Class/Charackter Diversity, New linkable item slot

Trying to keep it short:


A)
Classes feel not differently enough. Starting as a duelist or marauder is about the same besides a very few nodes at the very beginning.


Suggestions:

1. Why dont you create some unique extra path of passives for each charackter that rewards charackters for reaching the levels: 75, 80, 85, 90, 95, (100?). With these 5-6 extra passives you could achieve real singularity for the classes. You could create 2 choices for each class at the said levels that are refundable for 5 regrets each and involve stuff like leech rate,

2. You could as well put more significant build changers at the very start of certain start points. Noone likes to build directly towards the maurauder start while being a duelist or templar. The problem is that everyone could still go there if it is anything really desirable. Therefore I would prefer any kind of system similar to "1.".



B)
With all the cwdt and other trigger gems that you can build in your characker, the slots for gems and combinations feel a bit limited right now so that much stuff can't be used without dropping your 6L main damage source.

Suggestion:

You could create a new item slot like pants or even anything else which provides another 5L/6L. This may be best with limited rolls on it. E.g. i feel that enough resistances can spawn on already so these pants could provide a very different set of affixes to the players next to the usual ones.
Last edited by LSN#3878 on Jul 15, 2014, 1:35:52 PM
Last bumped on Mar 14, 2016, 9:50:52 PM
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"
LSN wrote:

A)
Classes feel not differently enough. Starting as a duelist or marauder is about the same besides a very few nodes at the very beginning.


classes are different: each start at a different point, with two main different arms leading to different build styles. the path is free, it's totally up to the player design his exile; and that is a positive thing.

try to see the tree like the stats of diablo, instead of placing points to str dex vit mana, you place points making a tree, gaining diverse kind of stats; that's the body of you exile

the build is completed with the skill gem you pick, the possibilites are so many depending on so many factors that i won't ever get bored.

what you propose is adding even more tree nodes just for the class you've picked; that's against the philosphy of PoE i belive, a ranger must be as fat as a marauder, if the player wants so.

"
LSN wrote:

B)
With all the cwdt and other trigger gems that you can build in your characker, the slots for gems and combinations feel a bit limited right now so that much stuff can't be used without dropping your 6L main damage source.


this game is based on that number or gear items, if you add a new type it would get very though to rebalance the whole thing.

if it was for me, i'd have even underwear and socks, couple shirts, under-helmet, 2 rings per finger and unlimited amulets
♦▲◄▼►▲♦
A. Class diversity is purely where they start in the same skill tree. If you are a Marauder, you aren't necessarily melee oriented.

B. This is the intended situation. There are tons of gems and countless setups to use for your character and you must choose what you do with the limited space. If you want more proc setups by using two CWDT and a CWS setup, then you lose a lot of activated abilities.

TL;DR: to fix your misconceptions, classes offer very little difference and it's builds that offer diversity. The limited sockets further offer more diversity as choice becomes more and more important with fewer sockets.
All builds, if wanted, should be able to maintain at least 2 different 5-6L main skills to bring more alteration into gameplay and builds. As so much extra stuff is being added like trigger gems, vaal gems (which originally kinda only was aura, curse and totem use) it gets quite impossible to utilize them. Most builds cant even use a single vaal skill gem decently when not doing anything stupid.

Your misconception, Natharias, is to believe that the game must stay at a "I use 1 skill and spam this all over the place, while doing nothing else" state that it is in at present and might serve your primitive needs.
It would be much better if all charackters could combine at least 2 skills as their main attacks if wanted or use one vaal skill gem with decent supports next to their mainskills anyhow. This is achievable through another max 5L or 6L item and has the potential to increase the gameplay quality alot. Also it would bring much more variations to the uses of curses and trigger gems.



Other than that, Natharias, I would appreciate it if you could keep away from my suggestions/threads.
I have read several posts from you and I believe you and your random and unspecific comments are detrimental and unneeded to suggestions/feedback forums and for the sake of it you should get banned.





"
classes are different: each start at a different point, with two main different arms leading to different build styles.


