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Critique nr. two. Short dungeons.


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7 replies to this topic

#1
Walkyr

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Hello.

 

Like topic says.

 

Where are big long and multiple levels dungeons?

 

In PoE 1 i have fun in exploring big dungeons in some moments.

 

In PoE 2 we have very short dungeons.

 

Exploring big and long dungeons is very rewarding.

 

There is a very satisfying feeling after finish big dungeon. I dont know how to describe this but i know that most people know what i am talking about.

 

Guys please tell me what are you thinking about this.



#2
anathanielh

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I actually prefer the shorter dungeons as there are less encounters that seem like filler (at least with the DD mod).
I just wish they disable resting in dungeons in order to make injuries come into play more. (Right now I just tell myself not to use resting in dungeons, but an option to disable it in the menu would be nice)

#3
Hulk'O'Saurus

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No per rest mechanic, no need for long dungeon crawls. 



#4
InsaneCommander

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I actually prefer the shorter dungeons as there are less encounters that seem like filler (at least with the DD mod).
I just wish they disable resting in dungeons in order to make injuries come into play more. (Right now I just tell myself not to use resting in dungeons, but an option to disable it in the menu would be nice)

 

We need dungeons like the very first one in PoE1: you enter and the entrance collapses. You don't know how big it is and if you couldn't rest things would get interesting.


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#5
anathanielh

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I actually prefer the shorter dungeons as there are less encounters that seem like filler (at least with the DD mod).
I just wish they disable resting in dungeons in order to make injuries come into play more. (Right now I just tell myself not to use resting in dungeons, but an option to disable it in the menu would be nice)


We need dungeons like the very first one in PoE1: you enter and the entrance collapses. You don't know how big it is and if you couldn't rest things would get interesting.

That would be cool. Especially on Iron Man mode.
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#6
algroth

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I believe there's a good middle-ground to be found between both, really. I believe long dungeons get boring pretty quickly if all there is to them and to the general exploration is a bunch of rooms and corridors holding trash mobs and a couple of traps, whilst short dungeons can also feel very unsatisfactory due to their sheer length. But short dungeons can also provide a few breathers between the larger and more multi-levelled dungeons, or be interesting and fun on their own if they work upon a very specific and interesting gameplay concept. The sandswept ruins are a clear example of this, for me. But I do agree that I feel some quests would have been better served with more expansive and challenging dungeons the likes of Poko Kohara: the business on the Watershaper's Guild or the quests involving the animancers being some prime examples of this, because they feel pretty relevant within the faction arcs and so on, and instead due to their brevity seem to play more as quick tasks instead.

 

Spoiler


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#7
vanyel54

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Seems logical to remove big dungeons if you remove any attrition system. A big step in the wrong direction in my book.
In deadfire too many areas seem small and empty.
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#8
Dr. Hieronymous Alloy

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There are a few longer dungeons -- Nemnok's caverns, one or two other places. 

 

Unfortunately there's only one Endless Paths.


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