"Too many skills and buttons to manage" One button attack build showcase

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1453R#7804 wrote:
It's honestly a little depressing that the first (and generally only) thing everyone seems to want to do with this splendid new game is make a build that functions exactly the same way everything used to back in PoE1. But I suppose it's cool that it didn't even take people a week to figure out builds that can completely nullify and trivialize the new game. Proof that Path gonna path, I suppose. Gotta figure out what that skill is and what's going on in that video snippet later, once the office day is done.


This is what these games end up ultimately moving towards as player push for faster and more efficient builds and playstyles. GGG may be able to get rid of some of them, but as more stuff is added to the game, and more leagues come, these types of builds will always surface and be sought after.
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Thank you for still allowing 1 button builds for those of us who like it easy and simple. Please don't change a thing about the skills in the video.

https://youtu.be/0gWDnEKxu8o


Well at least it keeps a reasonable pace, so I see no problems with this one (i.e no maps done in 30 seconds)
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Nothv13#0740 wrote:
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1453R#7804 wrote:
It's honestly a little depressing that the first (and generally only) thing everyone seems to want to do with this splendid new game is make a build that functions exactly the same way everything used to back in PoE1. But I suppose it's cool that it didn't even take people a week to figure out builds that can completely nullify and trivialize the new game. Proof that Path gonna path, I suppose. Gotta figure out what that skill is and what's going on in that video snippet later, once the office day is done.


This is what these games end up ultimately moving towards as player push for faster and more efficient builds and playstyles. GGG may be able to get rid of some of them, but as more stuff is added to the game, and more leagues come, these types of builds will always surface and be sought after.


People only complain about these builds until they experience them. Once they do, they never go back to conditional garbage. Mapping is tedious as is, why make it even more painful by having to micromanage a bunch of skills and mechanics on top trying to stay alive.

This is a positive showcase for people who want this stuff. Just showing that it's doable.
Last edited by darkdhaos#6939 on Dec 16, 2024, 11:06:54 AM
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1453R#7804 wrote:
It's honestly a little depressing that the first (and generally only) thing everyone seems to want to do with this splendid new game is make a build that functions exactly the same way everything used to back in PoE1. But I suppose it's cool that it didn't even take people a week to figure out builds that can completely nullify and trivialize the new game. Proof that Path gonna path, I suppose. Gotta figure out what that skill is and what's going on in that video snippet later, once the office day is done.

Because in any RNG Loot-based grind game, efficiency is king.
If you have a system in which you gain power by acquiring RNG gears through repeated actions. You will always want to be as efficient as much as possible by the end of the day.

Yes, that slow, methodical, "soul-like" playstyle is fun & exciting at first because we are all experiencing this game for the first time, but by the time that novelty wears off & everyone experiences it all, they're going to get tired & bored about it, & look for ways how to be efficient in grinding.
"A game IS supposed to waste your time but it's not supposed to make you FEEL like you're wasting your time:
It's supposed to make you WANT to waste your time."
I think the issue with the 1 support gem only system is that there's really not enough gems to make multiple attacks strong. You effectively have a main one and maybe some kind of secondary thing you do and that's it.

I also find it kind of funny how during the early campaign you're running like like 8 skills trying desperately to combo them together in complex ways since that's the only way to do any damage but by mid maps you can basically just spec off them all to a 1 - 3 button build and your build is 90% less complex to play lol.

It's not even a problem that you can do these 1 - 3 button builds but they're often more powerful due to the aforementioned skill gem problem.
Yeah it's actually pretty funny that the support gem limitation pushes people into making 1-button builds, because you can only really make 1 good 6-link on a build that specializes in a certain way of dealing a certain type of damage. You can't have GMP on more than 1 skill etc.(unless you're a gemling legionnaire woooow you get 2x supports insane)

So ofc these builds will pop up, the game encourages it with how support gems are designed and people want to play strong builds. Because its fun being OP in a game.
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Toforto#2372 wrote:
Yeah it's actually pretty funny that the support gem limitation pushes people into making 1-button builds, because you can only really make 1 good 6-link on a build that specializes in a certain way of dealing a certain type of damage. You can't have GMP on more than 1 skill etc.(unless you're a gemling legionnaire woooow you get 2x supports insane)

So ofc these builds will pop up, the game encourages it with how support gems are designed and people want to play strong builds. Because its fun being OP in a game.


Exactly right. Saying that it should be nerfed is absurd. By that logic, anything that lets you not die, or successfully clear maps should be nerfed.
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Nothv13#0740 wrote:

This is what these games end up ultimately moving towards as player push for faster and more efficient builds and playstyles. GGG may be able to get rid of some of them, but as more stuff is added to the game, and more leagues come, these types of builds will always surface and be sought after.


It's a well known truth in game development - video game, board game, tabletop game, all game development - that players will absolutely optimize the fun out of a game if a designer lets them. the quest for efficiency will drive players into builds they honestly hate playing just because that feels like the "correct" play, if designers don't make other options equally correct.

I don't really mind one-button builds existing, beyond a moderate sense of "aww, so soon?"-style disappointment. But contrary to the OP, even when I have experienced highly similar builds in PoE1 in the past I am always looking for ways to implement additional buttons. Do I always find them? No. But I look for them.

Just last night I was working with my new Sorceress, just picked up the first node of her Stormweaver Ascendancy (since they screwed the Chronomancer up so damn hard). I'm running a Fire & Ice build that actually uses the Weapon Specialization system (or will when I get enough points, anyways). Making active use of the following skills:

-Freezing Shards
-Ice Nova
-Frost Bomb
-Cold Snap
-Living Bomb
-Ember Fusillade
-Flame Wall
-Solar Orb
-Flammability

As well as Raging Spirits and Elemental Storm running passively/triggered.

