Increase enemy impact by lowering the damage.

"
"
CroDanZ#1818 wrote:



"
You’re not juicing your maps enough then


I played those uber juiced maps ("Double Curse", double "damage as extra Cold, Chaos,...", "Endurance/Frenzy/Power on hit", etc....all on 1 map), and they're the perfect example of the 1-tap or get 1-tapped playstyle I'm talking about here.

There is no real fight here....either you kill the mob within 1 sec offscreen or you're dead sometimes even from nowhere (bad visible ground effect f.e.)......defense stats don't even matter at this point anymore.

Let us have real and hard combat even is super juiced maps and defense stats acting in an unique way, depends what you've picked.

Spamming dodgeroll to avoid certain ground effects and spam skills to kill mobs 1 screen away is everything but surely not engaging ....there is no satisfaction here when we win a fight, we just killed a pointles pixel before we even see it because othervise it would 1 tap us.
. Show your build then

Ninja is blank for you

Not believing your story about how you think tiers of maps are not that different

And that everything turns into 2 screen away clear

And one taps


Etc…




If you play in a full party you will understand clearly that combat is one tap clearings or deaths by one hit even in tier16 . Doesn't need Ninja to show us the obvious things.

If you like fast clearings is ok but this is not a new game. It is Poe1 1,5 version.
"


If you play in a full party you will understand clearly that combat is one tap clearings or deaths by one hit even in tier16 . Doesn't need Ninja to show us the obvious things.

If you like fast clearings is ok but this is not a new game. It is Poe1 1,5 version.


That response is about as relevant as talking about standard mode

Party play….



Nothing valid about talking from a party play perspective in this thread
Mash the clean
Last edited by Mashgesture#2912 on Apr 1, 2026, 6:31:11 PM
+1. AI of monsters is garbage. Even a 3 old child can reach easily to 100.
Need a lot of changes reaching to a meaningful combat level and funcy boys doesn't like it. They've learnt to play with half tap clearings as always.
"
+1. AI of monsters is garbage. Even a 3 old child can reach easily to 100.
Need a lot of changes reaching to a meaningful combat level and funcy boys doesn't like it. They've learnt to play with half tap clearings as always.


-1

you can leave this forum and the whole game.

poe2 is already hard enough to reach level 100.
"
Darosius#3984 wrote:
"
+1. AI of monsters is garbage. Even a 3 old child can reach easily to 100.
Need a lot of changes reaching to a meaningful combat level and funcy boys doesn't like it. They've learnt to play with half tap clearings as always.


-1

you can leave this forum and the whole game.

poe2 is already hard enough to reach level 100.


Ofcourse it is just not for all classes and not for players that benefited all top items and currencies drops from 0.1.0 patch.
+1

• Reduce monster and player attack speed, cast speed, movement speed, and speed scaling across the board; passives, items, everything.

• Increase monster life and defenses; some enemies, such as large ones, should be impossible to kill with a single hit.

• Add payoffs to blocking and dodging attacks.

"X% increased damage of next attack if you've blocked recently."
"X% increased damage of next spell if you've dodge recently."
"Your next projectile causes X% more damage if you've dodged an attack recently."
"You cause X% of your armour as physical damage against enemies you block."

etc.

• Add payoffs to 'weakening' enemies.

"You deal X% more critical damage to enemies you have maimed recently."
"Cursed enemies take X% more damage from your attacks."
"Poisoned enemies take X% more damage from your spells."
"Your spells cause X% more damage to blinded enemies."

etc.


There is an underlying issue that causes GGG to implement 1-shot or get 1shotted style.

And that issue is Infinite player sustain.

If we can fight forever, with no fear of running out of potions, etc. The only real way to create a risk of failure for the player is to implement one-shot mechanics.
Those are mostly telegraphed, so the premise is - dodge or die.
But there are multiple issues with those:
1. Visual clusterfuck interfering with ability to spot the danger and react sucessfully.
2. Enemies that can one-shot player only makes the glass-cannon builds more popular. As shortening the fight lowers the risk. That makes tankier builds sub-optimal.

If GGG would cut down Leech, recoup and other infinite-sustain-allowing-systems, they would open possibilities to balance the fights properly.

If you doubt my words, answer this to yourself:
Do you enjoy mindless forward pushing gameplay with sudden, frustrating deaths out of nowhere, or would you rather sweat a bit on some longer fights to actually feel satisfied after barely winning a demanding battle?

"
CroDanZ#1818 wrote:
"
different taste

I dont like to fight against monster 500 years.

I want do feel like a god after completing my build.

1 tapping the whole map is insane.

NRFTW is a unfun game for me.


Even if I love NRFTW this kind of gameplay won't fit to POE2 either....I'm talking about a good middleground.

Where you still feel like a god when min/maxed but where knowing mob types and player skill matter aswell to have the most success.

Currently you could replace all mobs & bosses in the game with 2 pixel bowling pins and it wouldn't make any difference.

We have such amazing mob & boss designs in POE2 but all of that doesen't matter becasue they're all 1-tap pixels anyway even with OKish gear.

And we already have tons of ARPGs on the market whre you can brain AFK 1-tap pointles pixels in 99,99% of the game without any challange....do we need another one with POE2?


"
You’re not juicing your maps enough then


I played those uber juiced maps ("Double Curse", double "damage as extra Cold, Chaos,...", "Endurance/Frenzy/Power on hit", etc....all on 1 map), and they're the perfect example of the 1-tap or get 1-tapped playstyle I'm talking about here.

There is no real fight here....either you kill the mob within 1 sec offscreen or you're dead sometimes even from nowhere (bad visible ground effect f.e.)......defense stats don't even matter at this point anymore.

Let us have real and hard combat even is super juiced maps and defense that matter and act in an unique way, depends what you've picked (as stated in my first post).

Spamming dodgeroll to avoid certain ground effects and spam skills to kill mobs 1 screen away is everything but surely not engaging ....there is no satisfaction here when we win a fight, we just killed a pointles pixel before we even see it because othervise it would 1 tap us.



I feel that we DO have a mechanic for these tactical, methodical fights; the Rogue Exiles. Once (many patches ago), I was fighting a Xbow and later a Ranger Exile, and I realized that when your build doesn't instantly kill them, they are an embodiment of how the game was envisoned to be played. If you were far away, the Xbow Exile would use a totem skill, and if you got close, they would use fragmentation rounds to knock you back, and if you were dealing enough damage to a Ranger, she would cast Ice Wall ON HERSELF to mitigate damage and heal, and if any Rouge stunned you, they would switch to a payoff skill. There are videos of Rouge Exiles fighting on GGG's YT that show the potential for combat that just hasn't been reached yet.

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