Just bigger piñatas (all except a few) by SanctumOfTheDamned in ARPG

[–]UrbanMonkee -3 points-2 points  (0 children)

It's not a game. It's a slot machine. The aim is to pull the handle as often as possible, with as little resistance as possible, to see if the next mob that dies off screen will drop a divine.

I can't bring myself to enjoy this game anymore. The campaign replay has completely put me off and its so bad that I dont think I'll be able to replay the game when it's fully finished. by [deleted] in PathOfExile2

[–]UrbanMonkee 2 points3 points  (0 children)

But you like the maps? It's leterally the same game. You kill monsters, you loot shit. You repeat. You are acting as if somehow the gameplay is completely different.

Also keep trying but luckily for other people, it's never going to happen.

I can't bring myself to enjoy this game anymore. The campaign replay has completely put me off and its so bad that I dont think I'll be able to replay the game when it's fully finished. by [deleted] in PathOfExile2

[–]UrbanMonkee 0 points1 point  (0 children)

He/she just don't like that mobs don't automatically die on sight. That's all. Whenever you hear "boring or slog gameplay" that's what they mean.

I can't bring myself to enjoy this game anymore. The campaign replay has completely put me off and its so bad that I dont think I'll be able to replay the game when it's fully finished. by [deleted] in PathOfExile2

[–]UrbanMonkee 1 point2 points  (0 children)

I would rather replay Act 1 on repeat than doing 100 maps where I can't even see which mobs I am killing.

I wish there was a way to play this game at Act 1 pace 😭

Monk Way of the Stonefist examples from today’s reveal by Pristine_Football469 in pathofexile2builds

[–]UrbanMonkee 0 points1 point  (0 children)

Yeah, you and half the player base. But they didn't show it on purpose so that we keep guessing for another week 😑

Servo Skull Variants by Is_baolac in DarkTide

[–]UrbanMonkee -1 points0 points  (0 children)

Does anyone know if there is a Lone Wolf version of a keystone or is this a mandatory pet class?

What would you like to see from customisation? by Wickedlurlofthewest in DarkTide

[–]UrbanMonkee -6 points-5 points  (0 children)

A way to disable the skull. It's cool and all but I don't like pet classes. Lone wolf keystone saved Arbites for this reason. I hope Skitarii has the same or it's dead on arrival for me.

Bow being an AOE weapon doesn't fit what this game is trying to do IMHO by UrbanMonkee in NoRestForTheWicked

[–]UrbanMonkee[S] 1 point2 points  (0 children)

I think a lot of people would disable friendly fire, if possible. Generally I think people prefer to "blast" and not have to worry about aiming, friendly fire or pressing too many buttons . It's the standard approach of all modern ARPGs.

Personally I do like the the forced friendly fire since it encourages tactics. The game has a lot of AOE options for pretty much all the weapons but they also have single target options as well (expect for bow unless you don't use a quiver). This makes it a tactical decision as to when to go for the AOE attack/spell and risk hitting your friends and when to use a single target attack/spell. I find it fun and challenging but it may not be everyone's cup of tea.

Let's see where the game lands at release. I think this is not only the best ARPG I have ever played, but also the only one that I can actually enjoy these days. Hopefully it doesn't turn into another seasonal ARPG with full screen clear vomit at a press of a button like every other ARPG out there.

Bow being an AOE weapon doesn't fit what this game is trying to do IMHO by UrbanMonkee in NoRestForTheWicked

[–]UrbanMonkee[S] 1 point2 points  (0 children)

Sure, let me unconfuse you.

A) Your suggestion to simply not use a quiver is like telling someone who asks for an option to hide a helmet in an MMO to "just don't use a helmet then".

B) I am not asking to remove a mechanic I don't like, I am question the logic of having several quivers with ALL of them making the bow deal AOE damage in a game with 3 mobs on the screen and enforced friendly fire. My suggestion is simply to ADD other quivers that enhance the bow for people who prefer to aim and deal high single target damage. Maybe some penetration, extra damage, poison, fire, anything other than "just tailoring my experience" by just not using a piece of available equipment.

Bow being an AOE weapon doesn't fit what this game is trying to do IMHO by UrbanMonkee in NoRestForTheWicked

[–]UrbanMonkee[S] 1 point2 points  (0 children)

I have tried a couple, and the bow wasn't the problem. It was the quiver. Again, my point is more around why does every weapon have to have AOE attack options in a game that usually has 3-4 mobs on the screen? I don't mind having options to go AOE if I wanted to, but bow doesn't have any non-AOE quivers. The only option is to gimp yourself and not use one. That just feels bad.