I'm absolutely loving it. Each skill has a distinct job I'm building into with it, I absolutely cannot wait to build the character up and out more.I have absolutely no intention of eliminating buttons or cutting down on the active command count (though I also think I'm going to use my last couple of skill slots on passives/buffs rather than add more clicks). The character doesn't feel busy or clumsy or over-complicated to me at all. She feels like a lethal and versatile elementalist with a multitude of ways to slaughter her foes. She's so much fun to play, my grenadier is starting to get jealous, heh.

Most of the time I run as a frost mage, freezing everything in Creation with a mix of Freezing Shards, ice Nova, and Coldstorms before Thanos-snapping everything to death with heavily damage-invested Cold Snap...but against cold-resistant junk or when I need to burn heavy targets harder than the cold spells allow for, the character shifts effortlessly into flame mode and incinerates foes beneath a wave of Raging Spirits and heavy fire damage - nor does it really cost me anything to weave the flame spells into the normal Frost Mage gameplay, either. Character is still very new, sub-30 in Act 2, but it's showing a ton of promise and the engaging, highly active playstyle draws me in and makes me wish I wasn't stuck in the office so I could be scourging my enemies with the untamed forces of magic itself.
She/Her
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1453R#7804 wrote:
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Nothv13#0740 wrote:

This is what these games end up ultimately moving towards as player push for faster and more efficient builds and playstyles. GGG may be able to get rid of some of them, but as more stuff is added to the game, and more leagues come, these types of builds will always surface and be sought after.


It's a well known truth in game development - video game, board game, tabletop game, all game development - that players will absolutely optimize the fun out of a game if a designer lets them. the quest for efficiency will drive players into builds they honestly hate playing just because that feels like the "correct" play, if designers don't make other options equally correct.

I don't really mind one-button builds existing, beyond a moderate sense of "aww, so soon?"-style disappointment. But contrary to the OP, even when I have experienced highly similar builds in PoE1 in the past I am always looking for ways to implement additional buttons. Do I always find them? No. But I look for them.

Just last night I was working with my new Sorceress, just picked up the first node of her Stormweaver Ascendancy (since they screwed the Chronomancer up so damn hard). I'm running a Fire & Ice build that actually uses the Weapon Specialization system (or will when I get enough points, anyways). Making active use of the following skills:

-Freezing Shards
-Ice Nova
-Frost Bomb
-Cold Snap
-Living Bomb
-Ember Fusillade
-Flame Wall
-Solar Orb
-Flammability

As well as Raging Spirits and Elemental Storm running passively/triggered.

I'm absolutely loving it. Each skill has a distinct job I'm building into with it, I absolutely cannot wait to build the character up and out more.I have absolutely no intention of eliminating buttons or cutting down on the active command count (though I also think I'm going to use my last couple of skill slots on passives/buffs rather than add more clicks). The character doesn't feel busy or clumsy or over-complicated to me at all. She feels like a lethal and versatile elementalist with a multitude of ways to slaughter her foes. She's so much fun to play, my grenadier is starting to get jealous, heh.

Most of the time I run as a frost mage, freezing everything in Creation with a mix of Freezing Shards, ice Nova, and Coldstorms before Thanos-snapping everything to death with heavily damage-invested Cold Snap...but against cold-resistant junk or when I need to burn heavy targets harder than the cold spells allow for, the character shifts effortlessly into flame mode and incinerates foes beneath a wave of Raging Spirits and heavy fire damage - nor does it really cost me anything to weave the flame spells into the normal Frost Mage gameplay, either. Character is still very new, sub-30 in Act 2, but it's showing a ton of promise and the engaging, highly active playstyle draws me in and makes me wish I wasn't stuck in the office so I could be scourging my enemies with the untamed forces of magic itself.


That stuff is only good for campaign. You'll switch to 1-2 skills once you start serious mapping. Unlike PoE1, due to support gem limitation there is no real variety.
Last edited by darkdhaos#6939 on Dec 16, 2024, 11:27:35 AM
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That stuff is only good for campaign. You'll switch to 1-2 skills once you start serious mapping. Unlike PoE1, due to support gem limitation there is no real variety.


Nah. People say that about the Highlander Rule support gem system, but that's because they're in the POE1 mindset of "literally the only possible thing that matters, will ever matter, or fundamentally can matter is damage and doing more of it." They're trying to do the PoE1 thing where they cram seven MOAR modifiers on one skill, and any skill that cannot accept seven MOAR modifiers is a dogshit skill with no job.

I don't foresee a future, even in maps, where I have no need for any of the things the other skills I'm using are doing. Your one-button build has no ability whatsoever to control enemy movement, as one example. Yes, you pop basic white enemies very quickly. Not everything will die so swiftly though - and if it does, the game is undertuned and needs tightening up. I don't care about one-button builds existing; I do care about a game where players can just ignore the game and Wunderclik their way through whilst ignoring every enemy, every modifier, and every obstacle the game tries to throw at them.

And frankly, even if we end up in another situation where POE2 is as trivial and pointless as PoE1 is? I just prefer builds with multiple axes of engagement. Always have. There's a reason nobody makes an actual action game where you just click the same "attack" button every single time in every single situation against every single enemy. Even Survivor-style games with no active skill use at all have more engaging characters than that.
She/Her

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