Slow the game pace and increase combat inter-activeness

I mean, in general when referencing real life. Games are magic though, don’t have to be bound by those rules.

But like, look at DnD for example - earlier editions moreso. I’m aware of descrepency between turn-based and real time but “multiclassing” type things, tactics, and multiple ability use in general should certainly be a thing in at least some arpg’s - remains to be seen which route LE will end up on but I’ll probably play it either way lol…

D3’s combat is pretty sick actually in the arpg realm, especially launch inferno. Such a shame it’s other mechanics are lackluster.

Yeah, it’s a fine balance between sticking to real life rules that the player doesn’t need to think about & going, er, non-RL (magic, respawning after dieing, etc). But unless there are other synergies (such as being able to keep a mob frozen while whailing on it), specialists should still be more effective at <thing they’re specialised at> than generalists, otherwise what’s the point in specialising?

I actually agree with a lot of what has been said here.

Overall i like the Last Epoch combat’s pace. It feels powerful to one shot a pack with your meteor. Having to dodge a bit and cast a few more of them per rare is also very nice. I came to dislike a lot PoE for its combat pace. I think it something that has been done well with Grim Dawn and D3, but quite differently for each of them.

You’re not the first to bring the trash/rares health issue, but i’ve not personnaly been bothered too much by that. I wouldn’t mind a few tweaks and see how it affects the overall strategies used in combat.

Talking about strategies : yes i again agree with you. I don’t think having a single DPS skill is healthy for the game. Having to chose your skills depending on the situation, or just play with 2 or 3 DPS skills that synergizes very well gives a whole other feeling to the combats.
I hope they go this route because it’s what i liked about D3. That’s what made me stick with the game so long. (I had something like 2k hours when i stopped.)

I wanted to add that one of the reasons PoE is starting to burn me a lot quicker each new league is that you actually build like this : 1 spell that deals damage. 1 movement skill. One defensive proc when getting hit. and two utilities skills : Auras / Warcries whatever.
I reached the point (in 3K hours) where I tried most of the skills and the build “archetypes” i could.
What PoE actually lacks is the ENGAGING aspect of the combats that Grim Dawn or D3 has, and i think both the PACE and the STRATEGIES would be very beneficial if different “active and damaging” skills were used.
I don’t want to see Last Epoch make the same mistake, especially when PoE 2 might tackle this very issue by giving the possibility of having a lot more of 6 links available to the players. (and therefore more interesting spells available.)

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You respond to this partly later on in the thread, but I want to say that your initial statement is clearly only true because RPG systems designers make it true.

Also, for specialists to always be better at the thing that they’re specializing in than generalists might be a desirable design outcome, but it certainly doesn’t follow that generalists shouldn’t be good at anything, or that specialists should always be the best.

I very strongly agree with Boardman’s point. This is a constant point of frustration for me in arpgs (my only really serious experience is with Grim Dawn and Median XL, maybe other games avoid it). At the same time, I think there’s an important point to note here. A lot of people play these games to completely tune out and crush monsters mindlessly. Even though I’m not one of those players, I think if an rpg doesn’t at least partially cater to them, it’s not really an arpg. I think the proper niche of specialist builds should be to cater to those players — there should be some pretty safe and slow melee builds that only buff up and hold down one button, and there should probably be some high DPS but glassy ranged builds that do the same. But the tendency in arpgs is for characters with a single active skill to be the almost the only “meta” builds for endgame, and I think LE is not only well equipped to avoid that, it would be a vastly better game if it did.

I have some specific suggestions related to this, but I’ll hold off until after I finish the campaign tomorrow to post them.

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I probably wasn’t clear in that case, I think that specialists should be better at that one thing, but worse at everything else compared to generalists.

I agree with you, the more types of builds that there are that are “good enough” to get through the story & to a reasonable level in arena/monolith the better, to give people more ways to play.

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Watching. Good thread, @boardman21 :+1:

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Some wishes from me in this area.

I am fond of games that have skills interact each other and combine to powerful effects. Like throwing oil then a fireball to create burning area. Or freeze then chance to shatter with melee.

I think more cool down could help against single skill spamming being the best option. I can also imagine a ‘build up’ time for a skill like meteor where the skill increases its power on next use if you do not use it for a while.

Last, I wish for more skill slots. Add one or two at least.

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Mmmmm, if you add cooldowns, then the damage per hit should be increased to compensate, otherwise you’re just decreasing people’s dps & making them wait. I do think that it would be nice if skills interacted with each other &/or the environment a bit more, though you’d need to balance for that as well.

