If they want more meaning combat they need to dial back 1 shots

2315

I’m all for meaningful combat and more methodical approaches to enemy encounters, but one of the main reasons 1 button builds are so prevalent is because we want to minimize our risk and getting 1 shot.

Imho monster action speed needs to be reduced slightly, and most of the 1 shot attacks need to be nerfed. I still think 1 shots should be there, but only when you make a major mistake.

I also think the amount of monsters should be reduced, but also buffing drop rates and xp rates of monsters killed to compensate.

These are just my thoughts on the direction I feel GGG is trying to go in

Comments

Wembby1

If they nerf one shots they will need to nerf recovery by like 90% in the game because nothing else would kill you.

spyrhdwnas1

1 shots are vastly different depending on build tbh. Game isn't even balanced around res cap for the grand majority of it

GlokzDNB1

Honestly if they were about meaningful combat this game would only need to have rare and unique monsters. Everything else would need to be trashed and then add cooldowns on skills so that you can't spam same skill every 0.00001 sec like we do now

WeirdJack491

What one shots you?

Are you runnig around with 1,5k HP in T15 maps or without capped resists?

I dont think I ever got one shot once in 0.1 or 0.2 outside of big telegraphed boss attacks.

You usually die to multiple small hits of a group of enemies that overwhelm your sustain or micro stun you to death.

Neonsea12341

Jesus you guys bitch about everything , non stop.

Mintfoxxx1

In my oppion the truth is that normal monsters should deal no damage and die to anything in one hit. Trash monsters should be there just for the fantasy of fighting hordes of monsters.

Let we have combo play and such against single rare monsters and uniques, but trash needs to act like trash.

Currently normal monster packs of some types are more dangerous than any unique boss attack, literally a normal attack of any of the doryani monsters deals more damage than a telegraphed slam attack from a boss, and they come in hordes...

With this change suddenly people can play whatever and it would work, since most builds use some type of combo to deal single target damage, but only the builds that shine in clearing trash fast are played, because the trash is actually the most dangerous thing in the maps...

Dubious_Titan1

This reddit is full of people who don't understand game design.

low_end_1

im doing t15s and havent got one shot once

Spratske1

No. Players would be invincible. Just get better gear

faytte1

Thing is theres been years of us asking for that. Less on death effects, less mobs swarming us, less loss of control of our characters, less one shots.

I will say that I think the boss mechanics on a whole for PoE 2 feel like a step in the right direction. There is a lot less 'persistent' effects in most of the bosses. Something like Maven or Shaper would be built on sets of mechanics all building up over time, which means you are not engaged in meaningful moment to moment combat, as you would be in a souls game, but juggling a set of decisions and carrying the weight of prior mistakes. Drop a pool in the middle of the Maven fight? Well thats going to suck for you hard when you gotta zip around for the memory game. Stuff like that is generally not present in Souls games, because you are only really engaged with the boss in the moment. The punishment of a prior mistake was already carried out, and if you survived it, you try to reset yourself and muster through.

But thats hard, maybe impossible to implement in an ARPG when there are concepts like leech, flask charge regen, etc. I like the idea of what they want to do, I will even say the ACT 1 boss is my favorite boss they have ever made. At the time you fight him you dont have many tools, so it does feel like killing him and learning him the first time is *like* learning a souls boss. But after that I felt like my power scaled far too much so that any other act boss actually felt like I was fighting against their mechanics, but the issue is they turn down our power (like they did) then the actual moment to moment gameplay is a slog outside the bosses.

If feels like to meet their vision, they need to really rethink the moment to moment combat in the over world.

gertsferds1

They do need new solutions to the time to kill/recovery design space. Rather than write a 13 page essay I’ll just give an example of the type of new thinking they need to try if recovery is going to remain in the same universe as it is now:

I’d be curious to see how the game played if specifically slams no longer dealt damage or were avoidable in any way, but effectively reserved a portion of your life (decaying over time) with each failure until an accumulation of errors lead to your demise.

Clearly numbers would need massive tweaking, but the current formula is unsolvable with the discrepancy in possible builds. Something that normalizes incoming damage on a percentage basis would at least be an example of a method toward moving away from one shots.

Dikkelul271

all of the oneshots have a long wind up animation, longer than 1 sec.

Falonefal1

I don't understand why they don't simply introduce stacking debuffs on each boss and dial down the baseline of all boss one shot attacks.

There, now defenses will define how many mistakes you can make before getting into one shot territory, you could make it so that different attacks add varying degrees of damage taken debuff, so, taking 10 hits from small bullet storm attacks will not add as much debuff as taking one massive hit, and the debuff applied also scales with how much damage an attack did proportionately to your health. (Before debuff increases)

This would mean that if a glass cannon took a hit from a minor attack that dealt 50% of their hp, it would debuff them significantly more than an actually tanky character taking 10% of their hp from the same attack.

I feel like this is an obvious solution and I have no idea what the downsides of this are

KodiakmH1

One button builds are so prevalent because a lot of the ARPG game audience likes just blasting through massive packs of mobs without thinking about things too much. Diablo 2 wasn't super popular because you were performing some 52 hit kill combo on a rare, you just spammed the same areas while spamming 1-2 abilities over and over.

Starwind131

Well, ggg did dial back one-shots... by the players

Bradybeast131

I have to stop playing until they change SOMETHING since it's literally entirely one shot or be one shot for me now. I got stun locked by 5 magic enemies with haste, instant killed by a flying monster with magma ring, and off screened by an enemy with lightning storm I never even got to see and it's so not fun. Evasion is worthless when every meaningful attack against you can't be evaded unless you entirely waste 75% of your stat.

therealflinchy1

i've said this a few times

if they don't want US one shotting bosses

bosses cannot one shot us. 2 shots? 3 preferably, but 2? sure. one? never.

RipWhenDamageTaken1

You can’t have meaningful combat if you let monster speed scales. Human reaction time cannot scale up.

LucywiththeDiamonds1

Bosses need "one shots". In maps nothing will one shot a properly def geared char anyways outside of some super expedition buffed mobs or mapmod juiced super rares