I Love that this Game is being considered Hard, BUT...

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sh1nzuu#6658 schrieb:
its either Kill and Stun first or get Stunned and Killed first.


That is it brother.
You nailed it.

This is Jon's power fantasy exploding in your face.
You have to AOE everything, before everything AOE you instead.

While lagging inside the delirium fog seeing absolutely nothing with stupid map mods...

This pushes you to play ranged character that can clear everything two screens away, minimizing the chance to be killed himself.

It is the main design flaw. And that fella doesn't even see it as a flaw.

He wants to push the game in that direction.
Really sad.
"
Dnoble23#4456 schrieb:
Spec'ing a build to never die and to kill stuff easily is literally the entire genre. The challenge is picking/finding/crafting/trading for gear to reach a level where you are stomping everything aside from the Uber boss content. (IMO)

That gameplay loop of course needs to be balanced around taking a reasonable amount of time (or a long time, whatever) to get to that point.

The issue is that, cheap deaths with 12 frame enemy one shot attacks is neither fun, fair, or "difficult". This, combined with one portal map juicing to obtain loot in faster than 1,000 hours of play time for 10 div's probably shouldn't be a thing.

However, Game devs want us logged in for as many hours as possible, So it is a thing. Shrugs*



FYI , i got clapped by a white mob from OFFSCREEN on 34kEHP and funny part is map does not even has x3 damage increase mod only 1. More funny part is i dont know "what killed me". More funnier part no matter how your character become strong you are somehow getting one shotted.


So i play POE like 5-7 years dying in this game is nonsense. In fact "diffucility" in this game is "nonsense".

If their vision won't move to a certain direction "i m talking about POE1 style" soon people will jump off from the boat.
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sh1nzuu#6658 schrieb:
it simply is not Hard. It is trying to be Hard, but in a way where it gets frustrating especially white normal enemies.

I Love that Rares and Uniques can Oneshot if dont Played mechanically correct and THATS kinda HARD. Playing Mechanics incorrect should be punished imho, BUT normal (white) enemies should not be able to (randomly) oneshot and stun you when there equal level.

Let the Magic and Rare enemies Stun me i don't mind that, but the amount of white mobs you encounter in a group of enemies, especially with the Abyss "affix" as a Melee Player its either Kill and Stun first or get Stunned and Killed first. Its just not fun as a Melee Player to get chainstunned and animation locked by white mobs.

What i also think is "changeworthy" or "balanceworthy" is the Range of white enemies targeting and attacking you, sometimes Caster enemies target you outside of your view i.e Shades throwing their ice and freezing you or those casters in Act 2 Bone Pits with those Meteors but the caster is in Act 3 sitting next to Doryani in Black Chambers Casting that Meteor.

I think just balancing the above mentioned problems would bring joy to melee players not all of them of course.

As a Player who startet every Season as a Melee i switched to Range after i reached Endgame and Played nearly every Meta Build in S1 with Temporalis auto bomber and LS Deadeye in S2 i just did not find it fun anymore Playing my 3rd Season as a Ranged Lightning based Class that clears the whole map with 1 attack. I'm not saying that Oneshot Builds should not exist, i even think its healthy for the Game.

Iam of course NOT speaking for everyone as this is just MY Fedback and i dont see myself as a Casual. Just take in consideration that this Game is NOT Made for only Juicers and Hardcore Players. Casuals exist and they need to exist.

this game poe2 is definitely HARD.

if you look at the sheer numbers of players complaining about the viper napuatizi, the jungle gorilla, tavakai, zolina, etc, etc, and complaining about the trial of sekhemas and trial of chaos and all other sort of things, then this game is definitely hard and causes lots of grief and pain to many players.

if you have problem with white mobs, then most likely the problem lies with you, your build, your gear, and your lack of knowledge and lack of understanding of the game mechanics.

when i play with strangers in multi-player party, i often see top players zoom past me at three times my speed, and most of them often one button destroys everything on screen and off-screen.

why are those people not complaining?

why are you complaining?

why are there many other similar players like you also complaining?

i think the answer is obvious, isn't it?

you did not learn the game enough. you did not master the game enough. sorry to say all these, but this is what it is.
34pre98qua
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The_Song#4903 schrieb:
It's not just that this game is not hard.

This game is being designed in a way that is antithetical to difficulty.

When a game is difficult, hard, when a game is challenging, players are expected to die.
Succeeding at a task is meant to take multiple tries, and as such the game allows you to take multiple tries.
Needing multiple lives to clear a map, multiple attempts to take down a boss, because it's not easy enough to clear deathlessly. And in turn, the game lets you die those multiple deaths without losing more than the time spent on it.

This game is built such that you are expected to never die.
The xp penalty, content vanishing from the map if the boss kills you, losing the map entirely at first death if you dared to give it content, drops on the ground in campaign going away with zone resets upon death.
Compelling players to only engage with content that can be effortlessly cleared deathlessly. Easy content.

Never dying is not a challenge.
If you never die, there is no challenge.


Damn bro, you just nailed it, its exactly like that
"
The_Song#4903 schrieb:
It's not just that this game is not hard.

This game is being designed in a way that is antithetical to difficulty.

When a game is difficult, hard, when a game is challenging, players are expected to die.
Succeeding at a task is meant to take multiple tries, and as such the game allows you to take multiple tries.
Needing multiple lives to clear a map, multiple attempts to take down a boss, because it's not easy enough to clear deathlessly. And in turn, the game lets you die those multiple deaths without losing more than the time spent on it.

This game is built such that you are expected to never die.
The xp penalty, content vanishing from the map if the boss kills you, losing the map entirely at first death if you dared to give it content, drops on the ground in campaign going away with zone resets upon death.
Compelling players to only engage with content that can be effortlessly cleared deathlessly. Easy content.

Never dying is not a challenge.
If you never die, there is no challenge.

You have given a very good description of the situation in this game.

I wish that GGG will give some thoughts about your descriptions and make some changes to the game.

My suggestion is that maps and all content have unlimited portals and unlimited attempts. Contents and drops will not be lost when a player dies.

However, each time the player dies during the content, the player will get a debuff of 10% increased damage taken and 10% more damage taken from mobs. These will stack with every death.

Also with each death, the player will deal 10% reduced damage and deal 10% less damage to mobs. These will also stack with every death.

If the player is worthy of the content, they will complete it. If the player is really lousy and incompetent, then eventually they will be forced to give up the content.
34pre98qua

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