Skill (Gem) System Kind Of Sucks

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TiG3rJaX#5952 wrote:
I understand what yall are talking about. I do not want the linked sockets again from POE1. For like the ranger what other weapon do you want? Let me guess blades? That will come with the Shadow class. Which may or may not be able to be used on a ranger. They maybe it sound like that in the interview saying there were all these combos and they don't know all the different types. But it feels too restricted for that to be the case at the moment. However, if any class can do anything then what is the point of a class?


Wands are currently in the game and not being added later. I want to use wands on my Ranger, but a wand "attack" is a spell base type. Wands in PoE1 were their own base type. And you can't dual wield them in PoE2.

But that's not the main issue. If you want to synergize with another class's skills, you can't because skills are tied to weapons. If I want to run minions on a bow build I should be able to. Good luck getting enough spirit by wielding a bow instead of a scepter, let alone reaching any minion nodes from the ranger starting area.

Is that making more sense now?

-- Edit --
But yeah I can see why people don't want to go back to sockets on items. There has to be a middle ground somewhere though. The current skill system is - I'm sorry to say it - trash.





I get what you are saying but why do you want a wand for a ranger? Why not just use the witch for minions? I get the scepter thing and skills being on weapon types. But I just don't understand why you would want to use a ranger with wands and minions over the witch.
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TiG3rJaX#5952 wrote:

I get what you are saying but why do you want a wand for a ranger? Why not just use the witch for minions? I get the scepter thing and skills being on weapon types. But I just don't understand why you would want to use a ranger with wands and minions over the witch.


You miss the point. I ran an wanderer on Marauder in PoE1 using rage a while back that was really unique and cleared really well. The whole point of having "skills", "passive points" and "builds" is to make the character you want to make.

I want to use a wand on a ranger and make a wanderer because I don't want to build the most braindead obvious class that uses that skill.

I ran minions on all sorts of builds in PoE1. The point is that you can't really do that in PoE2. For a sequel that doesn't make much sense.

And if PoE2 is meant to be it's own game then the inclusion of rituals, expedition, trials, Sanctum etc etc makes even less sense if they were trying to distance PoE2 from PoE1.

It's like they deliberately took all the crappiest things in PoE1 and built the entire game around them. The more I experiment wit the skill system the worse it gets.
This time I am super serial...
I'd like to see a skill system UI improvement. I don't understand why I can't see all my skills and all my supports at the same time. And I see they wanted to stick with gems as skills but it feels unnecessary to occupy inventory space at all. When we use an uncut and unlock them they should simply appear on our "skill" or "support skill" pages. Then let me open up my skill page, put check marks next to the skills I want(can see all 30 or whatever) and have a support page on the other side of the screen with a list of all my unlocked supports that I can drag and assign to active skills.

All this extra manipulation of objects is for no reason because we aren't using them to enhance other objects(gear).
The current socket system we have feels awful.

For a gross majority of the campaign you have 2 sockets and by the time you get a 3rd from an incredibly rare item you are right on the cusp of getting your level 41 tier of spells which may or may not contain your new main spell.

Now you have to decide do I use this for a skill I am using now for the immediate and needed power boost or save it for my build defining skill.

I also have to agree that the skills being off on their own menu feels extremely disconnected and awkward tied with the inability to view all of the skill gems / support gems without carrying spares in our bags at all times.

The amount of skills we have the option to have now though not being tied to our armour and weapons now are great however.

And to continue to piggy back on the topic of gems the art design for them was a huge step back in uniqueness and clarity
The skill gems in my stash feels so cluttered and unnecessary they should completely get rid of this new design imo.

Instead, you should be able to activate/select them by points as you level and get rid of looting/stashing so many unnecessary unused gems.

Though support gems being locked for 1 use and gems having their own place is a much better version than gems being socketed in gear.
Last edited by dodosuke#6531 on Dec 12, 2024, 2:32:06 AM

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