This is wrong. For many(most) builds the starting locations just represent 5 nodes in order to get into the same circles. Differences are marginal and at best marginally visible when the charackters are getting maxed or want to reach far away nodes. For most builds the starting locations really dont change much at all besides these 5 initial nodes.

To stick to the duelist/marauder comparison: Almost all melee/life marauder will always get the +2 melee range in front of the duelist and every duelist of this kind will get the damage mitigation of +1 all max resistances & surroundings at the marauder area.
When including this, both builds go on from this position and are the same besides the 5 initial nodes. It applies to most other builds too that are not too funky. Main differences of marauder and duelist: 5 nodes at the very beginning.

While the free skill tree in general is a good thing and should be kept as it is, it would still be beneficial to have some class distinctive attributes that can be acquired in the lategame. Imo these should make the initial decision for a charackter more important with giving small benefits for one or another thing that the other classes cannot obtain.
Last edited by LSN#3878 on Jul 15, 2014, 5:25:18 PM
"
LSN wrote:
All builds, if wanted, should be able to maintain at least 2 different 5-6L main skills to bring more alteration into gameplay and builds. As so much extra stuff is being added like trigger gems, vaal gems (which originally kinda only was aura, curse and totem use) it gets quite impossible to utilize them. Most builds cant even use a single vaal skill gem decently when not doing anything stupid.

Your misconception, Natharias, is to believe that the game must stay at a "I use 1 skill and spam this all over the place, while doing nothing else" state that it is in at present and might serve your primitive needs.
It would be much better if all charackters could combine at least 2 skills as their main attacks if wanted or use one vaal skill gem with decent supports next to their mainskills anyhow. This is achievable through another max 5L or 6L item and has the potential to increase the gameplay quality alot. Also it would bring much more variations to the uses of curses and trigger gems.



Other than that, Natharias, I would appreciate it if you could keep away from my suggestions/threads.
I have read several posts from you and I believe you and your random comments are detrimental to suggestions/feedback forums and for the sake of it you should get banned.





"
classes are different: each start at a different point, with two main different arms leading to different build styles.


This is wrong. For many(most) builds the starting locations just represent 5 nodes in order to get into the same circles. Differences are marginal and at best marginally visible when the charackters are getting maxed or want to reach far away nodes. For most build the starting locations really dont change much at all.

To stick to the duelist/marauder comparison: Almost all melee/life marauder will always get the +2 melee range in front of the duelist and every duelist of this kind will get the damage mitigation of +1 all max resistances & surroundings at the marauder area.
When including this, both builds go on from this exactly same position. This applies to most other builds too. Main difference of marauder and duelist: 5 nodes at the very beginning.

While the free skill tree in general is a good thing and should be kept as it is, it would still be beneficial to have some class distinctive attributes that can be acquired in the lategame. Imo these should make the initial decision for a charackter more important with giving small benefits for one or another thing that the other classes cannot obtain.


Youre generalizing a lot of how people make their builds. I dont do the 2 melee range thing you describe of the other one in the marauder area.

There clearly is quite a class diversity and build diversity. You cant possibly make it to the ranger side from the marauder for example and take the dodge nodes. Well, you could try but its not gonna be a good build.
"
DirkAustin wrote:

Youre generalizing a lot of how people make their builds. I dont do the 2 melee range thing you describe of the other one in the marauder area.

There clearly is quite a class diversity and build diversity. You cant possibly make it to the ranger side from the marauder for example and take the dodge nodes. Well, you could try but its not gonna be a good build.



Well why would you need to get to the opposite? The trick is not to say that witch and marauder allow different builds, ofc they do.
But what about shadow/ranger, ranger/duelist, duelist/marauder etc? The differences for most (of course there are exceptions) builds are just the initial 5 nodes.

I have barely seen any build in PoE that does not go to at least 1 (usually even 2) other starting location by default to pick up the required stuff there. As soon as this happens, this build could also have taken this starting location with just 5 different initial nodes.





