u/Greasy-Chungus

Ghazzy made a point I've been making since 0.1 regarding combo gameplay and I wish it was more widely expressed.

I personally LIKE combo gameplay. I like having multiple skills to do multiple things, and to set up cool combos. I really hate 1 button playstyles. I want to hit multiple buttons.

But here's the main issue with how it's implemented in PoE2.

Skill 1 does zero damage, skill 2 does zero damage, combo them together and you get some damage.

Combos should feel like a REWARD. It should make you feel like you've done BONUS damage.

I honestly think the monks lighting attack is a perfect example. Its one of the first skills you unlock, and it's totally useless without charges. With charges? Giant nuclear screen clear. Without? Wet fart.

It feels really bad to juggle these charges and only ever attack when you have some, especially when you have a tiny little pack with like 2 wolves and your mega ultra lighting attack will do nothing because you don't have charges, OR you don't want to waste charges on them.

It's the pacing of combat this style of combos create. They need to stop trying to force combo gameplay via skills being useless outside their combo.

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u/Greasy-Chungus — 5 days ago

GGG is kind of putting their foot down on this being early access and it's about time.

0.5 being the last major release in early access, with them including in the update what they ACTUALLY need to test, instead of classes and acts, is what they should have done a long time ago.

What actually needs testing are the features of the video game, and I'm glad we'll finally start to see real progress on polishing that out instead of this weird split between adding content AND balancing features.

People should genuinely look at 0.5 with the mindset of TESTING the game. If you all you care about is something like swords, for example, it's completely valid to wait for 1.0.

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u/Greasy-Chungus — 13 days ago

It would be REALLY nice to ban a tank a teammate is using that is crap, but instead you have to spend your ban on the ares 90.

Just make whatever tank is banned the most, and then don't allow it to play onslaught the next season.

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u/Greasy-Chungus — 22 days ago

People's critisms of the Fautanari seem to be that you can't really put it's ability into action and that it has less alpha than the tier 10.

Okay? In QBs video he reloads in 7.75 seconds, and the gun is heated to 425 on reload. That's 3.3k dpm. Isn't that really good?

And you never fire on reload for every shell. Even waiting a little bit gets you up to 500 alpha.

Seems like the dpm and armor profile make this tanks a monster, but people are too distracted fiddling with the ability. Who cares if you only ever get to use the overcharge for 650 very rarely? Isn't that what's it for? For the rare times when you get a broadside or rear flank?

I honestly like the direction they're going with tier 11s, having them have abilities that fill the tank out in multiple scenarios. I feel like the community just cannot wrap their heads around the tier 11 mechanics being FOR situations. Not situational per say.

Like the 432U. "Why wait for for damage?" What? Have you played the game? 80% of the time you have some amount of miliseconds between reloading and firing. IN THAT SITUATION, you use the ability. You're not supposed to use the ability for every shot.

A lot of the tier 11s honestly do feel dynamic, and though some still need to be buffed (and maybe the fauteur needs a buff) it's really disappointing to see this communities genuine lack of critical thinking.

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u/Greasy-Chungus — 23 days ago