nobody has problem with only maybe 5 max out of the like 100 skill gems are usable?

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caprisolle wrote:

Coming from a closed beta supporter and so I agree too. You probably have seen a lot more than anyone here.

I wonder the same thing too.

Here and there currently, it's always TOXIC RAIN, CYCLONE, MINIONS, FLICKER STRIKE, TOTEMS, MINES & TRAPS.

Always the same boring sh*ts.


Hate to break it for you, but there are A LOT of people here that played closed beta. They just didnt buy supporter pack, so you dont even notice.
When a something is appropriately strong, then it is too strong compared to the weaker things, and it must be nerfed.
This is the balance credo that GGG has been going with since the game's beginning.

While the cycle of seemingly random nerfs absolutely destroys more builds and build diversity every league, by getting rid of the viable stuff next league, people are then forced to use a non-gutted skill gem next league. So it kinda works out, albeit in a really bad way.

But there are also core game issues that would need to be changed before each skill gem could be on equal grounds.
-Players are constantly getting weaker, and mobs are constantly getting stronger.
-The DPS and clear speed meta, and balancing everything around that.
-melee
And because of these core game issues, things like minions, totems, and cyclone will always* be near the top, not because of how high they hit or their ease of use, but just because of how well they fit into the required gameplay.

It's like because of the direction they want to take the game in, certain skills will always be fundamentally weaker than others for the majority of content.
They keep saying they want to slow the game down, buff defenses, and make more builds viable, but they've been doing the exact opposite every single league for years. I don't get where their disconnect is coming from.
Last edited by IllustrativeCapital#2713 on Nov 10, 2021, 9:26:57 PM
Make it 6

Some dude posted an insane animate weapon video recently clearing wave 30 delirium kosis+omniphobia. craziest dps I've seen yet

here's the link if you wanna watch https://www.youtube.com/watch?v=sBvhNPhSBmU&t=3s
I am a Mirror, I do not exist.
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oldmunchi wrote:
how is it possible that theres like 100 skill gems to use but they all feel like horrible ass and require ten times the investment to work then the 2 or 3 skill gems that are actually usable per league?

i dont get it. why dont you just increase the damage of all the other 99 skill gems that are dog shit so that they are actually usable to play the game with without wanting to rip your eyes out?

i dont want to play one of the 2 skills that is not dog shit per league or else have to struggle through the game doing 1/5th of the damage of if i had just picked the one or two meta skills of the league.

how hard is it to just turn up the damage of these shit skills so that they can be played? why do you refuse to do do that? literally just double or triple the damage of these ass skills so that we can play with them. wtf is your problem?


I'm not advocating at all that skills are balanced.

However I do have a simple question; considering you state multiple times anywhere from 2-3 to 5 'out of 100' are the only usable ones. Then it shouldn't be too hard for you to name, let's say, just 20 skills that you think are "dog shit" and require "ten times the investment to work".

But since I'm nearly positive you won't do that, I'll end with my standard message of "Your hyperbole is ruining your own arguments, and working against you. If you want others on your side you need to come in with facts and sound arguments".
Last edited by Bleu42#4018 on Nov 10, 2021, 10:46:14 PM
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johnce6 wrote:
Gotta keep the gerbils trying to make designed to fail skills work.


"Designed to fail?" That implies malicious intent. Let us instead say, "Designed to let the players discover what can be done with them." Are many of those skills mechanically unattractive choices, compared with the more "popular" skills? Of course. But at least part of the problem is the lack of imagination shown by build-guide clones.

There's a reason the same skill sets keep showing up, league after league, and that's the comfort zone of those who work hard to keep their favorite builds operable (and who scream the loudest when any changes touch their creations). New skills released with a league? How many guides do you see utilizing them?

And people think nerfs to those popular skills are due to power creep. They're nudges to try something new. =9[.]9=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
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ScourgeWen wrote:
Make it 6

Some dude posted an insane animate weapon video recently clearing wave 30 delirium kosis+omniphobia. craziest dps I've seen yet

here's the link if you wanna watch https://www.youtube.com/watch?v=sBvhNPhSBmU&t=3s


Im dissapointed because I honestly expected video to be a Rick Roll.
Anyway, most builds can be insane with enough budget.
"
Thror2k5 wrote:


melee skills all need a performance pass. i shelved TWO skills this league before maps (chain hook and static strike), because the listed attack speed on the gem did not match the way the skill played. there was a HUGE delay on the first attack, and the second attack followed up incredibly fast. so, sure, they have the correct 'average' attack speed, but the skills were awful to play because of the first attack taking 4 days.



