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Accuracy is the dumbest idea ever in this game.
in mouse and keyboard, we have to manually aim at things to shoot enemies. so not only that we have to "AIM" at the enemy which basically is OUR ACCURACY in point and click, we then still have to get checked by this dumb line of code that says "o shit you missed" when i legit clicked at the monster's ass. Bruh.
then,
in controller, everything changed, ACCURACY is equally useless because controller got AUTO AIM... let me repeat.. AUTO. FOKEN. AIM. i just run around and press 1 button and my character just automatically seek target with surgical precision. suddenly the dumb line of code decided to go eat some glue in the corner of the room. Bruh(2)
please change accuracy node or items to just critical damage, or critical chance or, or skill speed, or just delete that useless shit altogether.
Bad attempt at trolling.
im not :)
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Posted bycipski007#7048on Apr 6, 2026, 7:24:04 AM
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Let's take a moment and break this down.
1. RPGs exist, and almost all of them have an accuracy mechanic.
2. Video games exist and RPGs jump from books and tables to the new medium.
3. RPGs evolve into RT(Real Time)RPGs, which quickly showcased just how stupid this idea was.
4. RTRPGs quickly become RTWP(With Pause)RPGs because RPGs in RT have too much happening simultaneously to be controlled well. So the designers of them added a pause feature to allow the player to revert to turn based play whenever it became overwhelming. Which was frequently.
5. ARPGs enter the scene. RPG mechanics and design are still the focus, but simplified to the point that pausing is no longer needed to interact with the game in a meaningful fashion.
Now, accuracy entered the picture at step one. It made sense then because a player was choosing a character to attack an enemy and having a chance to miss could add some suspense. It also followed from enemy to character which was desirable for players because health pools were significantly smaller.
Action games tend to replace the mechanic with player precision/reflex tests. Put crosshair on enemy, click to fire weapon, hit enemy as long as crosshair was on enemy. ARPGs have this mechanic but rarely use hit-scan, instead launching a projectile which must make contact with the enemy to actually hit. The fact that it also "rolls" to determine whether the attack hit may be a bit much.
However, enemies also suffer from this, to the benefit of the player assuming they have any evasion to speak of. The player is simply less likely to notice this for two reasons. First, the game plays quite quickly. Second, the enemies are often extremely numerous and thus even a minimal chance to-hit is going to happen very frequently. Also, players try to avoid standing still allowing projectiles to make contact in the first place.
Couple this with abilities that don't make accuracy checks(ground effects/spells), and I'm not certain the mechanic holds up. I also don't know if the game would still be PoE without it.
i dont think any action games needed Accuracy, by that logic then god of war would have it too, and when kratos swing axe and enemy and it hits the head then engine calculates if the axe that LEGIT hit the enemy is a miss or not. what the hell ??
bcs poe is ACTION rpg right ? no RTS or turn based game like expedition 33 right?!
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Posted bycipski007#7048on Apr 6, 2026, 7:25:53 AM
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I agree with OP... accuracy and evasion are relics of the past or systems to be used in games that don't focus on the action itself, such as turn based games.
It was used In older games because the technology was limited and, quite frankly, they didn't have a better option to do it 20 years ago.
It was the exact same case for tab-targeting in MMORPG's as well. These are relics of the past.
Passive block chance is in the same bucket, and it was the most jarring thing to see in PoE2 considering active blocking was added as well. It makes absolutely no sense. I don't even think there is any other game out there that tried to do this... and it's not because GGG devs were ingenious and though about a unique thing here, it's just plain stupid.
Made a similar post in the past about this and how stuff like this goes against the "ACTION" part completely.
At the root of these foolish decisions, imo, are probably things like nostalgia and reticence to change/fear of change.
Talked about evasion and block chance here, point (2), over a year ago:
https://www.pathofexile.com/forum/view-thread/3709985
All that being said, I'm 99.9% certain nothing will change.
"Sigh" Last edited by IonSugeRau1#1069 on Apr 6, 2026, 9:11:53 AM
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Posted byIonSugeRau1#1069on Apr 6, 2026, 8:42:15 AM
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I agree with OP... accuracy and evasion are relics of the past or systems to be used in games that don't focus on the action itself, such as turn based games.
It was used In older games because the technology was limited and, quite frankly, they didn't have a better option to do it 20 years ago.
It was the exact same case for tab-targeting in MMORPG's as well. These are relics of the past.
Passive block chance is in the same bucket, and it was the most jarring thing to see in PoE2 considering active blocking was added as well. It makes absolutely no sense. I don't even think there is any other game out there that tried to do this... and it's not because GGG devs were ingenious and though about a unique thing here, it's just plain stupid.
Made a similar post in the past about this and how stuff like this goes against the "ACTION" part completely.
At the root of these foolish decisions, imo, are probably things like nostalgia and reticence to change/fear of change.
Talked about evasion and block chance here, point (2), over a year ago:
https://www.pathofexile.com/forum/view-thread/3709985
All that being said, I'm 99.9% certain nothing will change.
dont lose hope my friend, with tenacity we will oneday see brighter future of great change in poe 2
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Posted bycipski007#7048on Apr 6, 2026, 10:35:00 AM
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