Combat should be more intense than spamming 1 move

Flasks are essentially abilities with cooldowns. GGG can expand on that.
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Moosifer wrote:


This sounds terrible to me. I would hate so much to cycle skills.


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


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Fruz wrote:
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Why would you wait 3 sec? This thread and my suggestion is to make more useful to use more dmg skills, you think to much in PoE way of combat, trying to spam a skill that is not for spamming xD. You would have one spam skill to do dmg (like cleave or something), but use your second skill for doing huge dmg at cost of cool down (like sweep). It means you will cycle around different dmg skills. So yee, there is nothing unnatural or illogical about it. I mean it's something it's already done in other arpg, including d2.

ok, then you mean cooldowns, not loading times, we are not speaking of the same thing.
Well ... why not, this can't be bad anyway ( but I think many people just won't find a suitable place for it, 2 5L are often taken by the main skill and a single target skil/totem/curse or else ).


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


"
Veta321 wrote:


So I had a think about this. I like the premise and where Ragnar is trying to go with it but instead of an arbitrary cooldown why not use mana and attack speed to scale it. Say it's a support gem that increases damage by 1500% but requires you to charge the attack for 10x your attack speed - meaning your mana is drained and you can't move without cancelling while the attack charges up. I'm painting in broad strokes so don't get too caught up with the numbers. Alternatively some specifically designed skills could work that way.


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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scorpitron wrote:
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NotRegret wrote:
When I introduce path of exile to new players they ask me how to make a good build.
I tell them "pick 1 ability that deals damage, whatever you like. Doesn't matter whether its single target or aoe. Once you gem correctly all moves are aoe. Make sure you like because you will spend 95% of combat spamming it."



sure you can play that way if you want to suck at the game. you are the one who chooses your build, if you are choosing to only ever use 1 skill you are gimping yourself and those you are teaching.

i like to have fun when i play so i build accordingly, only way to figure out what you like is to test them all is what i would tell them instead. forget about "competing" on the ladder or trying to amass wealth...have fun ffs and those things will follow you.


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.
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.
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.
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"
Inexium wrote:
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.


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.
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Last edited by Veta321#3815 on Nov 5, 2013, 4:30:07 PM
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?
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Last edited by Inexium#6388 on Nov 5, 2013, 6:42:16 PM
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.

@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
"
Inexium wrote:
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.



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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