Path of Exile 2

Pasteton

Blackwing Lair Raider
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2,163
I never had issues with that count fight think I one shot it every time I’ve done it, you just have to dodge when he’s done with his gay voice line, if you try to dodge when you actually see him it’s usually too late.
The second act boss tho can suck a dick. When I did him with my dog shit slow dps build it took me 3 hours of keyboard smashing, don’t think I’ve been that angry in a fight since hammer bros in Mario. Fight remains gay ass retarded and was much more pleasant when I could just blow thru his last phase with overpowered builds
 

Arbitrary

Tranny Chaser
31,724
90,889
For the record I think sprint is going to be a huge improvement with the added bonus of fixing one of the things I hate about dodge roll (time something wrong, slow down on the second half of the animation, get hit by tracking attack from boss) even if it means sometimes when you use it your character gets on the floor and does the dinosaur.
 

Kirun

Buzzfeed Editor
20,541
17,231
For the record I think sprint is going to be a huge improvement with the added bonus of fixing one of the things I hate about dodge roll (time something wrong, slow down on the second half of the animation, get hit by tracking attack from boss) even if it means sometimes when you use it your character gets on the floor and does the dinosaur.
 
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Pasteton

Blackwing Lair Raider
2,985
2,163
Sprint mostly will just help with the backtracking bullshit for stupid ass map layouts I think. The fundamental issues of how unfun many map layouts are, and how dumb the idea of making completions based on killing every rare mob, haven’t been addressed yet so that will probably still lead to early burnout despite all the changes they made.
 

Uriel

Vyemm Raider
2,059
2,611
Gonna play this league, haven't touched the game since launch but I was impressed by the livestream. I think there's a good chance they change the penalty for getting hit while sprinting. Maybe a fair middle ground would be to have only melee hits knock you down. Projectiles and aoe wouldn't but they could cancel your sprint with a short CD. They seem to like doing stuff like that more than just straight up removing penalties.
 

Caliane

Naxxramas 1.0 Raider
16,362
14,497
You do realize, of course, that nothing in PoE2 is forcing you to obediently follow Jonathan's every word or chain yourself to the sprint button, right? The agency is yours.

What was one of the loudest, most incessant complaints from the community during early feedback? "The maps are too big! They take forever! Where are the checkpoints?! Why do we run so slow?! I just want to zoooooooooom!!!" The pearl-clutching over map size was practically deafening.

So now, in a rare moment of compromise, GGG gives you exactly what you've been screeching for: a tool, usable at your discretion, that introduces speed and mobility into the game when you actually deem it appropriate. Imagine that. A mechanic built on the classic ARPG principle of risk versus reward. It's a solution tailored to address complaints about mobility/speed, without gutting the design philosophy.

And how does the forum react? With the exact same doomsaying and teeth-gnashing as before. At this point, it's starting to feel like a pathology. Half of you could be handed a suitcase with a million dollars inside and you'd still manage to spiral into melodrama about taxes or the implications of the M2 money supply.

Honestly, the way some of you carry on, it's indistinguishable from a room full of cantankerous grandfathers bemoaning how the world's gone to hell since coffee stopped being a nickel.
do you think a multi second stun is a good design for any reason at any time in an ARPG?

you are a game designer. making an arpg. do you put in a multi second stun on players? its like the cooldown thing. saying you can work around it is completely missing the point. what kind of game designer puts it in in the first place?

it was implemented in the most asinine way imaginable. also, benefits dodge builds..

why should there even be risk/reward for removing the out of combat tedium?
like my suggested was, "100% increased movement speed, when no enemies are in your presence" great. now has no effect on combat.
 
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Penance

Golden Baronet of the Realm
8,942
15,265
I like that idea, or is they want to make it risky still without being annoying, the first hit gives you a 50% slow for 3 seconds which after 3 seconds you lose the slow and get another 3 seconds debuff that will stun if sprinting. That gives players choice, reaction to silly mechanics and keeps the risk factor.
 

Kirun

Buzzfeed Editor
20,541
17,231
why should there even be risk/reward for removing the out of combat tedium?
like my suggested was, "100% increased movement speed, when no enemies are in your presence" great. now has no effect on combat.
Exactly. Why stop at a modest speed buff? Why not just grant everyone a billion percent movement increase and call it a day? Better yet, scrap the entire concept of traversal and simply auto-chain Flicker Strike so players can blink mindlessly from pack to pack without ever enduring the unbearable hardship of moving their character across a screen. After all, we wouldn't want to risk anyone experiencing the horrors of "out-of-combat tedium," would we?

