Sporting over 100 bosses and more on the way, the developers at Grinding Gear Games give us a bit more insight on the process of curating engaging and epic b...
I really hope they keep the power creep in check. Everything they’ve shown looks great, but if player power is even a fraction of what it is in PoE1, it’ll just be a neat bit of trivia that if you intentionally hold DPS and let bosses live they all do unique things.
I don’t know how much you’ve been following the game, but we do know the combat is slower and more intentional in 2, with monsters telegraphing their attacks and a greater need to combo multiple skills together. Skills are designed to be more narrow and situational, given you can have more than two six-links now.
Gameplay we’ve seen shows white mobs being seriously dangerous and flasks no longer recharge when killing them. Streamers who have been invited to the preview events in GGG’s marketing tour have stated the game feels harder.
Jonathan says he still wants to let people make crazy and powerful builds, but these changes suggest they’re killing off the one-button facerolling PoE 1 is known for.
Exactly. I give it 50/50 odds that this video is something people will look back on and laugh about how much effort went into bosses that were functionally removed from the game, much like PoE1 boss mechanic guides. I genuinely want to be wrong here, but the game I want PoE2 to be, and the game GGG wants to make, is something the community is viciously opposed to. The PoE community absolutely despises anything resembling gameplay.
I really hope they keep the power creep in check. Everything they’ve shown looks great, but if player power is even a fraction of what it is in PoE1, it’ll just be a neat bit of trivia that if you intentionally hold DPS and let bosses live they all do unique things.
I don’t know how much you’ve been following the game, but we do know the combat is slower and more intentional in 2, with monsters telegraphing their attacks and a greater need to combo multiple skills together. Skills are designed to be more narrow and situational, given you can have more than two six-links now.
Gameplay we’ve seen shows white mobs being seriously dangerous and flasks no longer recharge when killing them. Streamers who have been invited to the preview events in GGG’s marketing tour have stated the game feels harder.
Jonathan says he still wants to let people make crazy and powerful builds, but these changes suggest they’re killing off the one-button facerolling PoE 1 is known for.
For now. I don’t trust Grinding Gears not to succumb to their player base demanding speed.
Exactly. I give it 50/50 odds that this video is something people will look back on and laugh about how much effort went into bosses that were functionally removed from the game, much like PoE1 boss mechanic guides. I genuinely want to be wrong here, but the game I want PoE2 to be, and the game GGG wants to make, is something the community is viciously opposed to. The PoE community absolutely despises anything resembling gameplay.
Yeah. I agree. I’d love it to be dark souls level difficulty and pacing tbh.