I actually bug reported this when they made the changes that made it happen (when they reworked strike skills to hit in their physical swing area infront of you) and never heard anything back, i'm fairly certain its deliberate but it makes every strike skill that uses it feel awful until you get enough attack speed that you stop noticing.

Some skills don't suffer from it though like heavy strike and boneshatter both just do repeat animations not the 1-2-3 and they feel OK. I honestly think their changes weren't tested by people who played strike skills before and after the changes.

Strikes felt good when you got the damage out quickly and hit a sufficient area, their rework delayed when you got damage out and just made it even worse to play some slow strikes. I feel like its supposed to be a pseudo reward for staying in place long enough to do multiple attacks but its really quite bad and I genuinely think they could fix it easily if someone put it in the bug tracker to look at.

For anyone who doesn't get what i'm harping on about here swings should go like this ----S----S----S etc, what they actually swing like is this
------S--S------S--S. They average out to the same value but the second just feels so much worse.
Last edited by Draegnarrr#2823 on Nov 11, 2021, 6:11:15 AM
Almost everything is viable Mathil been proving that for 8 years and thousands of others. Whether it's fun is another matter. many things are not fun to pay like mines and totems and much more. Fun play styles get wrecked. I really like the cyclone play style and so does everyone else so it's been nerfed and nerfed and nerfed again and again but it's still viable good up to about 26 simulacrums on a fair budget. So even things supposedly wrecked are good. Poster above showed necro wrecking it and how many nerfs they had? A lot. So I don't believe the restrictions. We just do ez metas cause we humans are lazy in general myself included.

Git R Dun!
Last edited by Aim_Deep#3474 on Nov 11, 2021, 6:37:57 AM
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Raycheetah wrote:

There's a reason the same skill sets keep showing up, league after league, and that's the comfort zone of those who work hard to keep their favorite builds operable (and who scream the loudest when any changes touch their creations). New skills released with a league? How many guides do you see utilizing them?


You could not have missed the point more utterly and completely here.

Skills that don't meet some nonzero number of the following hard criteria will simply be underpowered, no matter whether it's by design (noob traps to waste time and sell MTX) or by neglect:

--Scales appropriately with gem level with or without weapon damage
--Allows player to keep moving
--Ergonomic: using this as your main skill does not cause excessive carpal tunnel, eyestrain, etc. By extension, some aspects of this skill can be supported using automated means without losing a majority of your DPS: totems, traps, mines, trigger craft, spellslinger, CWC/COC, etc.
--Has an AOE tag that can be realistically scaled for either clear or bossing, and sometimes both
--Secondary defensive function. TR: vine snares and slowing effect of pods/synergy with blight/wither. Tempest Shield: + block. Cold skills: chill/freeze enemies. DD/VD/Infernal Cry/Profane Bloom: destroys corpses before they can be used against you.

These are necessary but not sufficient to determine what skills become meta. There's other factors, including startup cost, that shape what people plan around in the leadup time to league. Some really interesting skills fulfill all of the above hard criteria for dealing with actual PoE but get ignored because their intrinsic damage is too low to scale with a starter budget, or they are strictly outclassed by another similar skill that happens to have a much better ancillary effect.

Streamers in trade league are probably one of the worst sources for guidance since they often have huge clans funnelling trade goods and gear upgrades into their loadout, enabling them to build around skills that are harder to support due to the economy of scale. If you have 10 or 20 or 50 people all grinding and flipping and brute forcing the RNG in the game to minmax a couple of rainmakers for the guild, they're working on a scale you and I can't compete with and they can afford to steer chain hook to the endgame.

On a side note, this is why the collateral damage feels so huge and pervasive in this game. The above hard criteria for skill worth are prime targets for nerfs and guttings because the game remains the same fast-paced chaotic glut of screen effects and mob AI and the same core competencies are required to deal with it. By clawing back gear-independent scaling, melee skills are universally in grave straits. By gutting secondary defensive knock-on effects e.g. Frost Bomb slows/regen debuffs, fortify on melee hit, blind etc. you get fewer skills that cut the mustard, in every category.
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
"
Aynix wrote:
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caprisolle wrote:

Coming from a closed beta supporter and so I agree too. You probably have seen a lot more than anyone here.

I wonder the same thing too.

Here and there currently, it's always TOXIC RAIN, CYCLONE, MINIONS, FLICKER STRIKE, TOTEMS, MINES & TRAPS.

Always the same boring sh*ts.


Hate to break it for you, but there are A LOT of people here that played closed beta. They just didnt buy supporter pack, so you dont even notice.


And TR didn't even exist in beta

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