That train of logic collapses under its own absurdity almost immediately. What GGG has implemented is an opportunity-cost mechanic. A deliberate choice that forces you to weigh the benefits of speed against the risks of timing, positioning, and vulnerability. That is what ARPG design is supposed to hinge on: decision-making that matters. If you dislike the risks, then don't engage with it. If you doubt your ability to time it properly, then abstain. The option is yours.

But what you're arguing for isn't really nuance or balance, it's the wholesale removal of risk from the equation. You want the game to hand you convenience on a platter, stripped of all trade-offs, because the thought of exercising judgment about when or when not to press a button is apparently too taxing.
 
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Khane

Got something right about marriage
21,133
15,011
Exactly. Why stop at a modest speed buff? Why not just grant everyone a billion percent movement increase and call it a day? Better yet, scrap the entire concept of traversal and simply auto-chain Flicker Strike so players can blink mindlessly from pack to pack without ever enduring the unbearable hardship of moving their character across a screen. After all, we wouldn't want to risk anyone experiencing the horrors of "out-of-combat tedium," would we?

That train of logic collapses under its own absurdity almost immediately. What GGG has implemented is an opportunity-cost mechanic. A deliberate choice that forces you to weigh the benefits of speed against the risks of timing, positioning, and vulnerability. That is what ARPG design is supposed to hinge on: decision-making that matters. If you dislike the risks, then don't engage with it. If you doubt your ability to time it properly, then abstain. The option is yours.

But what you're arguing for isn't really nuance or balance, it's the wholesale removal of risk from the equation. You want the game to hand you convenience on a platter, stripped of all trade-offs, because the thought of exercising judgment about when or when not to press a button is apparently too taxing.

Bud, the way the game is implemented is the problem with that stupidity of this mechanic. Have you played this game? If you cant ever hit the button what the fuck is the point of having it?
 

Caliane

Naxxramas 1.0 Raider
16,362
14,497
Exactly. Why stop at a modest speed buff? Why not just grant everyone a billion percent movement increase and call it a day? Better yet, scrap the entire concept of traversal and simply auto-chain Flicker Strike so players can blink mindlessly from pack to pack without ever enduring the unbearable hardship of moving their character across a screen. After all, we wouldn't want to risk anyone experiencing the horrors of "out-of-combat tedium," would we?

That train of logic collapses under its own absurdity almost immediately. What GGG has implemented is an opportunity-cost mechanic. A deliberate choice that forces you to weigh the benefits of speed against the risks of timing, positioning, and vulnerability. That is what ARPG design is supposed to hinge on: decision-making that matters. If you dislike the risks, then don't engage with it. If you doubt your ability to time it properly, then abstain. The option is yours.

But what you're arguing for isn't really nuance or balance, it's the wholesale removal of risk from the equation. You want the game to hand you convenience on a platter, stripped of all trade-offs, because the thought of exercising judgment about when or when not to press a button is apparently too taxing.
you are not engaging the discussion at all. im not sure you are even reading anything anyone has said.

What do you think about the waypoint system they tried to add? why was it added? whats the pros and cons, and why doesn't it work?

"flickerstike". makes me think you aren't even having the same discussion.
"A deliberate choice that forces you to weigh the benefits of speed against the risks of timing, positioning, and vulnerability. " which ok, if you are trying to add a COMBAT dash. which is kind of what they did. Which is NOT what anyone was asking for. THAT shit should be in the dodge roll, dash skill, flickerstrike, other movement abilities, or baked directly into offensive skills. thats fine. and if this sprint is intended to be used in combat, again that long knockdown is a baffling choice. as shown in the vid, where he uses it to "run away". does he even play this game?

what is the appropriate time for a hard CC to be placed on a player in an ARPG? roots, mezzes, stuns, knockdowns, even knockbacks.
my answer is pretty close to never. Arpgs live and die on fluidity, reaction speed, and feel. see players bitching about getting knocked around by spawning ritual/sims, frostwalls, rolling boys. as well as the light stun mechanics, how freeze/stun charms are "mandatory".

has anyone in the history of gaming ever said, "geeze, getting stunned sure was fun." "wow getting frozen by invisible mobs was a great game experience"
 

1987

Bronze Baronet of the Realm
3,837
8,807
Honestly, the way some of you carry on, it's indistinguishable from a room full of cantankerous grandfathers bemoaning how the world's gone to hell since coffee stopped being a nickel.
First time here?
 