Yes. A system with interactions giving a stronger effect will lead to use of more skills. Reward player’s willing to push more buttons in a specific/clever order instead of punishing them by introducing cooldowns for powerful skills, so they use other ‘lesser’ skills just to fill the time till their skill of choice comes back online. The latter only leads to heavy investment into cooldown reduction, which is often again nerfed/discouraged by the designers, etc.
Introduce (more) positive feedback and interesting interactions between skills and players will embrace every new skill, instead of just look at what gives the best performance per investment (which leads to cookie cutter builds, like in D3, where 1000 players have identical buids). Leaderboards inevitably always lead to ‘meta’ builds = optimal performance. There is always going to be the one skill that performs slightly better than the rest, and once it does, the snowball effect leads to ignoring other skills entirely.

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It almost feels like synergies should either be at the elemental level (frozen mobs have a chance to be shattered by physical attacks, ignited mobs hit by lighting do an AoE lighting damage, mobs hit with void damage have a chance to spread dots per tick) or at the class/mastery level (though this might feel like it’s more of a mastery bonus).

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Definitely agree with this. Not that the pace itself of LE is bad. The rares with massive health do ruin the ‘flow’ of combat though. You cut through packs and packs, and then suddenly come to a halt and have to whittle down what feels like a boss for no real added loot. Saying that though the ‘blue’ mobs could maybe be a bit tougher to change up the pace and not just plow through them.

I love games with more interactive skill usage and less spam. Many ARPGs sadly have the 1-skill syndrome where you just go for one thing and build everything around it to buff it. Sometimes maybe having a single + multi-target skill setup. If it wasn’t for this type of combat I’d be way more invested in PoE.

Having an arsenal of skills and them synergizing is much more my game. Things triggering off each other, comboing, charging, sequencing, multiplayer skills working together etc. just makes for much more dynamic game play. Like mentioned above some really enjoy just mashing mindlessly through enemies though which there should be space for too. While LE is very close, I’d say games that have nailed this have been D3 and Wolcen.

Something else that changes up combat is crowd control. But in order for that to be relevant you have to be fighting enemies that are just tougher than regular or have some sort of special threat like abilities/buffs/debuffs etc. so that you have to split your focus between them and the regular mobs.

Would also be nice to see another set of movement skills for each class down the line. I really like the feeling of the movement skills in LE - which is also so important to make combat feel fun and tactical - I think has been nailed. Just nice with some variety to choose from or for different situations.

To finish up my wall of text I just have two more suggestions that can change the pace:
Environmental damage e.g. explosive barrels, oil, falling debris etc.
Random spawning ‘Champion’ mobs with completely different abilities to the current ones so you have to pay attention.

LE is so fun though already and I am confident in the team making it a standout title down the line :slight_smile:

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I also prefer combat were you can synergize skills or have some medicore cooldown skills(like 4-6 seconds), they often give your “rotation” something meaningfull that has impact.
(ofcourse make them impactfull enough to really matter)

I would like to see alot of skills have an option inside their specialisation tree to make them a cooldown with increased damage/effect if you want to go that route.

I also could get behind some very very powerfull skills that probably have even mroe cooldown(lik10seconds+), depending on the build this also can “feel” really good to have a big boom button.

Giving some skills the option to make them a cooldown would increase build diversity/usage in many cases i think. Most builds would still use one “main dps skill”, but you always have alot of options for some burst damage/either singletarget or aoe, depending on the skill)

Also giving some cooldowns skills self-buffs or triger effects when they kill/hit mobs can fee lvery good in bossfights. As long as the buff/uptime is meaningfull and no auto-cast/permabuff(which the devs already try to distance from with some of the recent skills changes)

I also like alot of the skill specialisation nodes that make 2 skills synergize with each other.
Either by buffing other skills after usage(like one of the new meteor nodes) or skills that benift from other skills(like The Shield Rush Node which makes Ring Of Shield, if active, form a wall and charge with you). More stuff like that please.

Also one example which could be build upon is one of the swipe nodes for the primalist, which makes it a short cooldown and then i think the follow up node makes it possible to make a basic attack while the skill is on cooldown. I really liked that idea, could be maybe used for 1 or 2 skills on similar other skills for other classes.

Regarding on kill effects, i think some of those could use a %chance to trigger on rare mob hits. I think one of the Beastmaster Aspects already has something like that in it’s passive tree that is optional. That is the way to go.

LE partially is already doing some if the stuff you guys are suggesting.

