Feedback on Support Gem Level Restrictions and Unique Item Design in Path of Exile 2
Dear Grinding Gear Games Team,
I’m a huge fan of Path of Exile 2 and deeply appreciate its complex and rewarding customization systems. I have some questions and suggestions regarding the Support Gem system, early-game unique items, and the potential for late-game unique items to define new build-defining (BD) playstyles, particularly in relation to skill modifiers like single-target to AoE or projectile behavior changes. Support Gem Level Restrictions and Early-Game Unique Items Currently, Support Gems (e.g., Greater Multiple Projectiles or Chain) have no character level restrictions, allowing low-level characters (e.g., level 10) to use level 3 Support Gems for significant skill modifications, such as turning single-target skills into AoE or altering projectile patterns. While this flexibility enhances early-game experimentation, it may reduce the appeal of early-game unique items that offer similar skill-altering effects, as low-level Support Gems can already achieve comparable results. I suggest introducing level restrictions for Support Gems (e.g., level 24 for level 2 gems, level 42 for level 3 gems) and designing early-game unique items (e.g., dropping at level 24) with built-in high-level Support Gem effects (like a level 3 GMP effect, +3 projectiles with reduced damage penalty). This could make unique items more attractive by offering powerful skill modifiers earlier than the corresponding Support Gems, encouraging build diversity and item hunting. For example, a level 24 unique bow with a built-in level 3 GMP effect would feel highly rewarding compared to a level 2 GMP gem. Could you share your thoughts on this idea? Are you currently testing or considering changes to Support Gem level restrictions or early-game unique item designs to balance their appeal? Late-Game Unique Items and Build-Defining Playstyles For late-game unique items, would it be possible to introduce skill modifiers or numerical changes that are distinct from existing level 3 Support Gem effects to define entirely new BD playstyles? For instance, a late-game unique item could offer a unique skill modifier (e.g., transforming a single-target skill into a spiral projectile pattern or a chaining AoE explosion not replicable by Chain or GMP) or enhanced numerical effects (e.g., a +5 projectile modifier with no damage penalty). Such designs could make late-game uniques more attractive by enabling novel builds that can’t be achieved with Support Gems alone, further incentivizing players to chase these items. Are you exploring or testing such unique modifiers for late-game items to create distinct playstyles? If so, what’s your approach to balancing these with existing Support Gem effects? Support Gem Level Differentiation Could you clarify how Support Gem levels (e.g., level 1 vs. level 3) are distinguished? Is it primarily through effect strength (e.g., more projectiles, larger AoE, reduced damage penalties) or do higher levels introduce new skill modifier types? Understanding this would help players better plan their builds around gem and item synergies. Thank you for your incredible work on Path of Exile 2! I’m excited to hear your thoughts on these ideas and whether you’re testing related changes in the early access phase. Best regards, Big Fan of your Game Last bumped on May 26, 2025, 5:10:09 AM
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