If Gems keep in this way, this game will never have the diversity of POE1.
Coming back from Poe1 i can see that, this type of design which makes skill/supports skills too strict to certain effects/abilities or make it weak if you try to go out of the scope too much, will make really hard for people to start using different combos and weapon combinations(something that PO2 have introduced BUT is not being used 99% of cases because of this design).
Also something that is making this game have a lot less different from one to other is the passive mastery which helps the flexibility of the passive tree. Last bumped on Feb 28, 2025, 11:14:58 AM
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For me it is three things:
1:Lack of nodes on tree for scaling certain things, for example no generic DoT that works on debuffs like contagion or currupted blood. This results in debuffs only having access to "increased damage" when everything else has a secondary multiplier such as crits or shock. PoE1 had dot multiplier, which would multiply your dots an extra time over. THIS IS IMPORTANT, because most of your skill scaling comes from tree and for certain skills to have actual cool stuff on tree and others to have literally nothing is not helpful, we need a LOT more specific damage nodes on the tree. 2:Certain important damage affixes are too reliant on drop rng to actually get, in particular, level of gems(which needs dozens of identifications just to hit by itself) - level of gems should be on the base itself given just how mandatory it is on every piece of gear. This actually affects skill diversity as some skills need gem level more than others. 3:Not enough support gems, we need at least twice as many damage increase supports. I say this because I often find there are not enough good options for my PRIMARY skill. Last edited by doombybbr#6074 on Feb 28, 2025, 4:13:24 AM
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" DoTs are either from spells or attacks, so they benefit from increased attack damage or increased spell damage. The rest is just about tweaking numbers to make DoTs have similar DPS to other skills, given the same investment. Instead of a multiplier, maybe let all DoTs stack with uses (so attack speed and cast speed would work just like multipliers) About your 2nd point: this is how PoE has always been. With time it may even get worse with more mods being added About 3rd: game is obviously lacking in that department and they're adding more stuff. Being honest, the only decent thing announced about 0.2.0 so far were the support gems, because they made me curious about what GGG is thinking about releasing that synergizes with those supports. Last edited by _rt_#4636 on Feb 28, 2025, 5:03:55 AM
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" DoTs being affected by (insert element)/spell damage is almost nothing because literally everything else can scale off that AND scale off of other things as well. Mentioning the most generic bonuses ever does nothing to help with scaling DoT in specific because it STILL falls behind due to not having extra multipliers - it also causes balance issues as a DoT tree is doing just as much damage with hit spells, which really does not make sense, DoT builds should be mostly DoT damage. 2nd point, PoE1 had crafting bench and also wands in poe1 had base stats that made the base itself valuable, in poe2 the base for caster weapons is mostly pointless. This means that players are ENTIRELY relying on rng for good caster weapons in poe2, while in poe1 the affixes on the caster weapon are not AS important. 3rd point, the fact that PoE2 will recieve updates is WHY I mention these things, do not assume GGG will actually add the support gems/passive nodes that are needed in a build unless they are actually told about the issue, they are not omniscient |
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be blood mage. has spell leech. has extra crit.
has contaigon and essence drain, nice dots. cant crit, cant leech. why not just remove spells that you dont want to work? |
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The gem system for PoE2 hit me the same way that LE and D3 skill system did. It is just uninspiring and having level locked skills and extremely limited support sucks.
PoE gem system is a bit confusing for new players. They start you out with a skill that usually sucks, then you are greeted with a sales tab full of gems and no information. Once you actually know what to do it is miles better. It’s comfy af to just grab sunder/locus/whatever and blast through the rest of the campaign and early maps on one main skill. Upgrading the supports, secondary skills and learning a play-style that fits the chosen skill. |
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