I randomly collect some builds from the class forums build list threads and quote them here:

1. [1.1.0] Facebreaker Cyclone in Endgame http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwB5xQgFE0XLxmFGYYZihoyGjgabBqPG_okqiXfJy8ppSpNLdIwdTboNuk62D38PydE50ZpR35KyE4qUEdRYFXWVw1YY1ivWfNfP2TnZU1mnmoeajtqk25pbqpvnnB9cql4DXy7fNmApIMJgziE2YzPkFWRzpkrmsybtZ2Ans2iAKQZpKynMKeEqBipbqmVq8WsR6yqtfK2QbvtvJ-9gb6KvqfAD8AawzrFisbYykrSIdJN1e3h2uNq45_rLOw47w7vfPAf8i_z3fZI9tr3Mve--tL7CQ==
build even goes to both duelist/marauder starts. Completely unimportant if you start as marauder or duelist.

2. Frenzy Melee Splash Facebreakers [30k+ DPS] (1.1) http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwEswUtBbUM8g48EuEUTRRxGtsbrRv6Jd8nLymlMZ41kjboOlI64TwtPeI-z0CgSO5KfUrITP9N404qUUdVtVb6WK9aGluvXhNfOV8_YEthIWegapNsRm5pbqpybHTteA1674TZhO-Hdojxiq-Nv5krnrmezZ_LoLSiAKQZpcumV6cwqW6sr69stfK2Qbc-t9O8n72Bvea-ir6nwA_BBMOGxYrGrsqQ0iHSTdXt18vdDd3j4urjn-RR55HuDu8O8B_yRfMG9775Y_uq_MX-Cv6P
Can be done with scion, duelist, marauder with just switching the initial 5 nodes.

3. [1.1.4] Ultimate Blender Breaker (frenzy facebreaker build) *under construction* http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwFLQW1C2EM8hcvGYUZihoyGj4abBqPGtsbyBv6HOcdFCDwIuokqiSwJd8oxSkuKaU26T7PQzFDY0TnR35KfUw1TipPfVFHUWBUSVXGVvpXDVj1WfNaGluvXhNfP2BLYSFlTWaeZ6BqHmo7cH1xTXKpdO14DXloeu98uHzZgFaApITZhO-G0Yd2jb-PRpAKkFWRzpkrms-btZ3EpBmly6gYqZWrxayqrK-2Qbcxu-29gb3mvorAGsEEw4bPZdDQ0iHdDeLq42rnkejW6xTuDvGs8i_zvvPd9tr3Mve--WP60vsJ_MU=
can be done with duelist or marauder with just swapping the initial 5 nodes.

4. [1.14B HC/Nemesis] Ninja Crit Caster (5x11.6k FP DPS) [Videos] http://www.pathofexile.com/passive-skill-tree/AAAAAgYABH4FtQX5B2MI9A5IDlwQdBGWFecV8Ba_F1QZ1RzcHpQigSQ8JP0mlSepLJwtHzBxMHwxiDIBMww2ezpCOlhEq0V-STtJUUt4TLNQMFBCUUdVS1WuVytabV3yXvpfKmHiYqxjQ20ZcFJw1XNTc7N0VXkDfM5_K3_Ggh6HGYfbiEKMNo19jb-OPI-mj_qTJ5cGmyado52qoi6io6OKp1yqf6q4rD-yGbSju-PAVMHzxKLGos3qz3rUI9UA1U_Witad2wvbXtxX3ajed97244TnVOd06Nbr5PBr8h3z6vyr_iv-uv_e
Witch or shadow, completely the same.

I could go on like this. Just look it up yourself if you dont believe: http://www.pathofexile.com/forum/view-thread/935920

85%+ is even an understatement. This applies to basically all builds: The charackter class differences are at best limited to the 5 initial nodes for basically all builds.


I really wonder why there are always the same lows posting here. This forum is for suggestions to the developers and I am not here to discuss good points with always the same of you boring noobs in a style where you are trying to bring single examples where things that apply to 85%+ of builds don't apply and then try to make a general thing out of it. DirkAustin, for you the same is true as for this narthanias guy. The forum does not need you and you are just spreading your trash everywhere an at any time. Plz keep out of my threads with your false informations.


