One of the best solutions i've heard is to move Vaal Pact, make it for melee only - and for true melee only, this would kill two birds with one stone.ġ) this is the situation WE as a playerbase ASKED for. There's the often suggested solution that melee dmg skillpoints should also grant defenses, but then we have a problem with skills like Earthquake that clearly aren't melee. Now the problem with PoE compared to other ARPGS is that you can theoretically use every skill/talent/item with every character in every combination. There's a pattern with the best/worst melee skills, the best have the biggest aoe. So the slider for speed is not actually dmg, but range and aoe. Dmg values are so overtuned that even a 50% dmg bonus to all melee skills would change nothing. Melees have to get up close and go from pack to pack so they're inherently less safe but also slower, even if they'd deal much more dmg. If you kill the mobs before they can even hit you, that's the best defense you have. Which means that speed and safety are very intertwined. And defenses except insta leech and EHP are shit in general. There's nothing that makes melee inherently more safe except fortify which can still be used with whirling blades/shield charge. The things that matter in PoE are speed and safety. We are more likely to see "Wild Elemental Strike" and "Even Heavier Hit". Yet it will never happen, because they don't want to. There have been numerous solutions or at least approaches for all kinds of problems / balance. Nothing about that skill is melee.Įverything in this game is fixable. The first thing that needs rework is the devs' mindset. It wasn't top on clear speed / budget / DDPS, yet it was nerfed into the ground of being barely playable, because it apparently didn't fit into this game's spirit of monotonous uniform grinding. It was innovative, had really great passive and gear combinations. Explosive Mirror Arrow Clones was a great build. PoE on the other hand tries to make everything shit. Torchlight 2 / Titan Quest for example just made (almost) everything good. The reason other games feel better is because they don't care about some weird fringe balance. Worst case scenario they could just browse reddit and get some starting ideas from there. Don't forget these are the guys who work (probably) fulltime on their project. Yet they made this exact mistake while at the same time weakened the effect on other abilities (CoC). The devs had the foresight to add damage effectiveness to spells, because they knew fast hitting abilities with flat damage / effects can scale out of control. Frostwall is a prime example that took forever. The gem, very specific keystones and a manageable amount of uniques. It's not easier to balance nor is PoE more difficult to. So.back to my dual-class melee monsters in Titty Quest. Not to turn PoE into a hydra when a dragon was enough. But it was always implicit, wasn't it, that we could trust GGG not to let it get away from them? Not to keep adding more and more mechanical complexity when the game even in a beta state was so far ahead of the field in mechanical complexity but far, far behind on polish and user friendliness. More importantly, it's what GGG should have imposed on themselves back when we loved and supported the game.back when it actually was a much more compact, tight product.ĭid we praise the freedom of choice, the skill gem system and the skilldrasil? Of course. I've always espoused that it is with limitation that we get creative and perform optimally whether it's a deadline, a word count or a limited skill/gear set, defined finitude is what we need, not a vast illusion of choice. But PoE has shown that absolute freedom (or something close to it) is in itself a constraint, both for players with analysis paralysis and devs who are faced with the impossible task of pre-empting a player base literally tens of thousands of times larger than their balance team. I mean, I'm still playing Titan Quest on my tablet months after quitting PoE and it's ridiculously constrained in comparison. There's a reason virtually every other ARPG has skill and class tied: it's much easier to balance. The shitty thing is we really should have seen it coming.
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