Let me build what I want to build

"
ya need to chill out. The game just came out and is like 30% completed lol

More like 50%, but yeah - all the "middle ground" builds are deliberately taken out at the moment.

Still you can already go on some tangents, like str/int melee "battlemage", it won't be optimal since maces are a bit too focused on stun and slow, heavy hits - but still you can totally do such a build.

But people are already whining about simply removing gem restrictions.
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Path of Exile gave us a big bucket of Legos to play with.

Path of Exile 2 gives us a few boxed Lego sets and says *if you don't follow the instructions to the letter, we'll take them away."


The change to triggers REALLY worries me about GGG's mindset in PoE 2. You should be able to create a build that primarily uses triggers for its damage.

You can't anymore. Now you need hard hitting spells to even have any shot of triggering things - and there is no point in doing that because if your manually casted spell is hitting that hard anyway, the trigger is meaningless.

Take for example the guy who posted recently on reddit claiming how "Cast on Freeze isn't dead!". He posted a video of him using it.

He was an archmage spark character who just happened to have CoF inserted for fun. He was basically killing everything with spark, and if CoF got taken out of his gem set up, you wouldn't even notice.

That is what is wrong with this change. Triggers have been sentenced to die as support skills like arcanist brand in PoE 1, except they're even worse because by the time they trigger everything is dead anyway.
The change to triggers REALLY worries me about GGG's mindset in PoE 2. You should be able to create a build that primarily uses triggers for its damage.

You can't anymore. Now you need hard hitting spells to even have any shot of triggering things - and there is no point in doing that because if your manually casted spell is hitting that hard anyway, the trigger is meaningless.

Take for example the guy who posted recently on reddit claiming how "Cast on Freeze isn't dead!". He posted a video of him using it.

He was an archmage spark character who just happened to have CoF inserted for fun while using the three dragons mask to let his spark freeze instead of shock. He was basically killing everything with spark, and if CoF got taken out of his gem set up, you wouldn't even notice.

That is what is wrong with this change. Triggers have been sentenced to die as support skills like arcanist brand in PoE 1, except they're even worse because by the time they trigger everything is dead anyway.
Last edited by Alcsaar#1714 on Dec 14, 2024, 11:55:27 AM
Flicker strike is a quarterstaff skill now....

I was hoping to make a 2h sword or sword/board flicker, guess that is not possible now.

People praise POE for the freedom of choices and almost limiteless combinations, i don't understand how they arrived at the conclusion that imposing this limitations would be a good thing.
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If I want to build a character that survives 1 shot mechanics I should be able to do that. I should be able to build a super tanky no damage character if I want. Why do I have to Dodge Roll a mechanic when I should be able to stand there and get hit if I have that type of build.

I don't want to dodge roll. I want to stand there and eat every piece of damage coming my way. I'm not able to in this current iteration of the game. Not everyone is about glass canon zip around the map in a Toyota Prius type of player.


Never going to happen. This is like asking for a no-parry build in Sekiro, it runs antithetical to the entire design philsophy of the games combat design.

There isn't and never will be a build that can just stand there and tank, never needing the dodge roll. If you don't want to dodge roll, this game isn't for you, because the dodge roll is a core mechanic. It's not optional, and it never will be.

That's not "bad design", or "not letting you make the build you want". Some games have dodge roll, some games don't. This one does, and that's that.
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Never going to happen.

It already happens?
There's a notable passive that turns off your dodge roll for some benefits.
Yes, you can make a build that can do it fine without dodge roll (even without picking that notable).
"
so basically "Why can't i play poe 2 like i play poe 1" right?

Also, with supports giving options to do things such as stun, strip armor, or the like, as well as the addition of payoff abilities and primed states, you kinda have a lot of options here.

If your complaint is "why can't i use different weapons than the ones it demands", then i would like to know how many POE1 leagues you played where you ran a power siphon mace build.



That’s not exactly what I mean, but I get your point.

First of all, your perspective limits my ability to enjoy the game the way I want, whereas my perspective doesn’t interfere with yours in the slightest—it just doesn't allows me to play how I want. Big difference, don’t you think?

It’s clear that I don’t want POE2 to be just POE1 with better graphics, but it’s equally clear that I don’t want two entirely different games either, especially when they share the same name.

