build diversity
Well when only one build can potentially clear most t4 content everyone is going to do. Why wouldn't you want the ability to experience as much of the content as possible.
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Build diversity was pretty bad in 0.1
But it's pretty much non-existant in 0.2. It's an absolute catstrophe Absolute massive problem in my opinion. Such a shame to have a game with so many different skills and possibilities but in the end 70% of people chose to play the same 3 or 4 builds because they are clearly superior and everything else is barely viable if at all. 0.2 is an complete disaster when this is concerned, such a waste. แก้ไขล่าสุดโดย LFA01#0120 เมื่อ 28 เม.ย. 2025 20:27:02
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" To be honest there's is just too many restrictions everywhere. Attributes, mana, even res. Some supports not working in some cases were you'd feel like they should. Overwhelming conditions and drawbacks almost everywhere. Why even bother when at the end of they day the 3 or 4 outliers are much simpler to build and 10 times as strong for a fifth of the investment ? แก้ไขล่าสุดโดย LFA01#0120 เมื่อ 28 เม.ย. 2025 20:33:23
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" Complete freedom might be a bit too much though. It would not make sense if melee skills worked with caster weapons, some kind of base type is kind of needed for some skills but yeah its definitely way too restricted atm and stat requirements are way too high on skill gems, wich certainly limits diversity even further |
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"My opinion is a bit worse than that. Builds are around the skillgem, not even the weapon. Each skillgem will be good with a few stats only, and by that the compatibility drastically funneled into a single option. Theres usually 2 stat that you can pick up, and when you picked your 2 stats, and you HAVE to get every nodes available, otherwise you wont make damage, because sadly the other endgame issue is that defensive skills don't exist. I mean they do, but the maximum stat you get is the "0": You MUST have max available defense and hitpoints otherwise you're oneshotted. And if you cant be more tanky your only option is to oneshot enemies before they oneshot you So since "offense is the best defense" you will be get every stat cluster that boosts your OneTrickPony build. And now we go back and forth: stats boost that ONE skill so much anything that doesn't benefit from it will be actually negative dps. Ie: if you build a fire warrior anything that doesn't scale with fire is out of options. You cant make a combo even with your own weapon. You have a setup skill with a payoff skill. Like I have thorn and armour brake. Since I took Resolute technique (guaranteed hit but cant crit) Sunder is not an option anymore. Btw... without crit dmg + aftershock nodes that skill is weak... :D Those skills seems to be balanced around getting every nodes that's benefit for them... Speaking of... thorn build needs the barb and quilburst gem and that's only compatible with strike skills: mace strike and boneshatter are the options now. Perfect strike is a fire skill... and boneshatter is the worst conditional strike and wouldn't put a gem to it that gives "next 4 attack gets" You would think I can have shield charge, leap slam and seismic cry now. Last one is questionable because the more I go to the endgame I feel the cry is inferior against the single autoattack. Its better to hit the enemies than wasting mana just to kill them with 3 attacks instead of 2 now... (and I have battershout but seems the double broken armour autoattack just better) I use totem to get the healing and rage aura and leap slam to refresh scavenged plate stack in case it expires against single enemy... And while we have a platera of skills and gems the more you go to the endgame the only option is getting narrowed down to a single skill or a quick 1-2 punch. Since enemies are so fast and hit like a truck you cant even afford combo setups anymore. Not to mention if you drag out the swam fights for more than 3 seconds you're already dead... I am even worried that thorn build will just fall off, because I am forced to do no-hit runs the more I go to the endgame. Well... I am sure after a point my only option will be to have the unique shield that gives block Luck combined with turtle charm. But that just escalates the problem that if I am immortal the only way they can make endgame not boring for me, if I instantly die as soon as I enter a map XD TBF Cruel and early maps are good. We have class identity and can rotate between skills. But after t10 you minmax-escalate off the chart. I personally advocate that it is possible to make meaningful combat if they introduce defensive skills and crowd control abilities that have some trade-off instead of an "IWin button". Ie: lets say there would be a rage skill that gives you immortality until you have rage, but you cant generate rage until it depletes + 5 seconds and have like a 20 seconds cooldown. And Vengeful Fury skill needs to be reworked because its a complete waste of points. I am lvl80 with ilvl 70-75 gears and I get 350 armor extra from that skill, it doesn't even give a +1% reduction XD Spell reflects, knockback that gives extra damage or stuns the enemy if they collide with a wall Smokescreen skills should block line of sight of ranged enemies so the time they walk into position you dealt with the rest, etc... https://www.pathofexile.com/forum/view-thread/3769197 I am worried if they don't introduce this the game will be just an arms race of which build can make more dps and usually there's two options: a) lightning builds because shocked enemies gets +20% dmg b) hard CC builds (extra dmg against stunned or frozen enemies) Yeah... we have Smith of Kitavas now doing well, but only because they can build so much PASSIVE defense that they can just ignore the endgame. |
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