build diversity

Build diversity is super low i agree. I was trying a Paladin type warrior build this league, going energy shield/armor and lightning damage with a mace but there isn't any way to build it (on the lightning damage side of things).

Every mace skill is fire or physical, same for mace base damage. Every "outside your archetype" aura or skill need like 200 attributes at high level and the passive tree don't give enough of them.

Good luck thinking outside the box because the attributes requirement are killing it. I don't really like the way it is actually but i hope it will improve with new classes, skills and supports.

I still think we really need to remove all the weapons requirement everywhere on skill and tune downs the attributes ones.

Like why is thunderous leap spear only ? Why does herald of thunder need 205 dexterity at level 20 ? Why does a single one handed mace require 212 str at high level ? Basicly pigeonholed in your class archetype.
Yeah, Ritualist needs alot of work. looks like everyone who went huntress went amazon and is just rolling through the game.
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Johny_Snow#4778 เขียน:
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?


Ideally it should be single button press with *situational* combo use for massive payoff. The way it is now, "combo" builds are just 1 button builds with extra steps - unimaginative and repetative, with little actual thought behind your actions. But if a skill is good on its own but you can also *at the right moment* use it as part of a combo, now THAT would actually create a more intersting gameplay.
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onetruelai#7327 เขียน:
...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.


^^^ THis here is the problem 110%.

Forcing me to push whirling slash three times, then an elemental boost like frostbolt, then twister... just to get max damage out of twister, is not a meaningful combo because it's not choice that handles a situation.. I *always* want max damage out of twister, so it just becomes an annoying mandatory rotation for max-damage twister.

What we need is having choices where using A-B is better at situation A, and B-C is better at situation B, and D-D-A-D-B-B-A is better at some rare situation D. Then I'm actually making *CHOICES* about the buttons im pushing.

Monster swarming is totally fine, if I have some combo good at monster swarming which is different than the combo for elites or ranged enemies, or some other situation. Currently it's just Ice-Strike forever, or Lightning Spear forever, or Rake forever. Too many builds resort to just mindless non-interactive button spam.

I tend to think this issue because the POE power-growth tradeoffs mean powering up three skills is generally less efficient than powering up one skill, so the strongest builds put everything into a single skill basket..

This is markedly different than skill systems like D4 or LE, where powering up one skill has no tradeoff vs powering up another skill because the skill powerup points don't steal from each other the way they do in the "global" POE1/2 style passive tree, and POE2 style one-support-usage system. This means in D4/LE it's only beneficial to have a few powerful skills, as that's more tools in the shed.
แก้ไขล่าสุดโดย KuroSF#6521 เมื่อ 16 เม.ย. 2025 00:54:51
Current player style is forced to use full skill combos to do anything. If you don't use combos you suffer and thats probably where a lot of issues are coming from. 1 skill should be enough for most mobs and save combos for bosses and rares. That would feel so much better and probably explains why lightning spear is so popular at the moment.
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Elmais95#3623 เขียน:
Build diversity is super low i agree. I was trying a Paladin type warrior build this league, going energy shield/armor and lightning damage with a mace but there isn't any way to build it (on the lightning damage side of things).

Every mace skill is fire or physical, same for mace base damage. Every "outside your archetype" aura or skill need like 200 attributes at high level and the passive tree don't give enough of them.

Good luck thinking outside the box because the attributes requirement are killing it. I don't really like the way it is actually but i hope it will improve with new classes, skills and supports.

I still think we really need to remove all the weapons requirement everywhere on skill and tune downs the attributes ones.

Like why is thunderous leap spear only ? Why does herald of thunder need 205 dexterity at level 20 ? Why does a single one handed mace require 212 str at high level ? Basicly pigeonholed in your class archetype.


Yep, classes are even more rigid than in PoE1.

I don't like the fact that they are focusing too much on archetypes

I would prefer that the passive tree + gear enabled you to create your own archetype as long as you navigate in your "half" of the tree.

It kills the fun + experimentation when you are locked into a specialized ascendancy + high stat requirements.

I wish the requirements were waaay lower and ascendancies were "universal"
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Th1sGuy255255#8969 เขียน:
Current player style is forced to use full skill combos to do anything. If you don't use combos you suffer and thats probably where a lot of issues are coming from. 1 skill should be enough for most mobs and save combos for bosses and rares. That would feel so much better and probably explains why lightning spear is so popular at the moment.


I do not know what you are playing (and I do not want to know), but its not this game.

I never played a two button build, and I have multiple 90+ characters.
I played one button on 0.1.0. I am playing it now on 0.2.0. And I will be playing one button on 0.3.0.

Those "skill videos" are noob baits.

Precise builds can handle all content with minimal issues.
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Skellymancer#5263 เขียน:
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Th1sGuy255255#8969 เขียน:
Current player style is forced to use full skill combos to do anything. If you don't use combos you suffer and thats probably where a lot of issues are coming from. 1 skill should be enough for most mobs and save combos for bosses and rares. That would feel so much better and probably explains why lightning spear is so popular at the moment.


I do not know what you are playing (and I do not want to know), but its not this game.

I never played a two button build, and I have multiple 90+ characters.
I played one button on 0.1.0. I am playing it now on 0.2.0. And I will be playing one button on 0.3.0.

Those "skill videos" are noob baits.

Precise builds can handle all content with minimal issues.


Yea no. Only a few classes have skills that don't require combos the entire rest of the game requires it to get anywhere. Not looking for a fight if you disagree move on
It would be more flexible if there were no split attribute requirements... and instead gear was just "dex" or "str" or "int". Then we could use any two weapons from our attribute base, and any skills from those two weapons.

As it is, it's not practical to stray from your base weapon for secondary skill I want to scale, because that means splitting attributes, which means having lower leveled gear and skills, which is worse than just having one skill at a higher power level.

The only escape valve to this is to go Gemling and pray for Jarngreipr gloves to build strength and use any melee weapon, melee skill, or caster skill at their highest level all from strength (though one still has to solve accuracy)
แก้ไขล่าสุดโดย KuroSF#6521 เมื่อ 16 เม.ย. 2025 01:01:08
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Gordyne#2944 เขียน:

I would prefer that the passive tree + gear enabled you to create your own archetype as long as you navigate in your "half" of the tree.


This is very very bad idea. The one that makes you come to forum and complain when your build sucks and you cannot kill anything.

The majority of tree gives nothing of value. Making "your own" archetype is very bad idea. Sure you can pick extra AOE cluster, instead of extra Speed cluster, or extra Damage cluster, but that is it.

Your path should remain strict to the best nodes, and everything else you should avoid.

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