General Gem Discussion
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I'm gonna say it:We should get melee totems back WITHOUT the buffs attached to them.
An entire play style shouldn't be removed and teased by enemies because of an unwillingness to adjust numbers. |
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POE2 skill Companion: Cow-sucking queen from act 3, herds mosquitoes that attack the player, not the enemy
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Alternate Explosive Arrow Idea: Chaos damage variant. Explosion creates caustic ground. Amount of fuses scale either aoe/damage/DOT multi. Works well with ranger side of the tree as it has access to chaos damage passives.
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Kinetic rain nerfed and nuked before release is crazy. You guys gonna buff this before launch tomorrow? 25%/150% is abysmal. At least go 75%/150% so it stands a chance.
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In 3.27 there is a new stun animation at the end of Cyclone's channel.
This was a completely unnecessary mechanical nerf, and it makes the skill feel horrible to play. I beg you to please reconsider the decision to add this feature. It is actively killing the enjoyment of thousands of users. Cyclone did not need a mechanical nerf to justify the numerical buffs received in 3.27. Please, please, PLEASE! Change it back to the way it was. As a long time cyclone player and build maker, I beg you. Do not ruin this skill. |
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Kinetic Fusillade has horrible targeting problem when you are running around the target (like a Boss or Rare). Many times I would dash a short distance (not even more than half the screen) and all my kinetic bolts are shooting away from the target.
The only way for the bolts to track correctly is to stand still. This is pretty much a melee build. You can't dash too much and the tracking distance is very pitiful. Please increase tracking distance. |
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Can we please get the old block skills back, the retaliation is absolute trash, maybe if you could use both then it wouldn't feel so bad. Right now its garbage slams with extra steps.
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The shield that Somatic Shell skillgem causes can end up leading to a DPS loss if the explosion hitstrength is not higher than the amount of damage it takes to pop the shell currently. Can this be looked into?
Any "less damage" effects on support gems also make it more likely to add more effective HP than the explosion does. At least one of three changes needs to be made to this skill. 1) The explosion needs to deal the damage that the shell would have prevented. 2) Scalings need to be improved so it's not quite so difficult to get an explosion that deals more damage than the shell absorbs 3) Quality effect needs to be changed from "increased base AOE" to "reduced absorbed HP". I want to like this skill, but right now it's quite difficult as it's performing so badly. |
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Somatic shell feedback:
I'm currently pushing for yellow maps with Somatic Shell as main skill. Been leveling with it as well. I use HoT and HoI combined with Frost Blink to trigger shells. I really like the concept, but it feels inconsistent as it is, right now. The main issue I have, is consistently applying and maintaining shells on mobs. Damage seems pretty good, when it works. I've identified 4 issues: 1. Multiple projectiles seems useless, if you get into close range or surrounded. When you use the skill, mobs will body-block the projectiles, preventing it from applying shells to more than one mob. This makes it feel very bad when in danger or kiting. 2. The projectiles from Exploding shells seem to sometimes target mobs simultaneously as the explosion happens. This results in projectiles firing towards mobs which die from the explosion, and therefore wont keep a chain going. This means that, you have to reapply most shells constantly - manually. 3. White mobs sometimes die from the projectile itself, which means you lose all of the AoE power from the skill, since the shell wont apply. This basically converts Somatic Shell to a basic attack against weak enemies. This is frustrating agains rare packs, since the weak mobs bodyblock, and therefore can negate the main damage against the rare. 4. When a shell is applied to a low life mob, any Somatic Shell attack that hits it, ignores the shell and deals direct damage. If the mob dies from the direct damage, the shell is lost - no explosion or new projectile. This makes low life enemies a chore - especially when combined with point 2 and 3. I really like this skill, and I feel like its just a few seconds away from feeling very good. My proposal for a tweak, is: 1. Make the new projectile from an explosion fire 0.05 seconds after the explosion, so it doesn't target dead creatures. I feel like, this would be a massive improvement. 2. Make it so, the projectiles either a) don't damage shelled mobs b) Pierce shelled mobs (there already is a hard cap of 6 shells, so it should not break the skill) or c) the projectiles bounce of shelled enemies. I really hope you will look into this. It's a fun skill IMO. |
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Wall of force suggestion:
Consider removing the projectile limit? spices things up with melee attacks that procs projectiles i guess, unless it will be too overpowered. |
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