Change Keystones into multiple-choice options

The Problem:
Keystones can be build enabling but if you need multiple that are on opposite sides of the tree, you would have to spend so many points inefficiently that the build becomes unfeasable.
This drastically limits build diversity with no upsides.

The Solution:
Change keystones into multiple-choice options.

OR:

Give us a jewel that allocates a keystone.
Last edited by Hansdieterdeluxe#3065 on Aug 18, 2022, 1:30:56 PM
Last bumped on Aug 18, 2022, 6:21:40 PM
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No sir, I don't like it
You can't have everything and having things just handed to you like this is just wrong on so many levels.

Hell, why not enable cheat codes then and have everything on your tree allocated...


Just no.

And we already have Annoints. If your build needs that side of the tree to function then choose something that uses THAT side of the tree.
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Aragorn14 wrote:
You can't have everything and having things just handed to you like this is just wrong on so many levels.

Hell, why not enable cheat codes then and have everything on your tree allocated...


Just no.

And we already have Annoints. If your build needs that side of the tree to function then choose something that uses THAT side of the tree.


Having more keystones doesn't automatically make your build better. They have up- AND downsides or change some cor mechanics of the game that you then have to build around. The more of them you have the less you'll understand how your build functions.

They are however a way to build synergies with core mechanics or ascendencies, so no you cant just choose a class from the other side of the tree if you need a specific ascendency node AND a keystone or two keystones that are far apart from each other to make the build work. It's like a puzzle that is missing pieces.

Also it's almost impossible to put all the keystones in places where every build that could ever want a specific one has access to it. So finding a solution where you can have a specific keystone in a lot of locations on the tree is - imho the only solution to that problem.
Yea, i see where you are coming from, but what you are missing is:

What you perceive as a "problem" is fully intentional.

After all, some resemblance of "balance" is a thing in poe...
"Glattes Eis, ein Paradeis, für den, der gut zu tanzen weiß" - F. Nietzsche
The solution is simply more timeless jewels for keystone transfers. Ez. Solved.
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Clownkrieger wrote:
Yea, i see where you are coming from, but what you are missing is:

What you perceive as a "problem" is fully intentional.

After all, some resemblance of "balance" is a thing in poe...


I disagree that it's intentional. Balancing around where which keystone is would be too complex. They have to put them somewhere. It's much easier to just nerf skills + ascendencies.

There are already some uniques + "Skin of the lords" that allocate keystones.
Also for "balancing" keystones they have up and downsides and ggg could just add a line "cannot be allocated if jou have "thisandthat keystone"" or have a max number for how many you can have.
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Hansdieterdeluxe wrote:
I disagree that it's intentional. Balancing around where which keystone is would be too complex. They have to put them somewhere. It's much easier to just nerf skills + ascendencies.


You think the skilltree is a random assortment of passives? (i know this is hyperbole from my side, but cmon.).

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Hansdieterdeluxe wrote:
There are already some uniques + "Skin of the lords" that allocate keystones.


Yea, they come with a heavy downside though most of a time (and be it "only" that sockets are fixed, which is kinda big already. not everyone trades).

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Hansdieterdeluxe wrote:
Also for "balancing" keystones they have up and downsides and ggg could just add a line "cannot be allocated if jou have "thisandthat keystone"" or have a max number for how many you can have.


THAT would limit build-options for people that want to make the invest to take several keystones and/or travel the way to take them though?

Not everything is supposed to work and/or be used with everything, that is a nobrainer. The reasons are not only "random placement" or some arbitrary decisions by the developers though...
"Glattes Eis, ein Paradeis, für den, der gut zu tanzen weiß" - F. Nietzsche
Last edited by Clownkrieger#0827 on Aug 18, 2022, 5:44:07 PM
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Hansdieterdeluxe wrote:
"
Clownkrieger wrote:
Yea, i see where you are coming from, but what you are missing is:

What you perceive as a "problem" is fully intentional.

After all, some resemblance of "balance" is a thing in poe...


I disagree that it's intentional. Balancing around where which keystone is would be too complex. They have to put them somewhere. It's much easier to just nerf skills + ascendencies.

There are already some uniques + "Skin of the lords" that allocate keystones.
Also for "balancing" keystones they have up and downsides and ggg could just add a line "cannot be allocated if jou have "thisandthat keystone"" or have a max number for how many you can have.


Or they could you know, just leave it alone. You don't think it's intentional because it would be too complex? Do you seriously think they randomly slapped keystones wherever on the tree? If you ever looked at the passive tree in its entirety, the level of complexity in balancing is insane. You really think keystones are where it's too complex to balance?
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RuneLuthien wrote:
The solution is simply more timeless jewels for keystone transfers. Ez. Solved.


I like it. They could even instead of creating a random seed, make a copy of the nodes in the area where that keystone originally is on the tree and transfer it to the area where you socket the jewel and vice versa.
It would be "Build your own passive tree".

And no i don't think this would be too powerful because cluster-jewels are more efficient in terms of raw power per point.
You could also limit it to 1.

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