Systems and designs in contradiction with each other and/or simply obsolete
" I like the whole post, but these in particular I definitely agree with. With gem design & build diversity: I think skill gems need to usable across more weapon types. Not necessarily with all skills; the ones which are aesthetically or mechanically thematic should stay locked into a particular weapon type. But they should perhaps be the exception, not the rule. Currently, there is a strong sense of being locked into a "skill set" when using a weapon, or a particular skill which only synergizes with a limited number of other skills. This can make build crafting feel constricted. "Emergent" build possibilities, especially with the freedom to use multiple weapon passive trees, would create so many possibilities. I understand this would be an enormous undertaking, but I think it would be worth it. Depth of interactions, does so much more to make builds feel alive, the route of quantity, where the landscape is as wide as an ocean but deep as a puddle. Last edited by WhisperSlade#0532 on Nov 30, 2025, 10:21:08 PM
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Regarding build diversity, I always found the seperation of "attack" and "spell" damage severely limiting diversity, for example Leech on physical attack damage and not just all damage. The gems themselves could be tweaked for balance between damage types.
I made a post about sprint becoming a core combat mechanic without a death stun (or have the option to turn it off if it remains the same) |
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" After you said that I am 100% sure you're not experienced with Poe2 enough to understand some principles yet. |
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I'd add leech and other infinite sustain methods to the list.
When player have infinite sustain, only risk devs can implement is an one-shot. Leech should be melee only. Nerfed heavily anyways. Recoup needs a cap below 100%. Etc. |
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