Sollution to Repetitivity - Skill Interaction through Notable/Keystone Passives
" OMG, a 2 year bump. You saw that no one commented, so why bump it? GGG read it, you can go to bed a happy cat and all is good. Stop wasting new suggestions space on the front page. And i still believe a auto lock on suggestions would be a good idea with an option to only update the OP by the thread creator, that way no pointless bumps and drawn out discussions whether something should or should not happen. |
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The only sort of post worst than a bump, is posting just to criticize the bump.
No matter how bad my bumping was, your post was infinitely less useful or constructive. Congratulations! You should read my signature to gain +5 Intellect. --- A lot has changed and improved in the game, EXCEPT the single skill spam. This topic is more relevant than ever. Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro. |
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" Im not criticizing your bump, im telling you its unnecessary. Have you ever thought that while this might still be relevant to YOU it might not be relevant to those who made the game? |
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My two cents :
+ Your system is way too complicated for most players. The skill tree is already very daunting, but seeing things like "If [condition A] and [condition B] then [effect X] and [effect Y]." is certainly going to make many players directly give up on trying to make a build. + Dynamic combat is enabled through meaningful choices during combat. This is something made possible with alternative choices available, not simple combinations. For that, you need more different situational active skills. The game is currently at the opposite side of the spectrum, with a lot of specialization, very limited skill slots, and hardly any situational skill. The developers are currently trying to increase the diversity of situations, thus working on one of the two aspects of the problem, but it would be a lot of work to change the skill system to one leading to dynamic combat. + The choices created by passives are made while building the character, not while playing it. Bumping is fine when it's made to create discussion about a topic, usually when you believe that there are some parts that should be discussed some more. Most other reasons for bumping a topic are bad reasons. |
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" I believe this was a good reason. The game has evolved a lot but this is the one area it seems to be still lacking in. My suggestions were hypotetical and merely illustrative of my intentions. Naturally, if the suggested keystones are properly balanced, they will be a choice - not mandatory. But I have to say I disagree with you on one point - my suggestions aren't overcomplicated as Path of Exile isn't a game for the mentally handicapped. I think you're underestimating PoE's playerbase. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Jan 27, 2015, 8:57:25 PM
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" I am not saying that the player base is mentally impaired in any way, I am saying that the skill tree is already very complex and needs to take a lot of time in order to make a decent build. If you make it even more complex by making the nodes much harder to evaluate, even more players are going to either take pre-made builds or drop the game entirely. Because spending multiple hours in order to build your character isn't something everyone enjoys. |
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