How "More" multipliers are ruining the new skill design philosophy.

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Sakanabi#6664 wrote:
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ok, so what are your other gems?




I'm using Martial Tempo + Conduction + Primal Armament (yes one damage gem) on Lightning Arrow and Maim + Blind on Herald.



fair, and maybe we had slightly crossed wires on what i was trying to say.


so martial tempo is attack speed = damage, shock = damage, elemental damage % = damage. all 3 of those increase dps.


what happens in a world where we perfect jeweller your skill to have 5 sockets and none of those gems are in the game? this is poe, if the game doesnt have minimum 35 support gem options for you people are gonna say poe2 is a dumbed down dumpsterfire. i dunno if thats possible without damage gems.






hot take, the skill passive trees in last epoch and god forbid the heresy, how bloody dare i, but even the 6 rune system of D3, maybe these systems in reality have more potential for customising skills in meaningful gameplay ways than the support system of poe? maybe its just not the best system? as a quick sketch on paper it sounds great, i dunno that ive seen the results live up to it.
I love all you people on the forums, we can disagree but still be friends and respect each other :)

How could GGG fix this? Remove all +% more damage mods and rebalance the flat damage of skills that need it.
Simple as that.

Playerbase needs to understand this: it's not hard to make any of the meaningful changes. It's just that GGG doesn't want to do it.

Over time, GGG has doubled down on a very simple and effective strategy:

1) Keep only a few skills as viable each league

2) Launch new league with "new" skills and league-exclusive cosmetics

3) Reap in profits from players coming back to play these skills

4) 2 months in, game lost 85% of its players again

5) 3-4 months launch new league with "new" skills
(sometimes add the league mechanic to "standard" and release a new stash tab that costs $10 to accommodate the addition of lots of new "currency" to the already bloated game)

Don't like it? Drop the game and close off your wallet to GGG.

They only keep the same designs and same principles because it makes them money.

NZ's regulations force them to release their financial results every year. Just go check that they make $100M in revenue with a 30-50% margin.
Every. Single. Year.
Last edited by _rt_#4636 on Jan 29, 2025, 6:44:01 AM
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I have played juiced ten-breech T15+ maps with a lot of different people, and I am yet to see two button build.


Because two button builds die in T15+ ten-breach maps. This is the real problem, not really offensive supports or 1 support limitation per say. It is the way endgame is designed.
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Sakanabi#6664 wrote:
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ok, so what are your other gems?




I'm using Martial Tempo + Conduction + Primal Armament (yes one damage gem) on Lightning Arrow and Maim + Blind on Herald.



fair, and maybe we had slightly crossed wires on what i was trying to say.


so martial tempo is attack speed = damage, shock = damage, elemental damage % = damage. all 3 of those increase dps.

what happens in a world where we perfect jeweller your skill to have 5 sockets and none of those gems are in the game? this is poe, if the game doesnt have minimum 35 support gem options for you people are gonna say poe2 is a dumbed down dumpsterfire. i dunno if thats possible without damage gems.

hot take, the skill passive trees in last epoch and god forbid the heresy, how bloody dare i, but even the 6 rune system of D3, maybe these systems in reality have more potential for customising skills in meaningful gameplay ways than the support system of poe? maybe its just not the best system? as a quick sketch on paper it sounds great, i dunno that ive seen the results live up to it.


Well, what I think is that you always want to increase dps of your skills. The freedom is in "how" you want to do it. Diablo 3 runes gives you six quite different variations of a single skill but in the end you always stack the same attributes. In PoE you have more freedom in this imo.

My ranger stack attacks speed and shock, but you can also stack critical, raw damage, ignite, bleed, poison and alot of other things with almost every character.
Last edited by Sakanabi#6664 on Jan 29, 2025, 7:03:33 AM
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Sakanabi#6664 wrote:
Well, what I think is that you always want to increase dps of your skills. The freedom is in "how" you want to do it. Diablo 3 runes gives you six quite different variations of a single skill but in the end you always stack the same attributes. In PoE you have more freedom in this imo.

My ranger stack attacks speed and shock, but you can also stack critical, raw damage, ignite, bleed, poison and alot of other things with almost every character.

I think the problem, or at least part of the problem, is that things like ignite, bleed, and poison don't matter if you're killing everything in 1-2 shots anyways.
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Sakanabi#6664 wrote:
Well, what I think is that you always want to increase dps of your skills. The freedom is in "how" you want to do it. Diablo 3 runes gives you six quite different variations of a single skill but in the end you always stack the same attributes. In PoE you have more freedom in this imo.

My ranger stack attacks speed and shock, but you can also stack critical, raw damage, ignite, bleed, poison and alot of other things with almost every character.

I think the problem, or at least part of the problem, is that things like ignite, bleed, and poison don't matter if you're killing everything in 1-2 shots anyways.


Yes that's true. That's why balancing of those broken builds is required in the first place.
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Dxt44#4050 wrote:
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I strongly believe that changing how skills work or how they behave is what makes for interesting customization and crafting through support gems, not how many "more" multipliers I can cram into one skill.

That's how they said it will be. I don't know why they lied about this.


And the worst part is a lot of the ones that change up the skills also ruin the skill. Chain Support - 50% LESS damage, even before chaining. WHY? The negative is almost always so detrimental that I would never in a million years put it on a skill.

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nd it quickly becomes a catalyst for 1 button builds/skill usage. Which was stated pretty clearly that it is not the intention in PoE2.


Do not be naive.

I have played juiced ten-breech T15+ maps with a lot of different people, and I am yet to see two button build.


I use Freezing Shards and Frost Wall in my main build.
It is baffling, I was led to believe no support gems having damage and they would be utlity based supports instead.

So for a lot of the POE 2 defenders, you are defending POE 1 design that is done poorly.
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
It would be nice if they kept to the idea of supports not giving damage because then the game would be significantly easier to actually balance. When the meta becomes, "See how many DPS boosts you can stuff into your skill," that's the reason the game becomes a one-press-to-win game. Nothing can compete with that, and there's no reason to have utility when everything is juiced to do 10 billion DPS.
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It would be nice if they kept to the idea of supports not giving damage because then the game would be significantly easier to actually balance. When the meta becomes, "See how many DPS boosts you can stuff into your skill," that's the reason the game becomes a one-press-to-win game. Nothing can compete with that, and there's no reason to have utility when everything is juiced to do 10 billion DPS.

This is the impression I went into POE 2 with. Game being balanced around no dmg supports and them offering utlity. Its just the same as poe 1 where u dont care about utility, just the dmg.
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.

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