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Oh man the takes in this thread are so backwards. The limit makes the game MORE like PoE1, not less. We dont have 9 6-links per character in that game. Which is what the limit is effectively preventing.
I dont understand what you mean, how is changing a core mechanic from the original making it more like the original?
Because the end result is more like the original with the limit than without it.
Yes I agree that superficially it does seem like a big change from the original, but the reality is that you did not reuse support skills for attack skills that much to begin with because you generally only had 1 or 2 items to 6-link.
If you remove the limit you will have the equivalent of 9 6-links. You have to tell me how exactly that is anywhere close to the original system?
In other words, giving everyone 9 6-links is a bigger change from PoE 1 than limiting support gems.
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Posted bySickness#1007on Dec 18, 2024, 7:20:13 AM
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Oh man the takes in this thread are so backwards. The limit makes the game MORE like PoE1, not less. We dont have 9 6-links per character in that game. Which is what the limit is effectively preventing.
I dont understand what you mean, how is changing a core mechanic from the original making it more like the original?
Because the end result is more like the original with the limit than without it.
Yes I agree that superficially it does seem like a big change from the original, but the reality is that you did not reuse support skills for attack skills that much to begin with because you generally only had 1 or 2 items to 6-link.
If you remove the limit you will have the equivalent of 9 6-links. You have to tell me how exactly that is anywhere close to the original system?
In other words, giving everyone 9 6-links is a bigger change from PoE 1 than limiting support gems.
See my lightning sorc example, it's not about having 9 6 links, I'm not trying to get arthritis by having to click 9 buttons to make a build work. I can't even use arc and orb of storms at the same time, both skills chain. So naturally chain support is a better fit for both skills, however I can't do that on a sorceress, who's Main damage type is either cold or lightning. And 2 of the 3 lightning skills early game are chaining abilities. I'm forced to play gemling legionaiire just to get that interaction between the 2 skills happening. It's no where near the same as poe1 if you're gatekeeping basic skill/support interactions behind 1 of 36 classes.
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Posted bybobtank#2490on Dec 18, 2024, 7:36:46 AM
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See my lightning sorc example, it's not about having 9 6 links, I'm not trying to get arthritis by having to click 9 buttons to make a build work. I can't even use arc and orb of storms at the same time, both skills chain. So naturally chain support is a better fit for both skills, however I can't do that on a sorceress, who's Main damage type is either cold or lightning. And 2 of the 3 lightning skills early game are chaining abilities. I'm forced to play gemling legionaiire just to get that interaction between the 2 skills happening. It's no where near the same as poe1 if you're gatekeeping basic skill/support interactions behind 1 of 36 classes.
Yeah maybe that is not what you are trying to do but it's still what you are asking for.
I absolutely get the downsides of the current system that you are pointing out. It is limiting and it leads to 1-skill builds. But to say that it is somehow more of a step from PoE 1 than giving everyone 9 6-links is ridiculous.
The only thing you are achieving is showing that you have not really considered the consequences of what you are demanding.
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Posted bySickness#1007on Dec 18, 2024, 9:36:43 AM
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I absolutely get the downsides of the current system that you are pointing out. It is limiting and it leads to 1-skill builds. But to say that it is somehow more of a step from PoE 1 than giving everyone 9 6-links is ridiculous.
The only thing you are achieving is showing that you have not really considered the consequences of what you are demanding.
I've personally considered all the 6-links, which is why I don't think the new gem system is actually a step up.
Making it easier to get to a 6-link? Good.
Making it so you can have 9 of them? Not so good.
Limiting supports to one each? Bad.
Removing the ability to level the gems with experience? Terrible.
I feel like they had an idea with the gems, thought it was good, didn't think it through, and then implemented it. Now it'll take way more work to fix than if they'd just thought it through in the first place before running with it.
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Here's my suggestion on the topic:
Instead of removing the limit, there should be a T1, T2 and T3 variant of each "basic stat" support gems.
Take Persistence, right now it's only a T1 support that gives +40% duration.
This is the kind of support gem that should have 3 variants:
Persistence: T1, +30% duration, Cost multiplier 110%
Resilience: T2, +40% duration, Cost multiplier 120%
Permanence: T3, +50% duration, Cost multiplier 140%
This way you not only will make the progression feel smoother for first timer (nothing is sadder than finally getting T3 support and realize there is nothing worth picking for your current build), give everyone a greater access to the effects people actually want and avoid the PoE1 state where you slap the exact same support on everything.
You could put a restriction that you can't have more than 1 of the same "set" on the same skill to avoid bs, but that may not even be needed.
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Posted byHellNico971#6194on Dec 18, 2024, 10:55:33 AM
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The only thing you are achieving is showing that you have not really considered the consequences of what you are demanding.
The consequences of what I am suggesting is that the studio sticks to the core development designs that made path of exile a good game in the first place. If that didn't work then why are they able to generate +/- $50million in profit every year?