Last edited by LSN#3878 on Jul 15, 2014, 5:55:25 PM
"
LSN wrote:
All builds, if wanted, should be able to maintain at least 2 different 5-6L main skills to bring more alteration into gameplay and builds.


No. This is a debate about what setup a build should use, and that is diversity in and of itself.

Are you going to use a two-handed weapon for power and more links, or a non-two-handed setup for more defensive options?

"
LSN wrote:
As so much extra stuff is being added like trigger gems, vaal gems (which originally kinda only was aura, curse and totem use) it gets quite impossible to utilize them. Most builds cant even use a single vaal skill gem decently when not doing anything stupid.


That's because Vaal gems are worthless pieces of shit because they are unreliable. You require kills to use them, and even as you kill it requires a massive amount of them.

A single CWDT/CWS setup is vastly superior to a Vaal gem, and just about any regular skill will outperform Vaal gems almost always.

That is why Vaal gems cannot be used.

As to the rest, it's about what is more important for the build in question and the play style the player prefers. It is up to them what gems are more important to them.

There are limited sockets for a reason. On the same note, it is possible that GGG might add new types of items to fit new gear locations if many more gems are added.

"
LSN wrote:
Your misconception, Natharias, is to believe that the game must stay at a "I use 1 skill and spam this all over the place, while doing nothing else" state that it is in at present and might serve your primitive needs.


...and where do I say that I favor a single skill?

Oh, wait, this is more "I'm going to put words in the other person's mouth because I just want to argue and get off topic".

Talk about "primitive".

"
LSN wrote:
Other than that, Natharias, I would appreciate it if you could keep away from my suggestions/threads.
I have read several posts from you and I believe you and your random and unspecific comments are detrimental and unneeded to suggestions/feedback forums and for the sake of it you should get banned.


Then stay away from Suggestions. I'm going to post here.

If you find them offensive, random, unspecific, detrimental, or unneeded, then I feel sorry for you.

But you should note everyone can read all of the posts in these threads, and they'll see the description fitting your posts, not mine.
"
LSN wrote:
"
DirkAustin wrote:

Youre generalizing a lot of how people make their builds. I dont do the 2 melee range thing you describe of the other one in the marauder area.

There clearly is quite a class diversity and build diversity. You cant possibly make it to the ranger side from the marauder for example and take the dodge nodes. Well, you could try but its not gonna be a good build.



Well why would you need to get to the opposite? The trick is not to say that witch and marauder allow different builds, ofc they do.
But what about shadow/ranger, ranger/duelist, duelist/marauder etc? The differences for most (of course there are exceptions) builds are just the initial 5 nodes.

I have barely seen any build in PoE that does not go to at least 1 (usually even 2) other starting location by default to pick up the required stuff there. As soon as this happens, this build could also have taken this starting location with just 5 different initial nodes.





I randomly collect some builds from the class forums build list threads and quote them here:

1. [1.1.0] Facebreaker Cyclone in Endgame http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwB5xQgFE0XLxmFGYYZihoyGjgabBqPG_okqiXfJy8ppSpNLdIwdTboNuk62D38PydE50ZpR35KyE4qUEdRYFXWVw1YY1ivWfNfP2TnZU1mnmoeajtqk25pbqpvnnB9cql4DXy7fNmApIMJgziE2YzPkFWRzpkrmsybtZ2Ans2iAKQZpKynMKeEqBipbqmVq8WsR6yqtfK2QbvtvJ-9gb6KvqfAD8AawzrFisbYykrSIdJN1e3h2uNq45_rLOw47w7vfPAf8i_z3fZI9tr3Mve--tL7CQ==
build even goes to both duelist/marauder starts. Completely unimportant if you start as marauder or duelist.

