Why is PoE so spammy?

Hello

I play PoE since the beta and I had ups and downs in my motivation. Sometimes I thought PoE is sh it I will never touch it again, but after some time I always came back.
Because: The game definitly is good and also patches are improving the game overall


But recently I had in mind, that PoE has some characteristics I wonder why no people care or complain about them and I call it "spammyness".
Here is what I mean:


1, The game is very attack and cast speed centered. There are not many possibilities to play "nuke-focused". Even if your build is not specifically dedicated to speed, you will most likely end up with high speed because the build trees and obvious support gems dictate you this playstyle. Because its most effective and its paired with strong and obvious nodes.
Yesterday I saw a build video of another player and it looked like he had an attackspeed of 6/s(?) and words which come to my mind are: ridiculous, stupid, lame

Why are there no skillgems which have a cooldown of 3 seconds but hit for 800% damage? Or why is the scaling of stats so steep? Why not turn down numbers and make the game less escalating in its math? You have to know: The higher the numbers, the more difficult balancing is.

But in terms of gameplay I think less speed(in lategame) also encourages accuracy and improves fun, because then you have to place your skills properly and dont just mindnumbingly wait until a monsters life is drained.
And hitting a "nuke" properly and destroying a pack of blues with one or 2 slow shots sure is more statisfying.


2, Loot system

In my opinion in PoE loot system spawns too many pickupworthy items, espacially in maps and with (but also without) magic find. Now some people will wonder how more items are a bad thing and I tell you: It creates a lose-lose situation for the player, because either he

-has to do a tedious process and go back to town every 3 minutes because he wants to make profit selling rares or
-leave items on the ground and is missing out wealth

Now you may argue, that "freedom of choice" is a good thing and usually I agree, but in this case the choice is between 2 bad options and this is no good game design putting a player in such a situation. Also it requires no skill or knowledge chosing one of those option.

I have 3 ideas how this can be changed:

-significantly reduced rare drops in lategame but compensated with increased orb drops

-bigger inventory (brute force solution)

-remove vendor value of blue/rare items and compensate it with more orb drops or allow "pickyness"(like introducing a "ornated" mod which is viewable on non identified rares and has high vendor value or introduce a mechanic which makes vendor value dynamic so people need KNOWLEDGE to evaluate the value of an item. For instance: If a "rare exquisite blade"(lv 70) drops in a lv 70 map, you may sell it for 4 orbs of alternations, while a "rare longsword"(lv8) is worth nothing. Of course this idea requires some refinement and rebalancing, but the game should go in this direction to reduce tediousness of gameplay.
For me one thing what made Diablo 2 enjoyable was that experience and knowledge allowed the player to pick up all those tasty 35000 gold items. PoE also needs such a mechanic.


3, I call it "anti-puristic game design"

To me it seems that there are so many build generating featues which are not necessarily synergizing with each other, but putting them together will still create a powerful build while creating a "purist build" is not so strong because you dont pick up OP-skills.

For instance, if you have the idea of a "pure physical heavy armored melee" than you will end up with stuff like:
-added fire damage(because its strong, but its not physical)
-maybe hatred
-endurance charges (ok, this has synergy with armor, but its a perk you get for no investment, so you basically HAVE TO take it in order to be viable. In my opinion it would be better if charges you start with is 0 or 1 so you have to dedicate your skills to this active playstyle) What I want to say is: Charges are not the same as armor and the current balancing forces this mechanic onto the player thus making the mentioned idea of this build "unpuristic". This thought can be extended to several other game mechanics.
-multistrike. Mandatory because strong and again turns you into an attackspeed whore counteracting the idea of "heavy melee"
-faster attacks, also very powerful and therefore mandatory, but then you will need dexterity which also counteracts the idea of such a build

This is just one example to show you that "pure builds" are not possible to make in PoE. I know this cannot be changed easily and probably most people like it as it is. Also I am not sure if this, what I wrote, is exactly what is bothering me, its just a diffuse feeling about the game.
Maybe its because PoE offers too many possibilities without being too restrictive.
Personally I like restrictive game design, because it makes choice more impactful.

For instance, id like those ideas:

-0 auras without investment
-no charges without investment
-no cast of crit/stun/damage taken because thats lame
-no status ailments on crit

just to name a few.
The 3rd point is basically the "spammyness of options". I dont want to say that I dont like it, I just want to give you something to think about to free you from the "the more, the better" mentality, because this is not necessarily a good thing.
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I guess flameblast doesn't count as a nuke?

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