They're able to do that because the original system works. They're able to spend the resources on making a sequel because the original system was so good that it gave them the resources to do that.
The proof of concept already exists...
You can still get power spikes out of the current system, but they've done it in a way that takes the fun out of it. Which being a PVE video game, fun should take priority over balancing. If choosing sup-optimal support gems is fun to you then I don't know what to say. This isn't even a matter of balancing. The game is going to go through massive amounts of balance changes regardless of if they remove the limit or not. Atleast if they took away the limit there's one less barrier of entry for EVERYONE to one of the most comprehensive character customization systems in an arpg game to ever exist. The current state of it is a limiting factor to creativity. When people claim that they're forced to make more impactful decisions because of the change, they aren't. They're still going to filter through the 100s of support gems to find the best in slot to give them 1 of 3 power spikes in the form of offense, defense, and utility. If they remove the limit that's still going to be the case. But you can atleast make simple interactions between supports work because of it.
Last edited by bobtank#2490 on Dec 18, 2024, 1:34:59 PM
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Posted bybobtank#2490on Dec 18, 2024, 1:29:51 PM
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The only thing you are achieving is showing that you have not really considered the consequences of what you are demanding.
The consequences of what I am suggesting is that the studio sticks to the core development designs that made path of exile a good game in the first place. If that didn't work then why are they able to generate +/- $50million in profit every year?
They're able to do that because the original system works. They're able to spend the resources on making a sequel because the original system was so good that it gave them the resources to do that.
The proof of concept already exists...
You can still get power spikes out of the current system, but they've done it in a way that takes the fun out of it. Which being a PVE video game, fun should take priority over balancing. If choosing sup-optimal support gems is fun to you then I don't know what to say. This isn't even a matter of balancing. The game is going to go through massive amounts of balance changes regardless of if they remove the limit or not. Atleast if they took away the limit there's one less barrier of entry for EVERYONE to one of the most comprehensive character customization systems in an arpg game to ever exist. The current state of it is a limiting factor to creativity. When people claim that they're forced to make more impactful decisions because of the change, they aren't. They're still going to filter through the 100s of support gems to find the best in slot to give them 1 of 3 power spikes in the form of offense, defense, and utility. If they remove the limit that's still going to be the case. But you can atleast make simple interactions between supports work because of it.
Giving players 9 6-links is not "a core development design" of PoE 1. Limiting support gems is very much a "core development design" of PoE 1 only that the limit is of a different kind.
Pretenting that giving players 9 6-links makes the game more like PoE 1 is not going to help you win this argument or convince anyone that they should listen to you.
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Posted bySickness#1007on Dec 19, 2024, 8:45:58 AM
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The only thing you are achieving is showing that you have not really considered the consequences of what you are demanding.
The consequences of what I am suggesting is that the studio sticks to the core development designs that made path of exile a good game in the first place. If that didn't work then why are they able to generate +/- $50million in profit every year?
They're able to do that because the original system works. They're able to spend the resources on making a sequel because the original system was so good that it gave them the resources to do that.
The proof of concept already exists...
You can still get power spikes out of the current system, but they've done it in a way that takes the fun out of it. Which being a PVE video game, fun should take priority over balancing. If choosing sup-optimal support gems is fun to you then I don't know what to say. This isn't even a matter of balancing. The game is going to go through massive amounts of balance changes regardless of if they remove the limit or not. Atleast if they took away the limit there's one less barrier of entry for EVERYONE to one of the most comprehensive character customization systems in an arpg game to ever exist. The current state of it is a limiting factor to creativity. When people claim that they're forced to make more impactful decisions because of the change, they aren't. They're still going to filter through the 100s of support gems to find the best in slot to give them 1 of 3 power spikes in the form of offense, defense, and utility. If they remove the limit that's still going to be the case. But you can atleast make simple interactions between supports work because of it.
Giving players 9 6-links is not "a core development design" of PoE 1. Limiting support gems is very much a "core development design" of PoE 1 only that the limit is of a different kind.
Pretenting that giving players 9 6-links makes the game more like PoE 1 is not going to help you win this argument or convince anyone that they should listen to you.
I know having 9 6links Isn't core to poe1 that's why I'm providing an argument against it in poe2, I don't know how you got the assumption that I was for it based on this thread? I'm saying that the limitation prevents simple fundamental interactions between skills, which why ive given the arc/Orb of storms example. Having 9 6 links where every additional support you socket is essentially a progressively watered down power spike because the support that makes sense has been taken out of the pool of available supports. You'd have the same power level as a 4 link with repeatable supports that make more sense to your characters theme if the limit was removed. It's not making anyone make a more impactful decision. The decision 90% of the time is "what support out of the available support pool gives me the most power". You're making that supposedly more meaningful decision whether the limit is there or isn't. What I'm saying is that not only is it an additional barrier to entry for casual players as now they need to have an indepth knowledge of all available supports to make a decision on what is the best support. It forces you to use supports that aren't necessarily a good fit for the theme for your build and prevents certain interactions from happening. In no way shape or form is removing *support* gems from the available pool a way of providing the player more options for character customization. It's only reducing the ability to come up with niche builds by limiting interactions between skills.