We have skills that trigger other skills, like transplant triggering rip blood. We have skills that fit in rotations very well because they give a nice buff or debuff. For example spirit plague has a global spelldamage buff, debuffs enemies (slow, fear, damage reduction) and is a dot itself that can be buffed by global dot increase from souls.

Harvest deals double damage on cursed targets. Soulfeast works only on cursed targets. These skills need each other in a rotation.

Shield throw has global throwing damage buff as well as armor on ricochets so it can be used as an excellent opener before you lunge in with your Sentinel. Lunge itself is a superb example for a skill that fits in any rotation. Only downside is that it has only that one “viable” route to go.

So for the skills that trigger other skills, this is nice. But it does not give us a choice. What if we could choose what skill we want to trigger.

Vengeance is a nice example @boardman21 brought up. The way this skill works only allows builds that spam that skill. If course you can mix a vengeance hit into your rotation to keep the damage reduction going during your rive spam. But this gameplay feels very clunky. Also I’m not that confident with a skill that by nature is an attack skill but offeres the best damage reduction potential of the entire character class. Imho that additional damage reduction should be moved into the passive tree.

I think the approach to add cooldowns to skills and increase their impact would be a good way. Some time ago I made a thread about the lack of damage spikes of certain skills / classes that went in a similar direction.

It’s nice to have some constant DPS skills but I also like that type of skills that hit less frequently but if they do, they hit like a truck.

But it’s not only about damage, it’s also about more control about crowd control. Forge strike (again) has a stun node. But how this skill currently works and with the actual stun mechanic this node doesn’t feel good to me. What about giving this node the ability to grand a 100% stun chance with additional stun duration with the cost of a cooldown timer.

There are so many possibilities to spice up the combat. The foundation is already there I think. But it desperately needs some attention.

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I just posted this and saw how long it is. TL;DR: Bread and butter spammable skills shouldn’t be part of a buff rotation (e.g. rotating vengeance and rive). Grim dawn has that and it’s bad. Offensive skills used for buffs should have noticeable battlefield impact when used. Specific feedback on sentinel skills below.

I just finished the campaign content for the first time with a double slash ignite Paladin (felt super strong, deathless until Lagon, who wasn’t tough once I knew to dodge the big beam). Even though things felt much too easy until the divine era, and pretty easy there once I started to make compromises for defense in my skills, I felt the pace and variety of combat was for the most part very good. But I agree with Boardman that it could be greatly improved by slowing it down a little and working to make it more interactive.

In general there’s an important point on which I disagree with Boardman. While I think buff durations on a lot of skills could stand to be a little longer, I don’t think it’s necessarily bad for most builds to have a single “spam” skill, and I think it could, in fact, be quite bad to encourage rotating in a weak, low damage spammable skill in order to maintain a buff. That’s a common feature of Shaman builds in Grim Dawn, for example, and it’s generally considered painful by the community.

Rather, players should be encouraged to pick multiple offensive skills, but each skill they use should 1) have a sense of battlefield impact, either through high damage or strong control, 2) should for the most part demand attention to positioning, and 3) should have their own gameplay niches. Alternating between vengeance for damage reduction and rive for damage, for example, would only really be a matter of managing a timer. Vengeance would lack its own sense of impact, it would only be as a button you would occasionally need to press, but there would be no decision making about when to press it, or immediate, visceral feedback as a result of using the skill.

Now for some more specific feedback. On my paladin, I tried a few different ways to work different offensive skills into my play style, but couldn’t escape rive as a main damage skill backed up by a rotation of buffs. But I think with some modest changes to the skill trees, a more complex, active play style would work. Here are some thoughts on three of the skills I used.

Rive: I tried the node that consumes ignite stacks to boost physical damage, but couldn’t make it work for what I wanted to do. First of all, taking that node was an immediate and dramatic loss of damage compared with just sticking with ignite, though the leach node after it was pretty nice. That might have just been an issue with my build, though. The main problem I had with it was that I was thinking I could use it to boost other damage skills like shield throw or smite with descend. But the damage boost was underwhelming. I think if the duration where longer, but the bonus smaller per stack, it would give you time to apply a higher damage bonus to other skills. As it is, the full bonus mostly only applies to rive’s third hit itself.

Smite: This was only a buff for me, which feels like a waste. I tried descend, but the node is just too awkward in its current state. It’s buggy with idol procs on shield throw, the cooldown is too long, and it should be an instant cast. Also, I think there should be a node connected to fissure that removes the damage from fissure, but applies some kind of non-stacking debuff to enemies. That would transform the skill from just a button you press every 4 seconds to something that has noticeable battlefield impact and encourages careful positioning.

