Urgent changes to changes for 0.2

1° Mana cost for attack skills:
- All attack skill haves a insane mana cost.

2° Leech rework:
Leech is a deadh mechanic because is just for physical attack, i understand this change for attack but for physical being that all skills have most parcel damage is elemental is sucks, and the Leech points
does not solve the problem.

3° Buff in most part off skills:
Be honest all class of skills haves 2~3 skills useful the rest is there to make volume or a meme build for 1 hundred divines to makes "works"

4° Witchhunter:
GGG introduce witchhunter for a crossbow class, but the ascendary it has a terrible synergy with crossbow, the impression given is that a witchunter was made for a melee weapon and GGG needed to test crossbow and threw it there.

5° Crossbows NEEDS BUFF:
Different from the others attack weapons Crossbow is just horrible because his have one "intrinsic CDR"...you need create one build based on attack speed and idle cooldown time (reload speed) join this a horrible damage skills and u haves one of the worst if not the worst weapon and skill set for the game. With u don't use Hand of Wisdon it becomes even worse.

6° Defense:
in poe 2 u haves only 2 safes defensive paths... Evasion or Energy shield.
GGG removes life nods from the tree but left the energy shield ones thus making it unattractive to play with your life as you easily get 10K+ Energy shield.
Armour is just sucks for scale and the decay formula makes inviable build based on this defensive path.

7° Builds
I didn’t want to bring up this point to avoid unnecessary rage, but there are certain factors that have caused build creation in the game to follow a single direction—some due to development oversights and others, I believe, due to rushed development.
For example, the Hands of Wisdom gloves in PoE 1 are classified as a weapon. GGG had the "brilliant" idea of turning this item into a "glove" in PoE 2. The result? It makes the vast majority of attack-based builds, even those that don’t stack attributes, rely on it. You’d only avoid using it if you’re being stubborn or your build absolutely requires a specific glove (e.g., if your character has 100 Intelligence and 100 Dexterity, that's enough for these gloves to outperform most others in the game. After all, they grant 12% attack speed and 10-100 Lightning Damage).
The Eldritch Battery keystone has a description that says: "CONVERTS ALL ENERGY SHIELD." When you equip and unequip it, you realize it’s talking about FLAT values, not percentages—this in itself isn’t the problem. After all, you’re sacrificing a defensive mechanic for a different playstyle. However, the amulet The Everlasting Gaze completely ignores the description of Eldritch Battery and allows characters to gain absurd amounts of Energy Shield. This leads to ridiculous builds with 10k Mana, 10k ES combined with Mind Over Matter (essentially making them immortal).
Another example is the Archmage Spirit gem. The existence of this gem, along with its drawback, is so poorly balanced that it makes all spell-based builds in the game simply say, “Screw it, I’ll use it.” After all, with just 1000 Mana, you gain about 100% EXTRA damage. The main issue here is that the only reason to use Archmage is that the majority of spells in the game have mediocre damage and are horrible to play with (with a few exceptions like Spark and Conduit).

8 Trigger's
GGG is struggling with meta gems, and I’m not sure if they’re tweaking their functionality because the game is having trouble keeping the servers stable (causing crashes). But if they’re trying to balance abilities, they’re heading in the wrong direction. Let’s look at a simple example: "THE PROBLEM WITH TRIGGERS IS COMET."
It’s impressive how the VAST MAJORITY of trigger builds rely on the Comet ability. And do you know why? The ability’s damage is grotesque, and you don’t need much to hit numbers like 100–150K tooltip damage. And we all know that the tooltip is terrible and always underestimates the real damage of abilities.
“Oh, but Conduit...” It has the exact same problem as Comet.
“Oh, but Spark...” It also has the exact same problem as Comet.
These abilities scale absurdly well with little effort.
So I don’t believe they should nerf the number of triggers or the amount of energy gain. Instead, they need to BALANCE the abilities to create more build variety, avoiding a scenario where everyone gravitates toward Comet or Spark trigger builds.
Last edited by Jeff_Sixsmith#3573 on Jan 31, 2025, 3:30:46 PM
Last bumped on Jan 31, 2025, 2:46:29 AM
I super agree with points 1 ,2, 3 and 6 .

This points need to be fixed and changed in the game and leech should be more useful for elements too not only physical . Perhaps if they fix the leech it can open a chance for other builds to get better.
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SaKRaaN#0012 wrote:
I super agree with points 1 ,2, 3 and 6 .

This points need to be fixed and changed in the game and leech should be more useful for elements too not only physical . Perhaps if they fix the leech it can open a chance for other builds to get better.


Agreed. Especially on the 1st and 2nd point. I'm afraid they'll just add a unique item that enables ele/other damage type leech, further limiting build choices in that regard tbh.

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