The core development design that I am referring to is the in depth character customization where the player has choice over the out come of their build. This limitation reduces those choices
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Posted bybobtank#2490on Dec 19, 2024, 2:41:47 PM
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I know having 9 6links Isn't core to poe1 that's why I'm providing an argument against it in poe2, I don't know how you got the assumption that I was for it based on this thread? I'm saying that the limitation prevents simple fundamental interactions between skills, which why ive given the arc/Orb of storms example. Having 9 6 links where every additional support you socket is essentially a progressively watered down power spike because the support that makes sense has been taken out of the pool of available supports. You'd have the same power level as a 4 link with repeatable supports that make more sense to your characters theme if the limit was removed. It's not making anyone make a more impactful decision. The decision 90% of the time is "what support out of the available support pool gives me the most power". You're making that supposedly more meaningful decision whether the limit is there or isn't. What I'm saying is that not only is it an additional barrier to entry for casual players as now they need to have an indepth knowledge of all available supports to make a decision on what is the best support. It forces you to use supports that aren't necessarily a good fit for the theme for your build and prevents certain interactions from happening. In no way shape or form is removing *support* gems from the available pool a way of providing the player more options for character customization. It's only reducing the ability to come up with niche builds by limiting interactions between skills.
The core development design that I am referring to is the in depth character customization where the player has choice over the out come of their build. This limitation reduces those choices
You are missing my point. I agree that you would have more options in terms of skill combinations if the support limit did not exist. The problem is that it would give players 9 fully supported 6-links. That is a very far cry from PoE 1 and also IMO a bad system. The current system limits the number of fully supported skills by making the secondary skills have access to lesser support gems.
You can come up with how many downsides of the current system as you like, but until you adress the real reason for its existance you are not going to get anywhere.
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Posted bySickness#1007on Dec 19, 2024, 3:11:39 PM
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I know having 9 6links Isn't core to poe1 that's why I'm providing an argument against it in poe2, I don't know how you got the assumption that I was for it based on this thread? I'm saying that the limitation prevents simple fundamental interactions between skills, which why ive given the arc/Orb of storms example. Having 9 6 links where every additional support you socket is essentially a progressively watered down power spike because the support that makes sense has been taken out of the pool of available supports. You'd have the same power level as a 4 link with repeatable supports that make more sense to your characters theme if the limit was removed. It's not making anyone make a more impactful decision. The decision 90% of the time is "what support out of the available support pool gives me the most power". You're making that supposedly more meaningful decision whether the limit is there or isn't. What I'm saying is that not only is it an additional barrier to entry for casual players as now they need to have an indepth knowledge of all available supports to make a decision on what is the best support. It forces you to use supports that aren't necessarily a good fit for the theme for your build and prevents certain interactions from happening. In no way shape or form is removing *support* gems from the available pool a way of providing the player more options for character customization. It's only reducing the ability to come up with niche builds by limiting interactions between skills.
The core development design that I am referring to is the in depth character customization where the player has choice over the out come of their build. This limitation reduces those choices
You are missing my point. I agree that you would have more options in terms of skill combinations if the support limit did not exist. The problem is that it would give players 9 fully supported 6-links. That is a very far cry from PoE 1 and also IMO a bad system. The current system limits the number of fully supported skills by making the secondary skills have access to lesser support gems.
You can come up with how many downsides of the current system as you like, but until you adress the real reason for its existance you are not going to get anywhere.
Then take away the ability to create 9 6 links, problem solved. Noone asked for that many links anyway, most people just want a skill for clear and a skill for single target along with a few buffs/skills to improve on their chosen skills existing mechanics on other skill slots. This game is just a Frankenstein of elements from various games and doesn't actually provide anything original. The theme of the acts are a 100% a direct ripoff from diablo 2 among other things. Atleast poe1s act themes were original. But choice to include 32 ascendancies wouldve been pro build customization but the limit negates that effect. You've essentially just got 32 diablo skill depth classes. Atleast on poe1 you had the feeling you could pretty pull any skill off on any character you chose. The current skill system only really makes sense on the gemling ascendancy (ie socketing gems into his body) what are the other 31 classes doing with the gems? They're just slapping them together. Atleast with them being socketed into items it made some sort of sense but they were desperate to again copy diablos rune system so they reworked everything and it just isn't as fun as the original system. Poe1 atleast provided something original to the arpg scene and sure a slither of that originality has made it into poe2 but it's not as player driven character customization friendly as it used to be.
Last edited by bobtank#2490 on Dec 19, 2024, 4:11:33 PM
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Posted bybobtank#2490on Dec 19, 2024, 3:42:03 PM
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