increase or decrease the mob densities on our maps (Important thing here would be that there would be no change in net-loot per map), decreasing mob densities would result in more health per enemy / with the inverse being true. Want to fight horde simulator? Great, tune up the density. Want to pay attention more to individual mobs, or your CPU can't handle it? Tune it down.
- Turning down mob density probably also needs to come with a decrease to enemy run speed. Part of the reason enemies need to be so fast is because they die so fast.
- There may be some finicky fine tuning of numbers so that neither sets of people feel like they're getting punished for running the type of content they like.
- I'm talking here almost a full 10X swing in density of mobs between the extremes, possibly more.
- Some builds will obviously be better at running one type of content compared to the other - oh well? We already have this in PoE1, and it's also absolutely true for PoE2 right now.

The outcome:
- People won't feel like their primary method to chase better loot / hour at the top end is to stack movement speed and / or magic find.
- People who want reduced screen clutter get what they're after, and aren't punished for it.
- GGG can easily do mid-league tweaks to numbers here. These aren't peoples builds, nobody is emotionally attached to them, blah, blah, blah.

This solution isn't perfect (obviously), and I'm sure there are a bunch of things I've missed / not thought about. But this feels like a numbers problem to me. Maybe this post is better off living in the discussion section?
Zuletzt angestoßen am 21.09.2025, 13:27:59

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