Combat should be more intense than spamming 1 move
Flasks are essentially abilities with cooldowns. GGG can expand on that.
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" And you would not need to. My suggestion is add in a support gem that will add a additional play style and layer of customization. I think there is nothing wrong with more options and even if you don't like it, i think you can agree that it will add a lot of interesting things to the game for people that would like to play it that way " The beauty of the new skill gems is you don't need 5 socket items to make them do a lot of dmg. And also it is more for people that like that play style. Not everyone has a totem in his 5 link item, also the single target skill can actually be used with this support gem My 300% dmg and 3 sec was just a suggestion, it would need to be balanced better. The end game is problematic the way it is done, but i must tell you if you dont have good items you kill very slow in end game, so there is use for it. And even for maps you can use it to do huge dmg to elite packs and similar " The problem with your suggestion you will slow down the combat flow. The cool down is simple and effective way. The flow of combat is not slow down, you cast the spell, and continue to use other skills for spamming. There are more ways to make use of different dmg skill, but for that GGG would need to change and add more interesting active skills to monsters, but it is little off topic so i will not go in that direction Last edited by Ragnar119#4963 on Nov 5, 2013, 2:50:23 PM
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" That's honestly just how the game is played. I'm not sure what you're doing but most builds revolve around 1-2 skills and just spam the hell out of those. it would be nice to have more diversity and options but with desync always a constant issue, it's probably better the way it is now. Especially since GGG more or less said they're not going to permanently fix it. |
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I'll just chip in and say that one of the problems PoE has at the moment which hinders a more reactive, tactical play is simply the very long cast times and animations of characters for each spell. This is especially observed when so-called utility, reactive spells take too long to cast for their own sake.
Immagine you want to use Molten Shell as your reactive panic button. Unless you have major amounts of cast speed the cast time will be so long that you cannot really use it as a reactive skill. You will end up either linking it with CoDT or pre-casting it. Same goes for pretty much everything. If utility spells were instant we might see more use of them and a much greater need for them. Maybe GGG could start implementing more on-demand panic button kinds of skills. Cast on Damage Taken however is, imo, ruining the game at the moment and it should be removed, there's something very wrong with gaining such power adn doing such immense damage without player input. It will just make the game boring and lower its lifespan. |
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Sorry if it was already suggested i did not take the time to read it.
What if Skill gems could become Support gems somehow? LA supported by FP = a skill appropriate for type of monsters A FP supported by LA = a skill appropriate for type of monsters B PA supported by LA = a skill appropriate for type of monsters C PA supported by FP = a skill appropriate for type of monsters A+B All of them can be supported by support gems ( real ones) => Bam you have a bunch of moves to spam for different situations. Anarchy/Onslaught T-Shirt Owner.
Trading Guide : http://www.pathofexile.com/forum/view-thread/519890 Killing Vaal merc with (600 life) : http://is.gd/qsgV9P [Open Beta] Let's be Crazy: http://is.gd/TxxLsS / Old Suggestion: http://is.gd/Jd09W0 << God blesses those who bless themselves >> |
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" You need to qualify what "support" means. If it's just "alternate each skill" that would be pretty cool in its own right but I wouldn't call it supporting. It would have merit as a build consideration definitely. You could make your own custom elemental hit for example. Or Flicker Lightning Strike. 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 Nov 5, 2013, 4:30:07 PM
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Yes working as D3 runes by altering skills. ( didnt play D3 so i am not 100% sure about runes job)
Now how would they introduce it ? Did they already think about it and discraded it ? Are they bound to the lore, a lore already built around actual gem skills system and can't change how they work? Anarchy/Onslaught T-Shirt Owner. Trading Guide : http://www.pathofexile.com/forum/view-thread/519890 Killing Vaal merc with (600 life) : http://is.gd/qsgV9P [Open Beta] Let's be Crazy: http://is.gd/TxxLsS / Old Suggestion: http://is.gd/Jd09W0 << God blesses those who bless themselves >> Last edited by Inexium#6388 on Nov 5, 2013, 6:42:16 PM
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I warned about this when they announced trigger gems.
The problem is at the core of the game however. The link system specifically rewards players for making a one skill solves all builds. Hey they made it so you could use less auras! Except they replaced those slots with cast on damage taken procs, which might as well be auras brother from another mother. |
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@Inexium
I'm sure GGG is open to any ideas they like. There shouldn't be a problem with lore. 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 |
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" You can also apply a form of small (possibly non-stacking) skill synergy boosts based on base skill types using gems equipped. Lets take infernal blow for example; it has melee, attack, fire and AoE types: Fireball would boost the base fire damage of infernal blow Heavy Strike would boost both its attack rating and melee damage Rejuvenation Totem would boosts the AoE factors such as range Thus more fire skills means each ones does more fire damage, more melee ones would make each melee skills more useful, more spells makes each spell more useabl... etc. Right now adding more skills mean each skill is that much weaker, skill syngergies might allow for slighter weaker though slightly more varied skill setups. It is just likely they don't have the tech to make such a thing possible. Last edited by Jiero#2499 on Nov 5, 2013, 7:23:21 PM
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