Combat should be more intense than spamming 1 move
I love your threads OP because I already know that I disagree with anything in them.
This is not a problem with these games, never has been and never will be. Play something else if you don't like it. Standard Forever
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" Self-fulfilling prophecy, much? You have 5-6 gear slots that can each hold 3-6 linked gems. GGG creates the gems, but how you make use of them is entirely up to you and your personal relationship with RNGesus. Last edited by RogueMage#7621 on Nov 4, 2013, 8:58:00 PM
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" It is sorta build dependent... like my summoner build is extremely starved for skill gem slots. Lets say all max slots for example: Helm, 4 Linked slots - Zombies + 3 support Gloves, 4 Linked Slots - Skeletons + 3 support Boots, 4 Linked Slots - Reduced mana gem + 3 auras Wand, 3 Linked Sockets - Firestorm + 2 support Shield, 3 Linked Sockets - situational skills for stuff like mobility or defense Body Armor, 4 linked and 2 linked sockets - 2 curses in 2 link, spectres in 4 link I still really wish that down the line they consider allowing single slot setups in jewelery/belt and additional hotkeys.... I'd be more likely to press for a 6 link in both my armor and on a 2 hand weapon for builds like a summoner then. Also I doubt that the people with both facebreakers and either a kaom or bringer of rain have a lot (if many at all) skill gem options. Last edited by Jiero#2499 on Nov 4, 2013, 9:22:54 PM
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" So, you use 3x summons + 2x curses + 1x direct damages for a total of 6x active skills? AND you get to use 3 auras and some situational skills? What are you doing in this thread? Unless you're trying to prove OP wrong :D To OP: using 1-button builds is YOUR choice, no-one made you do it. Besides that, almost any build usually uses at least 4 buttons: main (and only, if you're boring like that) attack + main curse + movement skill + move button. Problem? :P Even then, there are tons of wildly varying builds that REQUIRE the use of at least 3 buttons or more. Last edited by T_Reich#5651 on Nov 4, 2013, 9:48:13 PM
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" That even at max socket count and a build that uses more skills then average (not everyone has max sockets)... the gameplay can be a little stale and limited in dimension atm. All my battles tend to go down as curse x2, skeleton totem then firestorm till everything is dead... and to use the defensive spell to save myself if it might go pear shaped. Spectres and zombies can last for most combats without to many dying off, auras are activate and forget... and my usual defensive skill tends to be a movement skill like lightning teleport, CC skill like conversion trap or a damage sponge like molten shell with their dual supports. I could go dual 6 links to make myself more effective but it would mean 3 fewer skills total as well, meaning even less versatility. And trigger gems make it even less important to worry about manually activating some of my skills. A few one socket setups like I said would allow a few situational use skills to make things a little more interesting.... plus making the hotkey bar separate for each weapon set would make in combat swapping a lot more useful. Last edited by Jiero#2499 on Nov 5, 2013, 12:01:31 PM
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My Freezing Pulse Scion:
Frostbite Cold Snap Freezing Pulse Skeletal Totem(for rare situations) Devouring Totem Smoke Mine(for strong melee enemies) or Frost Wall(for strong projectile enemies) or Arctic Armor(dock farming) I cannot bear the "1 move" combat style... Two-handed - Mop
Dual Wield - Slippers One-handed & Shield (close combat) - Brush & Basin One-handed & Shield (ranged) - Hair Dryer & Mirror Main-hand & Off-hand (evil witch) - Sponge & Soap |
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These threads pop up every couple months. Make your own build. GGG hasn't limited your options to 1 spam skill. One of the better players I know will use 3-4 skills depending on the situation in end game play. Me personally, I'm looking to get to the point where I don't need to do anything beyond right click. No pots, curse, utility skills, nothing. I enjoy and prefer it that way. I've played most FFs since I was 11 and each one my goal is to need nothing beyond default attack.
I look at MMOs and how cycling cooldown skills and that shit is built in. I see a wall of buff and debuffs, it just looks terrible to me. I've always gotten the sense that ARPGs are making a few skills powerful while MMOs are about cycling powerful skills. Maybe this game isn't for you, it's fine, but I'm fairly sure if they make it so players are required to cycle skills that the majority of their die base would bail instantly. This is why most cooldown skills have a way to override the cooldown. But generally if you want to use more skills, you have the ability to do so but don't make it a requirement for those of us who don't. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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Play more intense builds. I have 4 active combat skills. Molten Shell, Beartrap, Ethereal Knives Trap, and Lightning Trap.
A scion may be born of the rich, and as such hold more opportunity...
but a scion will never be able to appreciate the finer beauty of those less fortunate. |
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" No but by design additional skills are superfluous. Ultimately, I agree with OP. One thing Diablo 3 did very well was distributing the value of skills for more engaging combat. I wrote a post on the topic here.
Spoiler
" I think PolarisOrbit nailed it. While Nurvus is right that analogues exist, they don't exist in the same way. The biggest difference I see is that POE lacks group (1) skills, and frankly lacks their necessity. There's already so many options for controlling the mana throttle (flasks, passives, clarity, itemization) that we don't need skills too. It would also be a tremendous effort on the part of GGG to redesign the game with resource generating skills in mind. Done properly, it might actually be a significant improvement to combat, however. But that is not realistic. POE has an abundance (maybe even over abundance) of group (2) skills. Because of the aforementioned means of mana throttle, these skills are often their own resource generators or are sustainable for long periods. That causes combat monotony. There are also very few non-spam group (2) skills. Where are the viable channelling, timing and DOT skills? I think incinerate is a channelling skill and we could definitely use something like meteor strike and blizzard. I'm not sure how good poison arrow is anymore. Group (3) skills in POE leave something to desire. Panic buttons are very much the territory of flasks. But even our movement skills are not dynamic compared to Diablo 3. Diablo 3 balances such skills with mana drain and cool downs. We don't necessarily need cooldowns but movement skills based on the mana throttle aren't a bad idea. Assuming the mana recovery isn't trivialized by existing methods. POE has a severe lack of group (4) "ultimate" skills. I agree with Nurvus that long cool downs are lazy balancing at best and considerately poor design. I'm not sure I like the idea of an additional "ultimate" resource however. It's inelegant. That said, maybe it could work, as a gauge that fills up based on kills/damage dealt much like a flask. You could make it yellow and slap it on the mana orb, like shields on the life orb, or as an indicator on the hotbar. There are some risks and it would be a tremendous effort on the part of GGG but it would vastly improve combat monotony. POE is doing a good job with group (5) skills. They are constantly bolstering their ranks and adding new dynamics like trigger gems. There's plenty of room to improve however. As an aside, I think this topic merits its own discussion entirely. A decent feedback thread covering these different groups of skills and POE's respective deficiencies deserves attention. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Feb 25, 2014, 11:06:43 PM
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Yep. That's why this game is so far behind it's competitors. The skill design is archaic which compounds itself with its clunky combat.
There's more to it though. A big issue is that most of the monster don't do anything, they just sit there using basic attacks over and over again. Even if GGG added a bunch of useful utility spells, it wouldn't feel as good to use them because you can't take advantage of them. The nemesis pools are a step in the right direction; THAT is the kind of stuff PoE needs. Stuff that makes you change the way you fight monsters. Not this boring spreadsheet crap. Keyblades!
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