Everything is so locked down, I can't make my own build

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Krogbarg#7566 wrote:
i know this will not help you with your situation but you throwing clouds at a wall.

ther current build diversity is gated behind the fact that not even half of the skills are in the game right now. ofc this leads to incomplete, clunky and in some cases bad builds.

but to compare your skill to do a complete t16 viable (so in terms of poe2 a t1 able, because t16 in poe1 is nothing hard tbh) char for poe1, with the abillity to do the same thing here with only half content half skills half mobs half uniques, half everything.. is just EXTREME self-overestimation :D


i dont know why people think "okay doing some builds with maces, bows or staffs right now doesnt work that good, but surely it will work if axes and swords are in the game"
yes, there are weapons and skills missing, but the problem is on supports side, not skill side.


but you know also support gems are only half of what are there in the end atm?
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Krogbarg#7566 wrote:
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Krogbarg#7566 wrote:
i know this will not help you with your situation but you throwing clouds at a wall.

ther current build diversity is gated behind the fact that not even half of the skills are in the game right now. ofc this leads to incomplete, clunky and in some cases bad builds.

but to compare your skill to do a complete t16 viable (so in terms of poe2 a t1 able, because t16 in poe1 is nothing hard tbh) char for poe1, with the abillity to do the same thing here with only half content half skills half mobs half uniques, half everything.. is just EXTREME self-overestimation :D


i dont know why people think "okay doing some builds with maces, bows or staffs right now doesnt work that good, but surely it will work if axes and swords are in the game"
yes, there are weapons and skills missing, but the problem is on supports side, not skill side.


but you know also support gems are only half of what are there in the end atm?


there are a few missing, but not the majority. and they will help nothing if the existing ones doesnt work.
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there are a few missing, but not the majority. and they will help nothing if the existing ones doesnt work.


there are 9 free slots atm with missing supports but pls don't tell me you think thats all we get until full release? if so, i guess your expectations are just other than mine
I wouldn't call T16s = T1s in PoE2... my random shitty build on my very first char does T15s in PoE2 just fine. There is almost NO scaling in PoE2 across the maps so if you can clear T5s you can clear T15s, the HP is basically the same.

It's just that my main rn plays like shit and isn't fun and doesn't clear at a reasonable rate to play long term, but more importantly it was my 3rd change of plans for my character when it all the other combos I was trying out weren't working.

I've been trying a half dozen other builds and having to abandon them half way through the campaign when it turns out the interactions don't work (either bugged, or just intentionally restricted).
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Krogbarg#7566 wrote:
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Krogbarg#7566 wrote:
i know this will not help you with your situation but you throwing clouds at a wall.

ther current build diversity is gated behind the fact that not even half of the skills are in the game right now. ofc this leads to incomplete, clunky and in some cases bad builds.

but to compare your skill to do a complete t16 viable (so in terms of poe2 a t1 able, because t16 in poe1 is nothing hard tbh) char for poe1, with the abillity to do the same thing here with only half content half skills half mobs half uniques, half everything.. is just EXTREME self-overestimation :D


i dont know why people think "okay doing some builds with maces, bows or staffs right now doesnt work that good, but surely it will work if axes and swords are in the game"
yes, there are weapons and skills missing, but the problem is on supports side, not skill side.


but you know also support gems are only half of what are there in the end atm?


there are a few missing, but not the majority. and they will help nothing if the existing ones doesnt work.

i rly dont expect that we are getting more than that. its not even about we should having many more, its about the interaction of the existing ones. in poe1 you could pick some and put them together and they kinda worked. not saying they outcome was always great, often it wasnt, but you could do that. you have the freedom to experiment and put together good or bad interactions.
in poe2 many interactions are just not allowed, good ones same as bad ones.
for example the blue +1 phys skills support. i cannot use them with sunder, rolling slam, earthquake, leap slam or hammer as a warrior. i just cant do it. i dont know why but its restricted. that on top of the fact you only can use a support a single time makes it really really bad overall.
Options being restricted is inevitable because of classes and item types missing. Best example Warrior who already has Flail and Axe nodes in his tree but neither weapons are in the game yet. So you're stuck playing a cookie cutter build simply because 3 of the Warrior parallel classes are not in the game yet.
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Krogbarg#7566 wrote:
i know this will not help you with your situation but you throwing clouds at a wall.

ther current build diversity is gated behind the fact that not even half of the skills are in the game right now. ofc this leads to incomplete, clunky and in some cases bad builds.

but to compare your skill to do a complete t16 viable (so in terms of poe2 a t1 able, because t16 in poe1 is nothing hard tbh) char for poe1, with the abillity to do the same thing here with only half content half skills half mobs half uniques, half everything.. is just EXTREME self-overestimation :D


i dont know why people think "okay doing some builds with maces, bows or staffs right now doesnt work that good, but surely it will work if axes and swords are in the game"
yes, there are weapons and skills missing, but the problem is on supports side, not skill side.


It's a little of both. Moreso on the missing supports side, but many of the current skills and spells are just plain clunky or awkward to use. See: most mace slams, half the quarterstaff toolkit.
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Essem#3340 wrote:
There are not enough puzzle pieces currently.
Weapon skills are designed to be similar to "Diablo" classes.

In PoE 1 you take a skill and you can play it a dozens different ways, scale it a dozens different ways. This is not possible in PoE2.

Lets take Maces as an example. In PoE 1 you would identify your build as an Earthquake build. In PoE 2 you need to incorporate multiple different skills into a build and suddenly you have half of the available mace skills into a singular build. So it turns into a class system similar to Diablo.

I imagine the weapon swap system was meant to add more choices or variety in builds to differentiate the builds from eachother but i have my doubts that it will turn out this way.
I can guarantee that Axe and Sword builds will use Giants blood like any melee will have to do and have dual 2h maces in their weapon swap for hammer of the gods, every single build will do this.


My heart sank when I saw Giant's Blood on the tree. Every time game devs let us onehand 2h weapons, it becomes the best option. Every single time. It happened in WoW with Titan's Grip, it happened in Diablo 3 with Crusader, it will happen here too. It's either that, or the cases you'd still use a 1h are outliers at best that use a specific unique for a novel interaction.

Also, yeah, I am simultaneously a fan of and against so many skills being locked behind weapon classes. It makes sense for javelin throws and bow shots, of course. But every slam skill being locked to mace-only? Bladestorm being spear-only? At least let daggers and swords use Flicker Strike. I imagine there'll be some uproar when Cyclone ends up being axe-only or sword-only too.
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Gwonam#5505 wrote:


Also, yeah, I am simultaneously a fan of and against so many skills being locked behind weapon classes. It makes sense for javelin throws and bow shots, of course. But every slam skill being locked to mace-only? Bladestorm being spear-only? At least let daggers and swords use Flicker Strike. I imagine there'll be some uproar when Cyclone ends up being axe-only or sword-only too.


We'll have to see, in PoE 1 melee skills were usually restricted to 1-2 weapon choices, rarely more than that. Some Slams were Axe or Mace, some just Mace or Staff. I would honestly be surprised if current slam skills were just mace only and Flails or Axes didn't count. Flails especially are just fancier maces.
100% agree with OP. Build variety is currently very lacking and not just because of the missing classes/skills/supports. Everything does feel locked down, interactions don't seem to work as you would think, and it feels like you're being funneled towards specific builds. I'm hoping this will open up in time.

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