I hate the new skill gem system

PSA - make sure you click on the skill gem in the gem tab and uncheck "show only recommended". personally think it should be like this default.

They are gonna add more supports and skills, so i think it might be too early to jump ship on the idea.

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FrigidMT#7044 wrote:
PSA - make sure you click on the skill gem in the gem tab and uncheck "show only recommended". personally think it should be like this default.

They are gonna add more supports and skills, so i think it might be too early to jump ship on the idea.


IMO recommending a narrow band of reliably good support gems is fine as long as they are reliably good.

I'm having a hard time understanding why Fire/Cold/Lightning Infusions are available early on but Chaos Infusion is a level II support gem. If the damage is the issue, tune that, but hobbling chaos damage builds until lv35 or so doesn't feel good. I genuinely have a fat stack of uncut support gems in my stash because there's nothing worthwhile to make from them while support gems can't be used more than once and the support gems I would want are too high-tier to use.
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The current system puts your build on rails, as far as I can tell. Not fun if you want to wander off script.


in what way? i dont see that at all.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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FrigidMT#7044 wrote:
PSA - make sure you click on the skill gem in the gem tab and uncheck "show only recommended". personally think it should be like this default.

They are gonna add more supports and skills, so i think it might be too early to jump ship on the idea.


IMO recommending a narrow band of reliably good support gems is fine as long as they are reliably good.

I'm having a hard time understanding why Fire/Cold/Lightning Infusions are available early on but Chaos Infusion is a level II support gem. If the damage is the issue, tune that, but hobbling chaos damage builds until lv35 or so doesn't feel good. I genuinely have a fat stack of uncut support gems in my stash because there's nothing worthwhile to make from them while support gems can't be used more than once and the support gems I would want are too high-tier to use.

Yeah, I agree with this. There's not enough supports and skills available early on in general in my opinion.
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in what way? i dont see that at all.


Run in a party of 4 of any class. One summoner witch looks exactly like the next one. I have friends playing this game (ikr, real life friends even) and they tell me they made a monk or a summoner witch etc and I ask them about their skill assignment - exactly the same between each person without them even knowing it.

It's because the difficulty forces you into a narrow band of viable skill combinations.

I was so proud of my dual shockwave totem warrior destroying everything... until I joined a group with the exact same build because it's better than trying to walk up to something, hit it and attempt to block whilst standing in AOE (basically every other warrior skill).

That's not even getting started on the limitations of skills being tied to weapons. People seem to have forgotten real quick that there were 2H minion weapons and bows in PoE1 for running minion builds. Try running a minion build without equipping a scepter. Sure there is spirit on other items. Somewhere. I've heard of a guy who knows a guy who has a cousin that might have found spirit on a non-scepter item. I'm yet to see proof though.
This time I am super serial...
Last edited by CaptinSupreem#4089 on Dec 11, 2024, 4:41:03 AM
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in what way? i dont see that at all.


Run in a party of 4 of any class. One summoner witch looks exactly like the next one. I have friends playing this game (ikr, real life friends even) and they tell me they made a monk or a summoner witch etc and I ask them about their skill assignment - exactly the same between each person without them even knowing it.

It's because the difficulty forces you into a narrow band of viable skill combinations.

I was so proud of my dual shockwave totem warrior destroying everything... until I joined a group with the exact same build because it's better than trying to walk up to something, hit it and attempt to block whilst standing in AOE (basically every other warrior skill).

That's not even getting started on the limitations of skills being tied to weapons. People seem to have forgotten real quick that there were 2H minion weapons and bows in PoE1 for running minion builds. Try running a minion build without equipping a scepter. Sure there is spirit on other items. Somewhere. I've heard of a guy who knows a guy who has a cousin that might have found spirit on a non-scepter item. I'm yet to see proof though.



i dont rly buy that at all.

if your friends were all levelling in poe1 with freeze pulse they would have had the same gems too, and actually in poe1 you are more forced into the same gems cause its virtually all just damage. you pick the supports that amp the most %, its pure maths what the right gems are, if you are doing the same build the maths says its the same.

its less like that in poe2 because of the limit of 1 gem of each type and the fact most gems dont provide a % multiplier.


attack skills are mostly tied to weapons in poe1. good luck reaving with an axe or cleaving with a dagger.


minion builds with a 2h weapon is meaningless. you could do that in poe2 too if you really wanted but what is gained from that when its just a stat stick and has 0 functional meaning? i found a number of body armours and amulets with spirit on while levelling and you get spirit from quests.


i can have a melee weapon with melee skills in weapon 1, a crossbow in weapon 2 and use crossbow and melee skills side by side with the weapons swapping themselves without me changing them and my passive tree will even switch around nodes on the fly to support that. thats way better than poe1, having to manually weapon swap essentially made that sort of idea dead in the water.


this system ultimately has less limitations and less bis gem combos than poe1.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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this system ultimately has less limitations and less bis gem combos than poe1.



If you think limiting support and skill gems to 1 of each type, half of which are tied to a weapon type, spirit to a weapon type, gutting wands, removing dual wielding of some weapons, and essentially cramming two character trees into one character through weapon switching to overcome this crappy system is somehow less limiting...

Sounds like cope.
This time I am super serial...
I think that was a typo
One thing to keep in mind is that PoE1 has 10 years of game development to add new skills and support gems (and then again, how many of them were actually used? Quite a few were just leveling fodder to be discarded, or noob traps). Second, the new animation style means that making skills, ESPECIALLY melee/strike skills, takes far more effort to implement in PoE1 where they had the special effect and a pre-programmed swing.

That being said... I agree to a point. Right now I understand there's little overlap, but it would be nice to have some more variety. A lot of the slam skills, for example, should be able to be used with a quarterstaff or axe like they could be in PoE1. Some of those skills should be usable with swords when they're added, so long as the animation 'feels' right for the weapon. Right now it feels like 'there's no technical CLASS system', but 'your weapons are your class', which feels less free than the original where class had skills and gems that supported their vibe but weren't locked to being used together.

Its good that the shield skills in maces only require a shield (although there are only 1-handed maces right now anyway), but in the future they could probably benefit from being put into their own 'shield' tree. Likewise, Totems and the Quarterstaff's 'unarmed' could benefit from not being weapon locked.

Also in the future as things get flushed out, having the weapons augments be less locked. Cast on Crit builds were popular (for both good and bad reasons), being able to roll spell mods on those or more 'melee mage' builds when the templar is added would be good.

There also definitely needs to be more support gems, and they should feel somewhat rewarding to use. I'm thinking of things like PoE1's Energy Leech support gem. A blue gem for sustain, but for certain builds could replace Melee Physical Damage support gems. Right now on my warrior I've basically ubercharged Rolling Slam as much as I can, and basically everything else gets the cookie cutter 'this goes on the travel skill, this goes on the armor break skill, this goes on the stun skill' support.
I was really disappointed that you can only assign any 1 support gem to 1 skill. If I want to have 3x Chain or 2 x +Poisons on a skill, let me. Let me have poison Fireballs and poison Ice Comets if I want. Let me get right crazy.

Only 1 type of support to a single skill is so restricting

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