[Suggestion] Support gem potency, early/mid game trial items availability, mod tier availability

-Act 1 and 2 currently feels most like what poe2 is going for in terms of encounter design and pacing. Starting from act 3 player-side power creep starts to grow exponentially. I think part of it is because support gem potency, which is limited in act 1/2 with only lvl1 being available and 3L being the standard. As support gems no longer have levels they come in at max potency (disregarding quality), and their values have mostly remained similar to their poe1 counterpart despite additional ways to amplify damage through poe2's emphasis on skill interactivity. This results in high damage output (screen wide clear and one shotting bosses) that goes against the design goal for poe2 to be more methodical.

The manual skill interactivity is very enjoyable (and a notable difference from poe1) so I think lower potency of support gems is the more preferable way to reduce some of the power creep that persists into end game.

-Better trial items availability during campaign/lower levels could help bridge into the longer versions late game. Sanctum is heavily influenced by relics so more attempts to gather up a good selection would help especially. While first instance of trial can be used infinite number of times, many likely will not use the items that way, so for ultimatum higher frequency would allow for familiarity with debuffs and what's more suitable for their build.

-A good weapon is able to break the balanced experience that the campaign is going for. It's not completely avoidable but currently low ilvl items are able to roll pretty high tier mods, and it doesn't feel uncommon either. It might be beneficial to reassess mod tier availability relative to ilvl further to have more consistent player power growth, similar to what limiting support gem level and jeweler orb availability were able to achieve.

Thank you.
Last bumped on Dec 22, 2024, 6:24:41 PM

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