"Weapon set passive skills" is good design

- Completely optional

- Helps enabling different playstyles like melee + Bow

This game needs more features like these :)
Last bumped on Dec 29, 2024, 4:38:05 PM
its neat but the limits on keystone nodes makes me not want to use them.
feels insanely limiting.
i should hit level 90 on my sorc today and i just dont touch the feature because allocating weapon passives to curses isnt even worth the 5 minute at the NPC.
that might change for pinnacle bossing but in mapping it feels like a complete waste of time and power.
its an absolute gimmick imho,
theres not enough room to fit any serious use of it into a build. (from various perspectives: attributes, gemslots, skillpoints/passive node distances)
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Lynk#4447 wrote:
its an absolute gimmick imho,
theres not enough room to fit any serious use of it into a build. (from various perspectives: attributes, gemslots, skillpoints/passive node distances)


Why?

It will definitely be more useful for off-meta builds, but even if you're only thinking about efficiency, you can use those passives to get nodes that are better vs. bosses if your build is not so good against them.

Then just swap weapons before the tough bosses.

It isn't meant to be power creep so ofc not every build will want them
Last edited by Gordyne#2944 on Dec 29, 2024, 1:25:15 PM
You need to take very specific routes on the passive tree to make use of the feature; different weapons use require stats to use; can't take keystones specific to weapon sets; one weapon set is high enough investment and two doubles that; the game isn't really "slow and methodical" and the best thing you can do is always aim for using as few buttons as possible for as much damage is possible, for which you need to focus on scaling just those few (preferably one) buttons. Anything more complicated that tapping one or two buttons will get you killed.
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LaiTash#6276 wrote:
You need to take very specific routes on the passive tree to make use of the feature; different weapons use require stats to use; can't take keystones specific to weapon sets; one weapon set is high enough investment and two doubles that; the game isn't really "slow and methodical" and the best thing you can do is always aim for using as few buttons as possible for as much damage is possible, for which you need to focus on scaling just those few (preferably one) buttons. Anything more complicated that tapping one or two buttons will get you killed.


I think it's still too early to say that it is useless, people still have to experiment with it and it is slightly clunky to allocate points.

Maybe it can be improved, people just need to explore the possibilities more.
At base, the weapon set system seems less about really using different weapons, and more just about using two different versions of the same weapon.

A merc with two crossbows, using weapon set points so that crossbow 2 is a bombard that only uses the grenade skills and took the grenade passive nodes, while all bolt skills are fired from crossbow 1 that has more nodes grenades don't care about.

Giant's Blood means nobody is using one handed maces anyway, but a warrior might still swap between dual wielding two two handed maces and wielding one with a shield. Weapon set 2 takes shield passives, weapon set 1 takes dual wielding passives.

For a while my ranger was holding two bows, a Death's Harp for mob clearing and some other single arrow bow for bosses and rares. I leveled past Death's Harp being good but for that time it might have made sense to use weapon set points for pierce/fork/chain type passive nodes for the Harp and different nodes for the bossing bow.

I don't know that there's really enough points for a regular character to make genuinely effective use of actually wielding different classes of weapon.
Maybe once the missing weapons are added, so the stat types actually have multiple weapons.
i.e, presumably spear is going to be a dex only melee and be in the same area of the tree as bows, so when it exists it might be worth going spear + bow whereas it's definitely not worth going bow + mace/quarterstaff.

All of that said, I'm definitely looking forward to making (or forcing, if it just sucks) a build of being a Witchhunter Merc, taking the ascension for all those extra weapon set points, and using 4 different weapons.

Assuming sword is str+dex, spear is dex, axe is str, and daggers/claws will have int needs I won't reach as a merc;
use regular passive points to take dual wield and one handed nodes, then weapon set points to grab things for sword, axe, spear, and mace.
Maybe take Giants Blood and make it two handed, if I can manage the tripled requirements.

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