Secondly, this design choice negatively impacts the leveling experience. Let’s imagine someone wants to play Bleeding Lacerate for a season, maybe in SSF. After 30 levels, they need to upgrade their weapon but can’t find anything decent—until finally, they drop a powerful axe they’d like to use. But, oops, Lacerate only works with swords. So, to improve their progression, they have to completely abandon their original goal and switch to an axe skill, which they might not like at all.

At that point, they’re stuck with two options: stick with their bad sword or switch to a skill they didn’t want to play. To me, that feels like forcing a predetermined path in a game that has always celebrated and prided itself on total freedom in building characters.

Sure, it’ll always boil down to meta builds in the end. But I’ve rarely followed guides—I’ve always played to have fun and see how far I could go with my idea, my weapon, and my skill.
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Vicas#4629 wrote:
So, to improve their progression, they have to completely abandon their original goal and switch to an axe skill, which they might not like at all.

So you suggest there shouldn't be a a mace/sword/axe/flail/staff/combos builds, but instead a "melee" and "not melee" builds?

Now, where exactly is more variety there?

It's all D2 times all over, where it hardly even matters what weapon your character is holding.
"
Vicas#4629 wrote:
"
so basically "Why can't i play poe 2 like i play poe 1" right?

Also, with supports giving options to do things such as stun, strip armor, or the like, as well as the addition of payoff abilities and primed states, you kinda have a lot of options here.

If your complaint is "why can't i use different weapons than the ones it demands", then i would like to know how many POE1 leagues you played where you ran a power siphon mace build.



That’s not exactly what I mean, but I get your point.

First of all, your perspective limits my ability to enjoy the game the way I want, whereas my perspective doesn’t interfere with yours in the slightest—it just doesn't allows me to play how I want. Big difference, don’t you think?

It’s clear that I don’t want POE2 to be just POE1 with better graphics, but it’s equally clear that I don’t want two entirely different games either, especially when they share the same name.

Secondly, this design choice negatively impacts the leveling experience. Let’s imagine someone wants to play Bleeding Lacerate for a season, maybe in SSF. After 30 levels, they need to upgrade their weapon but can’t find anything decent—until finally, they drop a powerful axe they’d like to use. But, oops, Lacerate only works with swords. So, to improve their progression, they have to completely abandon their original goal and switch to an axe skill, which they might not like at all.

At that point, they’re stuck with two options: stick with their bad sword or switch to a skill they didn’t want to play. To me, that feels like forcing a predetermined path in a game that has always celebrated and prided itself on total freedom in building characters.

Sure, it’ll always boil down to meta builds in the end. But I’ve rarely followed guides—I’ve always played to have fun and see how far I could go with my idea, my weapon, and my skill.


take this same example, now swap "powerful axe" for "powerful wand"

You now have a poe1 equivilant.

Do you get my issue? You're complaining about it here because "it's not like poe 1 in the shallow way i want it to be", but in reality, it IS like poe 1, it's just delved deeper into that hole.

Can you use lacerate with a mace in poe 1?

can you use power siphon with an axe?

Can you use Lacerate with your fists?

Weapon locking abilities has always been a thing. The difference here is, you can actually use those 'locked' abilities by having that weapon in your second weapon slot. You can even put points into that specific weapon and that specific use for said weapon, to make pressing that button even more impactful.

You actually have more options here due to said weapon swap mechanic, but you're so focused on this single use case that you're not seeing that.
"
So you suggest there shouldn't be a a mace/sword/axe/flail/staff/combos builds, but instead a "melee" and "not melee" builds?

Now, where exactly is more variety there?

It's all D2 times all over, where it hardly even matters what weapon your character is holding.


No, what I’m saying is that they should’ve kept the variety of weapons available for certain skills.
Lacerate, for example, could work with Mace, Sceptre, Axe, or Staff.
Sunder could work with Maces or Axes, and so on.

If Sunder became a meta skill, you’d end up seeing only warriors with maces, and so on.
In my view, this is limiting.
And I’ll repeat—this approach wouldn’t change anything for someone who sees things your way. But for someone who sees things like me, it’s extremely restrictive.

Which of the two options do you think is more dynamic?
Last edited by Vicas#4629 on Dec 14, 2024, 11:53:25 AM

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