Why did you break alt-weapon set auras?
" >Read the gem | |
Was thinking of purity. Always confuse those 2.
Anyways, as of right now. It's the decision the devs made for now, so you can explain your point of view in a less ranting and raving way, or switch out 1 gem to allow Clarity to be used again. We can continue this discussion and maybe a dev will respond as well. |
![]() |
The problem with auras before was that for many builds, they simply had no cost. Reserving mana was not a cost. You could sit at your 600 max mana and never drop below 500 anyways, or you could reserve 400 of that mana, and still never drop below 100. The only time that mana reserves become a true cost is when you are hitting 0 mana because of reserves. Auras took up sockets you didn't need, skill slots you didn't have, and mana you never spent, to provide a fairly strong bonus to your character. This was never intended by GGG, but because this is a closed beta they allowed it to stay in the game for testing and feedback, and are now making that decision that letting players have such a strong effect essentially for free is detrimental to the game.
Would it have been easier for the players to adjust if they had initially classified as a bug/exploit and fixed it right away, rather than leaving it in the game as a temporary/test feature? Probably. But they didn't. Players who are picking up the game won't be complaining about not being able to use auras on offsets, and know why? Because they'll have planned their builds around the current system, around incorporating 2-3 of their skill slots and some sockets for the auras they consider best. So your build got changed, know what the next step is? Adjusting. Take a look at your auras, at your active skills, and at your sockets and now actually apply a value to each and choose which ones to use based on that value. It's no longer a case of put all your active skills on your mainset and then load as many auras on your offset as your mana can handle. As for complaining about 8 action bar slots not being enough, GW1 had 8 action slots, and I never saw any complaining about that, despite the game having many hundreds of skills. Know why that is? Because people built around having 8 skills at a time. Refusing to adjust due to changes is like being that SF2 player who sees other people using combos and instantly complains that those players are now better than him because of using a bugged feature. Don't be that SF2 player, be this PoE player who can go with the changes and still make the best of them. p.s. the "you" in this case refers to no specific person, it is just a general "to the person reading this" |
![]() |
I'll only say that this way the unique class not being in disadvantage is the ground spammer blood magic marauder, he only needs CS, HS, phase, enduring, grace and anger
maybe he still have some slots free this way only OP build can still be viable, all the other now "lack" in something... when you bring up auras, did you think about how many sockets would it have needed? You need to take in mind that almost every class has; 1 1 vs 1 skill 1 AoE skill 2 debuff/CC/buff skill 2-3 Misc/Utility skills on the 1 vs 1 or the aoe(dependent from what you need the most) you want the 6l, on the other too if you are 2h, in not at least a 4l, you want your CC skill too being locket with somthing like incrase duration, elemental proliferationetc. and it's another 4l the misc might use a 4l too if you link with something useful, and the auras too will need a 4l with reduced mana cost. 1 6l+1 6l+1 4l+1 4l+1 gl = all perfectly socketet when you have maximum socket equip. And if a build requires more skill, maybe because it's tricky, like a alchemist, with traps, curses, etc.. and he needs alot of sockets and links? He cannot use auras then?:\ GGG you need to think it throught, or some classes wont be able to have a fun/smooth/decent playstyle till endgame with full socket/link gear(and some not even until that). |
![]() |
" PoE is all about choice. From the skill tree to the items and the skills, you can't have everything. Why should someone have all skills they want at the same time? Should I complain that the nodes I want for my build are far away, and that they should give 2 skill points per level so that I can make my perfect min-maxed build? Or that we should have more than 2 ring slots, since I want to use all unique rings I have? PoE doesnt work that way, never worked, never will. |
![]() |
I still run 5 auras and 3 skills just fine.
|
![]() |
" Wtf? I have 16 mana if i try to use Discipline and Clarity. With 16 mana all of my key binds dim because at lvl 65 and lvl 17+ gems that's not enough by a *long* shot. Even removing the support gems from my offense skills... -DH |
![]() |
3 auras 6 skills. All run fine.
Although I do burn about 250 mana/sec with main attack which is starting to become a problem. |
![]() |
" ^this. just imagine you never have been in cb/ob and joined after release (im in here for almost a year now... guess how many changes, wipes, nerfs, buffs etc. ive encountered) Like Kille, to cite myself from this thread: http://www.pathofexile.com/forum/view-thread/51424/page/2/#p654208: --------------- "Its not a bug, its a feature!"? :D it _was_ a bug before weaponswap was implemented (cast an aura, remove gem, aura remains, insert next gem, cast aura, remove gem... kinda anoying and you would have to keep the gems in your inventory), but became an exploit (some name it "feature"...) with the weaponswap (no other skill can be used in that way). i used it on my fire-totem-summon-templar, too. discipline, clarity and purity, last two linked with reduced mana, on my offhand-weapons. (the rest was: 5L-firestorm-totem, fireball +3 supports, shockwavetotem +3 supports, spectres +3 supports, zombies +2 supports, elemntal weakness + increased duration and a rejuvenation totem, and some offhand-gems to level on the way) I still use all three auras and reduced mana. my spectres and zombies dont do as much damage as before (minion damage is lost, but they are pure meatshields, so who cares), but both my spectres and my zombies profit from the quality minion life and -speed gem now (linked them together). my rejuvenation-totem (wich i seldom used at all) is now offhand if i need it. all fine. face it: it was an bug/exploit, and some people had a fun time exploiting it. this is beta, its there to find bugs/exploits an remove them (that this bug should have been fixed earlier is another thing...). if builds were so dependant from an exploit(!), and if they are not flexible enough to adapt, they were bad builds, imho. and they will get wiped anyway. so... start a new build (and u dont really have to do that, because chris already anounced another skill-reset) and enjoy finding new and better/legit solutions for the challenges an exile has to face... :) -------------- and to add: i am not playing an "op-2-skill-spamming-build". but im still steamrolling the content... :) "Glattes Eis, ein Paradeis, für den, der gut zu tanzen weiß" - F. Nietzsche Last edited by Clownkrieger#0827 on Sep 21, 2012, 6:17:02 PM
|
![]() |
" Brecian grammar aside, 'Prepare to cry' is fucking hilarious. I've never used the aura-swap techniques anyway. They felt somehow unrealistic (even with PoE's internal logic, for which I have a surprising amount of respect) and artificial. They felt as though, at some point, they'd be removed. I'm not a fan of relying on things that I'm not sure will last, and I'm certainly not attached to any one feature of the game sufficient to a point where my experience will be 'ruined' if it's removed at the developers' behest. That just doesn't seem like a smart way for me to beta test. That said, the comparison to Street Fighter 2's combos is interesting, because I always took that to be one of those 'eureka' moments where a mistake/oversight became the paradigm. I am not sure that aura-retention despite the loss of the gem powering it is in the same category. If auras prove to be that integral, and this become apparent, perhaps there will be measures taken to ensure their usage 'separate' from skill slots, i.e. passive rather than active. Other games have taken that route, after all. But I do not think that the pre-existing method of keeping so many auras up is 'good' enough to shift the paradigm by itself. This is all still an experiment, after all. We're getting closer to the product sufficiently molded for those who do not wish to experiment and help, but we're definitely not there yet. We shall see. If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
![]() |