Trial of the Sekhemas Design Contradicts other decisions
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The honour system in Trial of Sekhemas contradicts other decisions, and makes entire builds and playstyles obsolete.
1. Recovery as defense. Recovery as defense has been a major tool in the way players survive in POE for a very long time. Builds with an incredible amount of recovery like RF Jug, or the classic overleech of slayer, are dependent on those tools as layers of their defense. With an honour mechanic, taking hits only to recover them very quickly is no longer a valid option, making any build that utilizes them at a disadvantage. This is compounded by the fact that many of these builds are melee builds, and are already more likely to be hit. 2. On hit effect and thorns type builds. While these types of builds are much less common, there has been a clear decision to put multiple passive wheel clusters of physical damage to attackers on the passive tree. If there was no intention for players to use them, them why would the stat itself be so much more common on both gear and the passive tree in POE2 than it was in POE? The honour system completely contradicts the idea of letting yourself get hit. For all intents and purposes these types of builds would never be able to ascend. 3. Penalty for melee. Needless to say Melee players are hurt the most by this mechanic. The entire idea of taking a hit to dish one out quickly becomes obsolete once you realize how much honour damage is taken (even with high resist). This is once again compounded by the fact that many melee skills have had start up time added to them in this game. Bosses and rare mobs also have many abilities which force you to move away from them, stopping DPS entirely, and then forcing them to navigate their way back in without getting hit. The main reason this post is being written is because of the announcement that the honour damage would be reduced by 35% against targets that are in close proximity to the monsters. This does not address the above playstyles at all, and does not change the fact that you are forced to do a run in which you are hit very little for you to succeed. I would love for the community to add more examples of builds they have played, that they feel are being contradicted by the design of the honour system in Trial of the Sekhemas. Other than this one extemely important aspect, I am overall very happy with the difficulty of this game. Thank you. Last bumped on Dec 16, 2024, 5:56:21 PM
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