Sigils of hope: At first I found this annoying busy work, but it grew on me. However, for my character, I found block chance too important for any of the offensive buffs to make sense. Of course, that’s probably tied to larger balance issues than just this skill. I think it would be nice to see a little more integration between the divine flare branch of the skill and buffs, though. Particularly, maybe the global melee damage node could be partially reworked and moved over to that part of the tree.

Overall, I think a lot of the skills I tried were halfway there to allowing a more complex play style, and the game’s combat is overall very good. I hope with a little more work, there can be a good number of offensive, high impact rotational skills that better supplement bread and butter attack skills like rive or vengeance.

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The game is designed arround using one dmg skill only. If we had more masterys and more skills to use there would be a wider build diversity with more kills used.

The problem is thou the benefits of using different skills isn’t there. If I look at my Druid I spam Bearswipe 99% of the time with a roar and a charge every now and then. The other buttons aren’t intresting to me at all.
Same goes for other classes I use skill X as a dmg skill for my build but with the games setup I almost feel forced to use other skills that benefit my toon in an offensive or defensive (movement skill and cc included) manner. There is just no real possibility to toy arround with two skills.
The problem resulting in this is the uselessness of using different skills because there is little to non synergy.
Let’s take a look at vengence DR… if this was a 6 times stackable selbuff that lasts 10 seconds if you have 6 stacks you could use this skill + another dmg skill you realy like and not feel forced to use while pressing vengence every 9 seconds.
With the druid at least my roar forms a roots so I have a little synergy there but nothing to write home about.
If you remove the layers of LE that make the game outstanding because it offers the illusion of choice you’ll end up with a very blunt game. Pasive trees are nothing special so we leave these out for the moment because these are quite passive. No we are at skills and even there we have little choice there are simply outstanding nodes and shitty nodes, so make a good built that works or gimp yourself.
I wish skills would interact a bit more with each other and if it’s even skill X build stacks use skill Y to consume the stacks and deal XYZ more dmg or stun the enemy. This would be a good start. Or skills that make enemys bleed while other skills have nodes that offer big benefits vs bleeding enemys. I think thin is nothing only uniques should interact with but skills themself.
Stuff like chill enemy with a forst spell->freeze enemys with a frost skill-> use a physical spell to shatter them or a fire skill to shatter them or a lighning spell to charge them up and dmg them big time when they unfreeze. There is so much that can be done and we got attack faster, take less dmg, more aoe and so on and so forth. Again when you look at it it’s blunt and math and nothing else.

I like LE but if you look at it relasticly it’s not that much after all. I don’t want to make the devs bad in any way because they deliver a good product so far when I compare it to other ARPGs but after all it’s just another standart ARPG. So yeah I’d love to see more interactions I’d love to see a combat system not revolving arround having XYZ kind of defences and HP to not get oneshot and move out of voids and facetank the rest of the time. Most likely this won’t happen unless you like a perma CC simulator like Lost Ark where it’s simply overdone.

Some more beneficial interactions between skills would be nice or system that link skills to each other with a different skill node layout to link reave and vengence for example to get the skill “Reaving Vengence” and both skills add up to a certain degree and where you made the connection between the nodes. Like a link to one node of the other tree and the nodes arround it that interact with the skill you linked from. Would be bonkers but fun and kind of interactive.

So many possiblitys and so much as well as understandably wasted potential just to create another while very good standart arpg. I’m okay with the game and will grind it every now and then but does it fix my urge for something new? Nah not rly.

I’m pretty sure Blizzard came up with Fury (for Warriors) so the player can mix it up in combat to play optimally. This is both in D3 and in WoW. I theorize this is how they solved the problem that boardman is talking about, at least for their Warrior class, a class that has to hit up close.

But notice nobody likes Fury. Similarly I just started playing WoW and noticed I sure do tap a lot of different buttons to kill a guy but it may as well be one button as the pattern never changes.

Maybe concentrating on utility skills instead of just more dmg skills is the way to go? I whirlrended my way through D3 and did the same thing in POE. I had a good time even though I was essentially doing one thing for 300+ hours.

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Speaking of WoW: I really liked the Rogue combo system where you have attacks that stack combo points and have different finishers that increase in effectiveness with combo points consumed. AWESOME! I am sure this would work in an ARPG pretty well, too.

I have to admit I also thought about something like fury or rage system. Charge your big nukes with fast skills. I can see this working.

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I really like that idea.

I think of D2 assassin?