Finding A Solution Regarding The Support Gem Limit

There are atleast six different ongoing threads that's addressing the concerns of players regarding the support gem limit.

https://www.pathofexile.com/forum/view-thread/3651440

https://www.pathofexile.com/forum/view-thread/3630981/

https://www.pathofexile.com/forum/view-thread/3595302/

https://www.pathofexile.com/forum/view-thread/3611864/

https://www.pathofexile.com/forum/view-thread/3648084/

https://www.pathofexile.com/forum/view-thread/3632552


My question is: Could there be a solution to this that would result in win-win-situation for all players, a "meet-in-the-middle" mechanic?

They way I see it GGG could implement a formula somewhat like this:

Equipping a previously used support gem could disable two gem slots on four of the other remaining links.

Equipping a previously used support gem two times could disable 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 disable 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. Using a support gem only once would have no impact.


What possible solutions do you guys see? Only constructive suggestions please!

Last bumped on Dec 21, 2024, 7:59:40 AM
I had to quote Bohnensuppe from one of these threads.

"
How about removing the limit, but introducing a mechanic that limits the effectiveness of support gems to 90% if two of the same are used, or to 80% if 3 of the same are used, etc.


This is in my opinion a great idea.
I rather keep the limit than do some convoluted "compromise".
"
Sickness#1007 wrote:
I rather keep the limit than do some convoluted "compromise".

This is about finding a solution to please all players. Do you have a suggestion?
I understand why its there and it makes me lean more towards it than everything just being unlimited.

The choice of putting together a proper combo and limiting yourself to one piece ... is a puzzle really. You have to think about your choice of slotting brutality here or, armour break there etc...

What skill works best with this support and what doesnt...

I think im probably 60/40 on the matter in favor of the system.


Might be other reasons its there that I am missing as well.


Listing out a number of threads isnt really indicative of anything either. I can link probably 10 "remove the maven memory game" posts. So what?
Last edited by Poe2WarriorMan#6401 on Dec 21, 2024, 1:54:02 AM
I think the best solution is to just introduce more support gems so there's enough variety to fill 2-3 skills worth of damage.

PoE1 was full of situational support gems. Melee physical damage, melee physical damage on full life, and Energy Shield Leech for example all filled the melee role of multiplying base damage. One normal or ailment builds would use, one CI builds would use, and the final Tricksters would use (because they kept leeching at full life and got both damage boosts).

For example, a support gem called Retaliation: Red gem that causes your next attack after being hit to have 30%+ More Attack Speed. Warriors, who get hit a lot, could slide it into their primary skill and free up Combat Momentum for Leap Slam or a secondary skill (Sunder for me as a ranged option).

We'll probably see a bit of this as other classes get released. I'd be surprised if Shadow doesn't come with an Elusive support for example.
The limit is a good thing, and it's easy to understand.
There will be more support gems, there will be balance of the ones there are now. But I will quote @Cmagik#1657 who summarised it very well, why the limit is good for the game.

"
Cmagik#1657 wrote:

The logic is that they struggled to come up with different support gems because when anything can be socketed any amount of time, you end up like in PoE1 where 90% of skills use the same 10 support because that's the best thing to do. You got 100 support but only 10 are used 90% of the time, the remaining 10% are just for the little variation in skill innerworking.

For instance,
"Increased fire damage". why wouldn't you put this on all your fire spell?

If all fire skill end up with "Increased fire damage" as support, you might as well remove it and make it baseline. Repeat that for most damaging support (which were always the 3-4 first socket used in PoE1 for almost every single skill) and you end up with much less supports.

Then the same problem arises with utility support. If you don't need to invest that 3-4 socket into damaging support, then you can use utility. And again, most frost skill will use the same support, most fire too etc etc.

You end up where realistically you should include everything and only allow for 1-2 support with "weird unique effect". But that's not what they want.

So, in an interview, they explain that someone came up with this idea. "If the issue is that we socket the same things everywhere, why not add a limit of 1 support per build".

Then out of the sudden, +30% fire damage makes sens because it can only be used on a single skill. Same for some support.

Things like
+40% AoE
or
+50% AoE but induce a CD

also make sens because without the limitation, most of the time +40% AoE is better. But if there's a limitation then you can have "less good" support or more situational support.

The decision was made as to avoid PoE1 situation where your true "support choice" are 1 gem at best per 6L. You got no choice, you just pick whatever grants the most dmg.
I honestly don't like this skill gem system at all.

I feel like it's trying too hard to keep the 'link' system from the last game.

It no longer needs to be items that you equip.

And I get the idea that they want you to try to use more skills, but at the same time. Using anything more than 4 abilities in PoE doesn't feel good. Too many buttons. I had NO problem using more in PoE 1. Since the game was click to move for me. But click to move feels awful in poe 2, and you pretty much have to use WASD. Which means that you're unable to both move, and use half your attack buttons easily.

I've got to be honest. I want to play a ARPG. Not a button spam simulator. We replace spamming Flasks and 2 abilities on most builds. To spamming 6 buttons just to do mediocre damage.

Half the fun of PoE 1 was how absurd you could make a few of your skills. Not really feeling it here.






I would have no problem with the way they're doing skills if they did actually combo or build off eachother more. Variety is fun. Forced variety for the sake of it, is unfun.

Last edited by Akedomo#3573 on Dec 21, 2024, 2:27:43 AM
"
Akedomo#3573 wrote:

Half the fun of PoE 1 was how absurd you could make a few of your skills.


This.

Having the freedom to make any gem combinations without restrictions.

Some people has also suggested different tiers of support gems (in PoE 2) which could allow the re-use but at an effectiviness cost. In my opinion any solution at this point would make PoE 2 a better game in this regard (I'm one of several players who stopped playing PoE 2 due to this limitation).
"
"
Akedomo#3573 wrote:

Half the fun of PoE 1 was how absurd you could make a few of your skills.


This.

Having the freedom to make any gem combinations without restrictions.

Some people has also suggested different tiers of support gems (in PoE 2) which could allow the re-use but at an effectiviness cost. In my opinion any solution at this point would make PoE 2 a better game in this regard (I'm one of several players who stopped playing PoE 2 due to this limitation).

The skill system is far less restrictive in PoE 2.

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