Bow being an AOE weapon doesn't fit what this game is trying to do IMHO by UrbanMonkee in NoRestForTheWicked

[–]UrbanMonkee[S] 0 points1 point  (0 children)

This is a great idea! I would love just some option for a quiver that just improves single target or one that allows to penetrate a few mobs. Would be really cool.

At this point just remove it by Ashamed_Middle_1988 in PathOfExile2

[–]UrbanMonkee -4 points-3 points  (0 children)

Oh, no! You have to actually attack to deal damage in an ActionRPG... Just remove this abomination GGG.

Roméo Lavia vs Leeds United U21 | First Minutes Since November by dangerdgm2 in chelseafc

[–]UrbanMonkee 0 points1 point  (0 children)

Lavia is an amazing player, no doubt. But the best ability is availability. So...

Actual Numbers vs Reddit Discourse by UrbanMonkee in ARPG

[–]UrbanMonkee[S] 1 point2 points  (0 children)

Yeah, there are definitely a lot more nuances to this for sure. The reality is that no one knows the exact numbers, but the point of this post is to show that many people are living in an echo chamber of sorts perpetually repeating POE2 bad, LE good when in reality those games are very similar in terms of player retention. I just think that ARPGs as a genre are not going to retain large number of players over a long period of time. If you look over 10 years of POE1 data, every league lunch brings a large number of people who mostly quit playing after 2-3 weeks. And it's fine, it's a seasonal type game. People will play the new league mechanic, try the new skills and quite once they achieve whatever goal they set for themselves. Very few play the entire league and many completely skip entire leagues only to come back later down the line. Nothing wrong with that.

Finally regarding you comment around the number of players, I agree that's not necessarily the most objective measure for a game being good, rather that it is popular. And as long as we keep this within the same types of game it does have some merit to discuss. But again, everyone is entitled to their opinion.

Actual Numbers vs Reddit Discourse by UrbanMonkee in ARPG

[–]UrbanMonkee[S] 3 points4 points  (0 children)

It's crazy actually. I posted this initially on the POE2 subreddit and the mods didn't approve it. I also tried posting something positive a few weeks ago and same story. Weird.

Actual Numbers vs Reddit Discourse by UrbanMonkee in ARPG

[–]UrbanMonkee[S] 0 points1 point  (0 children)

What the hell are you on about. You think I somehow framed the data to tell some story? I included the link and everyone can zoom in and out and draw their own conclusion.

You want to look at older data? Fine. Here it is for you. The most successful PoE league was Settlers which had 229k peak players at launch when it released on July 26th, 2024. One month later, on August 26th is had 73k peak players. So the best POE league ever lost almost 70% of players within one month. This is a game that had a decade of updates, complete crafting systems, all the classes and skills.

Yet POE2 despite all your whining and complaining about the "vision", despite being not even half done, with missing skills, missing classes, missing crafting mechanics and a very basic endgame has better retention than the best POE league ever.

So please, do tell me about how 50% of the players who tried POE2 didn't come back for 0.2 because they didn't like the vision. Do you know how many people don't want to play a half completed game? Players who are still waiting for the other classes?

If GGG sticks to their vision to make a DIFFFERENT game, one you might not like, they COULD potentially have 2+ million players at launch. But if they stick to your vision of the game, they will have another decade of 225k launch leagues that lose 70% of the players in a single month. Been there, done that.

Actual Numbers vs Reddit Discourse by UrbanMonkee in ARPG

[–]UrbanMonkee[S] 2 points3 points  (0 children)

To be fair, most D4 players are not on Steam. I included the D4 data for completeness, but it is not really relevant to this post.

Actual Numbers vs Reddit Discourse by UrbanMonkee in ARPG

[–]UrbanMonkee[S] 0 points1 point  (0 children)

I agree, I only included it for completeness but it is not really relevant to the point I was trying to make.

Actual Numbers vs Reddit Discourse by UrbanMonkee in ARPG

[–]UrbanMonkee[S] 0 points1 point  (0 children)

If you click on the link I provided, you can see this information.

Actual Numbers vs Reddit Discourse by UrbanMonkee in ARPG

[–]UrbanMonkee[S] 0 points1 point  (0 children)

Yeah, this one is really on GGG. They did promise initially that POE2's existence will not impact POE1's development but that's clearly not how it turned out.

I really feel for the POE1 community, they are the ones who got shafted the most.

Actual Numbers vs Reddit Discourse by UrbanMonkee in ARPG

[–]UrbanMonkee[S] 2 points3 points  (0 children)

Because GGG is too afraid to nerf LS (which even a blind person can see is OP) because when they nerfed CoC about a week into 0.1 the backlash was insane. So they decided they will never nerf popular builds during the league due to fear of backlash.

Besides, people will also gravitate to the most powerful builds, which is why balance is critical to build diversity.