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Kirun

Buzzfeed Editor
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17,231
Bud, the way the game is implemented is the problem with that stupidity of this mechanic. Have you played this game? If you cant ever hit the button what the fuck is the point of having it?
Yes, I've played the game. Quite extensively, in fact. Which is why I'm genuinely beginning to question whether you have, given the sheer absurdity of claiming that "you can't ever hit the button." Do you honestly believe that sprint is some mythical, unattainable mechanic forever locked behind impossible circumstances? The dramatics here are hilarious.

If your position is that the sprint button is literally unusable, then either you're catastrophically misunderstanding the mechanic, or you're engaging in hyperbole so extreme that it might as well be self-parody. Players have been timing and managing conditional abilities in ARPGs for decades; the idea that this particular one is somehow beyond mortal comprehension is less a criticism of the game and more an indictment of the players making the claim.
What do you think about the waypoint system they tried to add? why was it added? whats the pros and cons, and why doesn't it work?
Why doesn't it always "work" for the forum critics? Because a subset of the community sees any limitation as unacceptable. They want convenience with zero trade-offs. They don't want to make decisions about when or how to use the system, they just want to zoooooooooooooooooooooom. That's not what PoE2 is and it's fine if you don't like it. There's still PoE 1, Last Epoch, D4, etc.
what is the appropriate time for a hard CC to be placed on a player in an ARPG? roots, mezzes, stuns, knockdowns, even knockbacks.
my answer is pretty close to never. Arpgs live and die on fluidity, reaction speed, and feel. see players bitching about getting knocked around by spawning ritual/sims, frostwalls, rolling boys. as well as the light stun mechanics, how freeze/stun charms are "mandatory".

has anyone in the history of gaming ever said, "geeze, getting stunned sure was fun." "wow getting frozen by invisible mobs was a great game experience"
Sounds like an absolute dream for the dad-gamer crowd who measure their enjoyment purely by how little effort they have to expend. Some of us, however, still appreciate games that offer a challenge. Where frustration can be a sign of meaningful engagement, and where occasionally being a pain in the ass is part of the thrill.
 

Aazrael

Avatar of War Slayer
4,182
16,410
I see myself using sprint a lot, corpse runs or to disengage and flee etc.

I never felt PoE2 was too slow though. I dont like PoE1 for the just that reason, zoom builds everywhere.

Main reason I have with PoE2 has been the bad balance and bad builds, 0.2 nerfed too much. I have hope 0.3 makes it more interesting.

PoE autists always complain though over the wierdest things. Not saying it about anyone in this thread right now, but some wierd complaints has popped up in my YouTube feed etc.
 

1987

Bronze Baronet of the Realm
3,837
8,807
I am perfectly fine using sprint as needed. Could it have some more QOL, of course. Does it make a massive improvement on giant maps that require backtracking, also, of course.

Do not let good be the enemy of perfect. Sprinting is an awesome addition, and it means they listened.

We sound like a bunch of kids that asked for Oreos, and then threw a tantrum when we only got one column.

This is good. It's not perfect, but it's still fucking good.
 
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Pasteton

Blackwing Lair Raider
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2,163
I’d happily trade sprint in for smaller and better designed maps and for map clears based on boss kill and not rare mob garbage. Since they spent dozens of hours coming up with an animation on multiple characters for a falling mechanic that will be wildly unpopular (great use of their dev time for sure) , I see them being hard pressed to let go of it, but imo the game didn’t need sprint at all and wasn’t designed around it, they just fixed the wrong thing.
 
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Pasteton

Blackwing Lair Raider
2,985
2,163
When did chaos get nerfed? Last time I played ED /contagion was pretty OP at start of 0.2. I’m considering hexblast again seems like good synergy with that more dmg per second of remaining curse duration potential
 

ClivesTriceps

Trenbologna Sandwich
520
2,125
When did chaos get nerfed? Last time I played ED /contagion was pretty OP at start of 0.2. I’m considering hexblast again seems like good synergy with that more dmg per second of remaining curse duration potential

I had a hex blast spam build that got castrated when you couldn't use blasphemy with despair active. They changed hex blast to where you have to wait a few seconds after casting it manually before you could use it