Attack speed / cast speed and muti button builds

so a problem i am running into is Attack speed / cast speed and muti button builds, John said we want more than one button builds, however, when i am using builds over about 3 buttons the action time of rotating between any sequence of moves becomes difficult, taxing or impossible to do, although there are so builds i am fiddling with that might be decent with 4+ buttons,

Fix = make some move instant, no motion, no nada required. for example {possibly} voltaic mark. the player still has to press the key, for some moves this is time consumption enough.

there are many support that do not work with minions, but almost no supports that do not work with other skills, what gives, who is Minion PD? john!!!!!

base presence is too small. i think it need about 2x size base

early game minions with the 100 (200 total) spirit chest, feels around how it should feel.

with multi button builds the game feels about 1000x times than 1 button full screen clear instantly all die blink mode. obliterate them, entirely you say "Team, next patch if i see 1 single one button build, we are going to have a problem"

stat reqs for multi button builds are rough, as i have said previously. but.. you haven't fixed it yet... wth?

for end game your going to need another objective ontop of the race to 100, add first kill mods to many tough bosses and give them a spot of ladder (this is a big one that will attract a lot of players. This should be done by next update)

currently this imposes a problem with "Late game builds" because they are very slow, therefore on account of the race to 100 being the only goal, these slower builds are 100% pointless, it is a large flaw in the game overall currently.

you guys are in such a good situation currently to take over the gaming industry i can't tell you, blizzard has no ladder system currently L O L.

a very large issue, is the fluctuating spirit meter where without any change to total spirit.. it is blinking around. This say we as a company don't really care about releasing buggy material, this is a 100% absolute no, never, do and is opposite to Chris Wilson's GGG and good business throughout the entire world, to quote one of my mentors Warren Buffet, "Lose money for the firm and I will be understanding. Lose a shred of reputation for the firm, and I will be ruthless" it plays into overall company image, a sincerely important thing.

to fix sekhamas {temporarily} remove honor, add a new difficult boss at the end, boss 1 needs to be replaced (rattlecage feels like your giving me points, just give a book of ascend pts if that's the difficulty of ascending, it should feel like ascending i.e. a hard fight), boss 2 is ok, boss 3 updated, and boss 4 replaced.

Crystalline phylactery - is a very cool idea but 2 jewels is just not cool enough to be GGG.

ONE area of effect tree on the passive tree!?!?!? obviously i want two.

skill gem limit on multi-button builds is just too real.

summoners invocation should also function as an alternate way to generate SRS.

curse mana cost is way to high, some lead dev doesn't like em. This taps into a much larger problem with the game as a whole, "non-viable moves" in short no skill gem should be non-viable, if it's not viable for the purpuse of them game, don't make it or disable it for the league, DO NOT waste your players time testing moves you, and everyone else knows do not work.

adding minion melee splash to lich in the form of rupture the soul, just won't work it will just make lich mandatory for viable minion builds - rework.

once again all not adding minion melee splash is going to do in the game ism reduce the overall number of viable spectres and minion builds, funneling them into a few certain ones. This is incorrect.

rupture the soul should probably be a 4 pointer, as blasphemy is not available in act 2.

having 40-80% ES from 2 and 4 pts on lich is just too good.

i had a dream, an ascendancy had "on kill effects can be triggered and accumulated by both you and your minions" .... interestingly enough last time i had a dream like that i put 2k into an investment and it returned 300 times my investment no joke. "no prophet is honored in his own country"

Tear is obliviously op - remove it.

do not intentionally use you player base to "play test the game, that's your job"

temporal chains in general, the "i slow it down to a crawl" gameplay idea is just not fun.

a current flaw in minions builds is having only 1 copy of persistance, but i need two, 1 for srs and one for unearth. it is ok as a meme to say "no minion builds" but as game devs, we can do much better.


Last edited by Worlds7778#2034 on May 6, 2025, 4:27:46 AM
Last bumped on May 6, 2025, 3:33:13 AM
Keep in mind that endgame is so different...

