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Game: Path of Exile

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Date Editor Before After
12/5/2013 4:41:32 PMAUrankAdminSaktoth before revert after revert
Before After
1 You can basically just mess around until Merciless ( Or, Cruel Dominus at least) . The game can still be challenging, particularly on hardcore: Plenty of players will just get freeze-locked by Hailrake, which means dying only 10 minutes in. In standard though, the only obstacle to progress is when you hit a point where you are losing XP faster from dying than you are gaining it from killing things, or where you just cannot find any upgrades to your equipment. You don't even lose much time from dying, in Normal sometimes it's faster to die than to waste a town portal. 1 You can basically just mess around until Merciless ( Or, Cruel Dominus at least) . The game can still be challenging, particularly on hardcore: Plenty of players will just get freeze-locked by Hailrake, which means dying only 10 minutes in. In standard though, the only obstacle to progress is when you hit a point where you are losing XP faster from dying than you are gaining it from killing things, or where you just cannot find any upgrades to your equipment. That tends to happen only in act 3 merciless. You don't even lose much time from dying, in Normal sometimes it's faster to die than to waste a town portal.
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3 I don't just mean you'll use the one skill the whole game, and wont be able to experiment (Though it means leveling up a new gem and often changing socket colours or weapons) I mean at any one time, you'll only by using one or two damage skills. So it's just ground slam or heavy strike or spectral throw over and over and over. 3 I don't just mean you'll use the one skill the whole game, and wont be able to experiment (Though it means leveling up a new gem and often changing socket colours or weapons) I mean at any one time, you'll only by using one or two damage skills. So it's just ground slam or heavy strike or spectral throw over and over and over.
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5 Auras are build decisions, out of combat, so that doesn't really factor. You do tend to use a mobility skill, but only for mobility: So it's just a kind of positioning mechanic, like walking. Positioning can matter, but it tends to just be about getting everything in your AoE and not getting sorrounded. Curses are generally only for bosses, since everything else dies in a few hits and is thus not worth cursing (The DPS you lose by spending your time cursing does not make up for the damage or lifesteal or whatever lost from doing so). If you use something like enduring cry you do have to hit the button every time your charges are about to expire, but that's about all there is to it. 5 Auras are build decisions, out of combat, so that doesn't really factor. You do tend to use a mobility skill, but only for mobility: So it's just a kind of positioning mechanic, like walking. Positioning can matter, but it tends to just be about getting everything in your AoE and not getting sorrounded. Curses are generally only for bosses, since everything else dies in a few hits and is thus not worth cursing (The DPS you lose by spending your time cursing does not make up for the damage or lifesteal or whatever lost from doing so). If you use something like enduring cry you do have to hit the button every time your charges are about to expire, but that's about all there is to it.
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7 This is where Diablo 3 did it better. It had a lot more skills that were on cooldown, so you had to time them right to mitigate attacks, and position yourself to use them correctly when the cd was up. The resource management was more interesting: In PoE everything just drains from the same pool, so it's mostly just a cap on DPS (Which makes the game way more boring when it runs out) rather than about management or resource draining skills over non-draining or replenishing skills. Resource management is an out-of-combat thing in PoE (Other than hitting the potion button), you just need to make sure your regeneration is higher than your consumption. Though PoE's Flask system is lightyears ahead of Diablo 3's health orbs, I do feel that using a town portal a dozen times in a boss fight is a bit dodgey. 7 This is where Diablo 3 did it better. It had a lot more skills that were on cooldown, so you had to time them right to mitigate attacks, and position yourself to use them correctly when the cd was up. The resource management was more interesting: In PoE everything just drains from the same pool, so it's mostly just a cap on DPS (Which makes the game way more boring when it runs out) rather than about management or resource draining skills over non-draining or replenishing skills. Resource management is an out-of-combat thing in PoE (Other than hitting the potion button), you just need to make sure your regeneration is higher than your consumption. Though PoE's Flask system is lightyears ahead of Diablo 3's health orbs, I do feel that using a town portal a dozen times in a boss fight is a bit dodgey.
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9 Diablo 3's combat was just more engaging for me. Though, the difficulty curve was way too shallow, so you just spec for ridiculous damage and faster clear, to the point that multiplayer becomes about who can get to the pack and 1-shot it first. There is also less point to actually engaging in the combat, since the rewards to grinding just don't feel worth it (Particularly with auction house, which I actually enjoyed playing as a market simulator!). PoE's currency means that you always feel like you can get an upgrade on what you want, though getting 4, 5 and 6 links in the colors you need begins to become prohibitively expensive later on every time you upgrade. 9 Diablo 3's combat was just more engaging for me. Though, the difficulty curve was way too shallow, so you just spec for ridiculous damage and faster clear, to the point that multiplayer becomes about who can get to the pack and 1-shot it first. There is also less point to actually engaging in the combat, since the rewards to grinding just don't feel worth it (Particularly with auction house, which I actually enjoyed playing as a market simulator!). PoE's currency means that you always feel like you can get an upgrade on what you want, though getting 4, 5 and 6 links in the colors you need begins to become prohibitively expensive later on every time you upgrade.