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- They are aware of the vocal feedback around combat [impact]; it's something they already know about and are actively working on. The footage shown in the Developer_Direct was already weeks behind what was the current build (at the time of filming).

- Players will find themselves one foot between a grounded political story and a metaphysical story about gods and souls

- There will be things to find in the environment (Cohh's question was targeted around loot, environmental storytelling, notes etc.)

- Classless system but skill trees will allow for speccing into more traditional 'archetypes' if a player wants

- Companion skill trees are locked to a specific archetype, but will allow for variations

- Different enemy attacks can impact the player (knockdown, push, unblockable etc.)

- Not discussing endings or NG+ at this time

- Some character creation decisions will have mechanical and roleplay impacts

- Scope is similar to The Outer Worlds (question was about playtime, critical path vs. 100% completion)

- Weapon upgrade system (not mandatory, but recommended) - Party camp will follow you through the game (no base building)

- Similar difficulty options in their previous games (story time, path of the damned)

- Grimoire magic still in the game, just wasn't shown at the direct (can also dual wield grimoire + wand for quick magic and powerful spells)

- Can't speak much about the stat system, but the general idea is they don't want a system that corners players into potential bad decisions. Want to present a fun set of options for the player.

- Can't speak much on bosses yet, but the idea around combat encounters is to present a variety of enemies that will challenge the player and not make them feel too complacent with sticking to one play style. Want to encourage swapping weapon sets.

- Playing PoE 1 and 2 are not required to understand what's going on

- No mini-games

- Day and Night system is there, but doesn't affect gameplay

- No mounts, some combat abilities affect movement (charge, etc.)

- Tease about some gear can affect things like movement

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Some things I like there (deeper RPG mechanics are present; weightier feel to combat animations already in the works), and some things I'd don't like quite as much (playtime similar to The Outer World's which was pretty short for a modern RPG, just 13 hours for main story and 40 hours for 100% completion of the game; no minigames; no mounts)