Please make Lightning Rod also a crossbow skill

I've seen how amazingly Lightning Rod plays with other chaining Lightning skills. The synergy is there, the smoothnes of gameplay and it can clear every content. This skill would be amazing with Galvanic Shards which beams to other enemies. I've seen crazy videos of this build playing last night but was very disappointed it is bow-only skill...
Last bumped on Dec 14, 2024, 10:47:39 PM
All skills with the bow/cross bow should be interchangable.
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All skills with the bow/cross bow should be interchangable.


It would allow for even more build diversity.

For ranger the same skill would require only dex, for mercenary dex and str like it is right now.
Swap Weapons...
"Never trust floating women." -Officer Kirac
There are various skills that I think should become weapon group skills.

Weapon groups could be:

Blunt: Maces, Quarterstaves, Flails
Cutting: Axes, Swords
Piercing: Spears, Daggers, Swords
Projectiles: Bows, Crossbows


There should be skills that can be accessed by weapon groups in addition to weapon locked skills so you can mix and match.
"
Zeturion#7271 wrote:
"
All skills with the bow/cross bow should be interchangable.


It would allow for even more build diversity.

For ranger the same skill would require only dex, for mercenary dex and str like it is right now.


What in the name of sweet baby fuck makes you think that devs want build diversity in this game
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fouquet#0993 wrote:
There are various skills that I think should become weapon group skills.

Weapon groups could be:

Blunt: Maces, Quarterstaves, Flails
Cutting: Axes, Swords
Piercing: Spears, Daggers, Swords
Projectiles: Bows, Crossbows


There should be skills that can be accessed by weapon groups in addition to weapon locked skills so you can mix and match.


I don't think they want that much freedom like PoE1.

If you're DEX then you can mix with either STR + DEX or INT + DEX. Not likely both unless you go for those % Attribute wheels. Even then not sure it would be worth it.

I'd wager this is why weapon stat requirements are so high.

If you look at Monk or Merc you'll notice nothing in their Ascendancy specifies attacks or spells. Chrono has one node for Cast Speed. Warbringer specifies Hits but not attacks or spells either. This and swapping is where the build freedom is likely intended... or they'll just pigeon hole it.
"Never trust floating women." -Officer Kirac
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Xzorn#7046 wrote:
Swap Weapons...


I did but +% crossbow damage doesn't play that well with bows.


"
fouquet#0993 wrote:
There are various skills that I think should become weapon group skills.

Weapon groups could be:

Blunt: Maces, Quarterstaves, Flails
Cutting: Axes, Swords
Piercing: Spears, Daggers, Swords
Projectiles: Bows, Crossbows


There should be skills that can be accessed by weapon groups in addition to weapon locked skills so you can mix and match.


That would be amazing. Although skill gems requirements from weapon groups should still be unique to the class as it is right now.
"
Zeturion#7271 wrote:
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Xzorn#7046 wrote:
Swap Weapons...


I did but +% crossbow damage doesn't play that well with bows.


That's why your passive tree swaps when you swap weapons.
You have a weapon skill three 1 and 2.

It's the point behind Witchhunter's 'Weapon Master' node. Not all passives are weapon passives.
It 'should' snapshot the skill also but I can't verify that for all skills.
"Never trust floating women." -Officer Kirac

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