2. Frenzy Melee Splash Facebreakers [30k+ DPS] (1.1) http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwEswUtBbUM8g48EuEUTRRxGtsbrRv6Jd8nLymlMZ41kjboOlI64TwtPeI-z0CgSO5KfUrITP9N404qUUdVtVb6WK9aGluvXhNfOV8_YEthIWegapNsRm5pbqpybHTteA1674TZhO-Hdojxiq-Nv5krnrmezZ_LoLSiAKQZpcumV6cwqW6sr69stfK2Qbc-t9O8n72Bvea-ir6nwA_BBMOGxYrGrsqQ0iHSTdXt18vdDd3j4urjn-RR55HuDu8O8B_yRfMG9775Y_uq_MX-Cv6P
Can be done with scion, duelist, marauder with just switching the initial 5 nodes.

3. [1.1.4] Ultimate Blender Breaker (frenzy facebreaker build) *under construction* http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwFLQW1C2EM8hcvGYUZihoyGj4abBqPGtsbyBv6HOcdFCDwIuokqiSwJd8oxSkuKaU26T7PQzFDY0TnR35KfUw1TipPfVFHUWBUSVXGVvpXDVj1WfNaGluvXhNfP2BLYSFlTWaeZ6BqHmo7cH1xTXKpdO14DXloeu98uHzZgFaApITZhO-G0Yd2jb-PRpAKkFWRzpkrms-btZ3EpBmly6gYqZWrxayqrK-2Qbcxu-29gb3mvorAGsEEw4bPZdDQ0iHdDeLq42rnkejW6xTuDvGs8i_zvvPd9tr3Mve--WP60vsJ_MU=
can be done with duelist or marauder with just swapping the initial 5 nodes.

4. [1.14B HC/Nemesis] Ninja Crit Caster (5x11.6k FP DPS) [Videos] http://www.pathofexile.com/passive-skill-tree/AAAAAgYABH4FtQX5B2MI9A5IDlwQdBGWFecV8Ba_F1QZ1RzcHpQigSQ8JP0mlSepLJwtHzBxMHwxiDIBMww2ezpCOlhEq0V-STtJUUt4TLNQMFBCUUdVS1WuVytabV3yXvpfKmHiYqxjQ20ZcFJw1XNTc7N0VXkDfM5_K3_Ggh6HGYfbiEKMNo19jb-OPI-mj_qTJ5cGmyado52qoi6io6OKp1yqf6q4rD-yGbSju-PAVMHzxKLGos3qz3rUI9UA1U_Witad2wvbXtxX3ajed97244TnVOd06Nbr5PBr8h3z6vyr_iv-uv_e
Witch or shadow, completely the same.

I could go on like this. Just look it up yourself if you dont believe: http://www.pathofexile.com/forum/view-thread/935920

85%+ is even an understatement. This applies to basically all builds: The charackter class differences are at best limited to the 5 initial nodes for basically all builds.


I really wonder why there are always the same lows posting here. This forum is for suggestions to the developers and I am not here to discuss good points with always the same of you boring noobs in a style where you are trying to bring single examples where things that apply to 85%+ of builds don't apply and then try to make a general thing out of it. DirkAustin, for you the same is true as for this narthanias guy. The forum does not need you and you are just spreading your trash everywhere an at any time. Plz keep out of my threads with your false informations.




Its not these stupid initial 5 nodes at all. Goodness, this is the weirdest suggestion i have ever read. Makes no sense at all. I even have 2 melee 1h mace templars 1 with cold spell affinity and one without it. They could not be anymore different. So even as the same class the diversity is huge.

You only talk about those damn 5 nodes because that is how you make your builds it seems and maybe a bunch of others but that doesnt matter because its just that, a few people play that way and a few play totally differently. Same thing as why so many go summoner or aura snap shot (glad that will be fixed) or many go ST and lots of players go single skill unique build.
wouldn to mind if each char had a unique feature like stats giving diferent bonus depending on the class, say str gives and aditional 1 phys dmg every 20 str to marauder while shadow gets an aditional increase in critical multiplier from str.
self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

I wouldn't cry if each class had 3 nodes of an exclusive mini-path, unconnected to the rest of the tree; however, at some point you risk making a particularly class nearly required for a build... particularly, when you take it too far.

As others have said, it is the flexibility, and the endless combination possibilities that really make this game so different from classes in most other games. Trying to shoe-horn in class conformity would just be bad...

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