build diversity

New ascendancies, new item bases, passive tree reworks, new uniques, new support and skill gems, youd think that build diversity was superior than 0.1. LoL its surprising that its worse, but what can you do. Hopefully that in the future they can learn from these mistakes and improve build diversity in the coming seasons.
ขุดครั้งสุดท้าย เมื่อ 29 เม.ย. 2025 05:30:52
I think a massive pigeon hold to the diversity of skills, is due to the skills being locked behind the weapon base itself. I think the game would benefit from differnt playstyles of skills.
I think another auxiliary problem this creates is insane and ridiculous attribute pressure, thats even more aggressive in some cases than poe1.
Would you rather play a skill that needs a combination of other skills done in a particular way to be effective or a simple button press?
แก้ไขล่าสุดโดย Johny_Snow#4778 เมื่อ 14 เม.ย. 2025 10:24:27
I think either of those id be fine with honestly. Combos definitely feel great (the good ones), and one button builds feel good. I think what is lacking for me is like you play the skill and there is pretty much only 1 way to "play the skill" if that makes sense. Maybe its more of a support gem issue then and not so much an issue of the skills being tied to the item type specifically.
remove dex-based classes and nerf mobs, ppl will have a lot of things to play.

remove trade and rework the loot too.
Build diversity only really exists if a wide variety of builds are reasonably close together in capability. That is not even remotely true in PoE2. There's a ton of possible builds, but the overwhelming majority are simply bad and will not have a fun experience playing the game.

With how bad the loot is, how the game is tuned, and what the baseline requirements of a build are in order to make the game feel reasonable to play, there are actually relatively few good builds.

That's the hard truth of "build diversity": it's not about choices (of which PoE2 has tons). It's about meaningful choices.
Build diversity only really exists if a wide variety of builds are reasonably close together in capability. That is not even remotely true in PoE2. There's a ton of possible builds, but the overwhelming majority are simply bad and will not have a fun experience playing the game.

With how bad the loot is, how the game is tuned, and what the baseline requirements of a build are in order to make the game feel reasonable to play, there are actually relatively few good builds.

That's the hard truth of "build diversity": it's not about choices (of which PoE2 has tons). It's about meaningful choices.
What would help to increase build diversity away from one-button/one-shot builds & towards truly varied, combo-based builds... is if they would just stop with the incessant monster swarming.

Similar to my experience in the first season, I (somewhat) enjoyed the ability to combo and experiment during the campaign. They claimed to have toned down the swarming since the 0.2 launch, so I imagine it's gotten even better.


BUT just as was the case from launch -(attempting interesting combos in endgame) frequently proves to be a death trap & the reward is often not worth the risk.

The only kind of combos I can really get off now in T15 maps - is something like dropping some explosive spears, dodge twice, throw some storm lances, dodge more, then throw regular spears or lightning spear. & repeat.

I had to give up parry/disengage along the way because it kept leading to heavy stuns then dying.
แก้ไขล่าสุดโดย SpankyKong#9805 เมื่อ 14 เม.ย. 2025 14:25:44
"
SpankyKong#9805 เขียน:
What would help to increase build diversity away from one-button/one-shot builds & towards truly varied, combo-based builds... is if just stop with the incessant monster swarming.


Eeeh no. Combos just don't feel good to use ALL THE TIME. A couple of years ago the devs themselves admitted they don't want combos to become repetative but this is exactly what happens in PoE2 if you're masochistic enough to play a combo-based build.

Combos should be situational, not forced. The skill should feel good to use without a combo and then *sometimes* you would choose to combo to cover more area, deal more damage, whatever.

Skills being terrible without a combo is just bad design which adds nothing to the game and results in combos becoming repetative with zero thought behind using them.

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