1. Your stats disincentifies you to do multiple skills
You will min-max. Picking usually 2 offensive stats and eventually out of the hundreds gems, you funnel down to a few gems only that will scale with it.
When it comes to alternative skills usually it comes with a second skill where the support gem helps.
Ie: if you have armour brake build you have a "consumes fully broken armour" support gem
Other amazing skill gem will be useless unless you minmax that direction.
Ive seen brutally one-tap screen magma shield herald fire combo. But when I am running with armor brake crit for example, that two skill will heal the enemies, they're so weak.
I think when you start to pick your main damage source endgame you end up at least a 10 magnitude difference against a skill that doesn't have anything.

2. Animation speed is against using multiple skills:
We could categorize the following skills:
a) Permanent
b) dots
c) conditional
a) filler

To maximize damage output you want to have dots up and refresh them if you have any.
Conditionals needs something to be effective.
Ie: prime to attack, enemy must have debuff on them.
Fillers are... technically whatever you keep pressing.

As you approach the endgame more you will be more sure that one skill will be superior (due to damage scaling) For maximum damage output you only have time for 2 skill builds. You want to set condition and nuke.
Or just walk while you attack.
It will contradict because even if you find a situational build, you either drop it or change your character to make that skill your main attack.
ie: you can use shield charge every 3 second. But when you use cooldown reduction and even the gem upgrade CD it can reach the point where Shield charge just becomes your "autoattack"

Shield wall?
You mean conditional claymore mine? Its not a defensive skill. You MUJST go out of your way to make sure it does not explode (any slam ability will make the wall explode for extra damage). Upgrading it lets you put more walls down. Absolutely pointless to do that because the most effective way to use it to put down totem, earthquake maybe? (dots) and just "autoattack" with shield wall



3) enemy speeds, damage output
Im sure you already seen how many topic is about "endgame meaningful combat" is
Nuke the screen or click on the respawn screen.
Enemy damage escalates so out
and early game slow, but telegraphed attacks are stacked up so much at the same time you simply not allowed to do combos.
When 3 volatile plants, 2 fire keg approach you, while meteors, lightning strikes, nuke arrows, rune carpetbombs with swarms of enemies that prepare their red slam abilities and cehew your face off AT THE SAME TIME
you cant afford to even stand still.

Separated each attack in early game is good. You know you need to trigger the homing orbs and sidestep.
Dodgreoll out of the zone bombs in time
etc...
But when 20 telegraphed oneshotting ability comes you at once your only option left is to deal with them at once (at the current character design)
Theres even a support gem what I call the suicide gem. It increases your damage if you stand still. If I recall you cant even use the ability unless you stand for 3 seconds, and gives like 45% dmg increase.
Good luck to stand in that bullethell run the gauntlet combo.

And back to point 2) the dots, if you focus on them, they're mostly so short duration your "autoattacks" will be about refreshing them.
You apply dot, dodge danger, keep stack up.

Even if you want to you just cant afford to have 2 main damage source at this point.
It seems the 2 click button damage combos usually comes with some CC benefits:
1 skill slows enemies (ice or slow) the main damage source gives extra damage against frozen.



Solution:
Give situational, conditional defensive abilities.
https://www.pathofexile.com/forum/view-thread/3769197
I try to bump this thread. Imho crowd control and defensive skills with a good tradeoff would be the option.

Devs says they want "soulslike meaningful combat" but that's impossible. That game is about handcrafted fields and enemy packs are handpicked to make a good, slow, telegraphed challenge where every attack is punishing, but with skills avoidable.

PoE2 endgame is more of a vampire survivor. (or that game is a budget poe1)

I think the genre endgame should be closer to the Dynasty warrior combat where crowd control and situational reaction is needed.

I would give the classes more defensive-situational gems with a long cooldown.
Like spell reflect: imagine you could just bash the volatile plants back?
Crowd control abilities.

A swarmlike endgame meaningful combat could be about identifying threat order. Using CC on enemies and execute them.
Ie: raise a wall to block vision and force enemies to walk around
throw a smokescreen on ranged enemies
cast a slow/immobilizing trap on speedsters
while you separate source of dangers you hunt down the problem.

But current PoE2 is about identifying the "main danger".
"tanky" builds about you build so much resistance you can identify who will oneshot you and just focus on a single enemy while the others are there for decoration technically.

I learned who and how much can I "facetank" now.
Passive statcheck make the game progression in 3 stages now:
I) I can literally ignore enemies. I can afk because they cant hurt me
II) oh no... my health is going down, time to chug a flask
III) WTF happened?! How did my health disappear?!

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