Remove the support gem limit
" The notion that the it is the support gem limit that separates the build variety between the game is absurdly ridiculous. You are extemely limited in your support gems in PoE1. |
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Also there are 6 more classes to be added into the game. Build variety will also be skill rotations with multiple weapon types.
Last edited by Cons#1623 on Dec 20, 2024, 9:21:08 AM
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I think removing the limit is silly. I'm having much more fun because of it and it feels my choices are much more deliberate and actually matter. This comes combined with the fact that you just don't need to stack all of your "more damage" in a single gem in order to get decent dps.
Right now I'm running a Merc that uses Glacial Rounds and Plasma Blast. I have only one Primal Armaments, but both skills would benefit greatly from it. Now I have to make a choice, probably sticking it in Glacial, as Plasma already has stupid damage and that 25% more is not reall relevant. Now I get to use Mobility in plasma, which I would not use if I could just slap another dps support probably. In fact, I would just run Primal in all my skills because I'm dealing mostly elemental dps anyway. You can now actually make a choice of how a skill works instead of stacking all the "good" supports on it. And the supports can be more powerful too, because they don't really have to compete with one another all that much, bringing their uniqueness to the table rather than just a number. Also, you don't need 50 differnt supports. You are not going to fill your support slots, you don't have to. Your supports don't just make a skill better most of the time, they modify how it works. Some skills will be good enough with 2 or 3 supports (or are you filling up your slots on your reservations? Because I sure as hell am not, most of the time). So instead of doubling up supports they should add more of them for us to make more meaningful choices. And they plan on doing that so that's fine. Let it play out. I love the new system actually, my only real complaint would be about jeweler's. They don't feel neccesary at all, gems could gain sockets with levels and be done with it, from a mechanical standpoint. It just adds artificial scarcity (and potentially bad luck scenarios, as it took me getting to T12 maps to get my first Greater (I'm playing pseudo SSF on trade with a couple of friends, so I didn't want to just buy one)). |
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" I love how someone who put it's profile in private mode judge other profiles. I just don't care about my profile and I'm not a league player. And doesn't matter how many hours you have in Poe1, why are you waiting/playing poe2 if the first is so perfect??????? And I have 82h on poe2. could have got more if I wasn't afflicted by the freezes for some time. So yeah, I find poe2 in this state a better base than poe1. |
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" And I have a lot more than 82h on PoE2, so as I suspected you have barely played this game, and you have played even less PoE. "I find poe2 in this state a better base than poe1" Again, how would you know which is better when you have barely tried PoE? You dont have the achievement for a lvl 90 character even. You have never six linked an item. You have never done an 8-mod map. You have never killed Atziri. Never completed the Atlas. Never killed Shaper or Elder. You are a tutorial gamer, you played the campaign once and then quit immediately in white maps. You have zero damn clue what PoE is like, so stop acting like you can tell which game is better. |
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I think that the difference between 1 and 2 is that most of the skills in PoE1 work from the get-go. You make them stronger through adding certain supports. In PoE2 you simply make them WORK.
You are dealing with low duration/small aoe/slow cast or attack speed/lack of defenses/non-primary damage type. For some classes thats more of an issue, because skills that seem to work together as a combo overlap in requirements. Slams do need AoE or duration adjustments so you wont get overwhelmed in later mapping, spells need inspiration cuz they start to cost three characters worth of mana, single targets need to split/pierce somehow so they stay viable outside obvious bossing etc etc. When most obvious supports are being placed at the most non-crappy skill that allows somewhat smooth progression - other options like "freeze while doing chaos damage by doing chaos damage" without anything to even utilize that are looking incredibly limiting. This is not allowing builds to shine, this looks like choosing between a turd sandwitch and a giant douche so you have at least a little utility available. And you cant' fix that by adding diverse array of supports, because diversity is made by the skill/spell interaction itself. Or you will find youself using ice nova with bleed on ignite while being stunned - cuz other supports were taken by other chains of combo. " Like they always were in a previous installment, only one/two 6-links and some 2-3 links on boots/gloves/1h equipment outside of high-endgame crafting. Sound like this gem overhaul is useless? But with proper access to the toolkit it wouldve been different, even if you simply put inspiration/duration everywhere. I dont think that it wouldve trivialized endgame cuz there are already one-button screen deleters found, so why holding back others? Last edited by Querker#1809 on Dec 20, 2024, 10:56:37 AM
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One could implement a formula somewhat like this:
Equipping a previously used support gem could deactivate two gem slots on four of the other remaining links. Equipping a previously used support gem two times could deactivate three gem slots on six of the other links (as in having three six-links and six three-links left). Equipping a previously used support gem three times could deactivate four gem slots on all remaining links, leaving one with two six-links and seven two-links. It's up to the player to decide what sacrifices should be made. Last edited by TheSlayer#7040 on Dec 20, 2024, 11:00:11 AM
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100% agree
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This is coming from a PoE noob, so I may not be informed enough to have an opinion, but here it goes..
If there was total freedom everyone would probably just use the 100% crit damage increase gem in all skills, and so on... So with the current set of gems total freedom probably isn't viable. But, I do agree that some gems shouldn't be capped to one skill, like the "convert #% damage to cold/fire/lightning" type of gems. Also, while I'm wishing, I wish there were gems that converted all damage of the skill, and maybe even changed the animation to reflect. |
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" Thing is, not having a duplicate support gem limitation would actually allow for builds to have more than 1 "main skill" which is used for damage, now that we can have as many as nine 6-links. It would make builds and combat have more variety. They increased the amount of possible 6-links to a larger number specifically for this reason they said, but then with this support gem limitation they have forced us to have 1 main skill for damage in each build again and all the other skills are just for utility, because there just aren't enough damage increasing supports to use multiple skills for good damage. Its odd that GGG did not realize this during testing. |
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