How Skill Balance Could Be Reworked in PoE 2 – A Concept Based on Animation-Centric Design

Another thought...

One thing i like about ARPGs is the constant optimization decisions and pivots.

- which skill/build is best for 20-20, 20-30, 30-40, bossA, bossB, etc
- which class/build is best as an early mapping league starter, vs pushing gigh levels with specific hard to get items
- when a great unique drops (esp ssf), what pivot can i make in build or weapon ir class to maximize use of it

POE2 has some of these elements, but somehow it feels like it has *less* of them than other ARPGs, including POE1 and LE especially.

Why?

- attribute requirements and support limitations making builds rigid
- long campaign making an opportunistic reroll less attractive
- stupidly overpowered 1 button meta builds making time spent in build creativity feel wasted (at least before T10)
- very low crafting determinism making progression power more dependent on rng and grind time (aka rng attempts) than problem solving

Probably out of all of these, the last one is the worst. I've actually had very good luck, and I'm good at managing the cranky rng to get good items, but the system doesn't leave me feeling like it was ME.. it feels like "phew, i finally got that RNG roll i needed to move on". The are not enough, we need something like essences working for more affix rolls than the first, or a way to use expedition upgrade haglling on our own items.. or anything more deterministic.
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KuroSF#6521 wrote:
I like the inspiration for the idea, but i didn't love the idea.

Builds need to be more flexible, not more complicated.

Remove the single use support Gen requirement entirely... It is part of the reason we have all these one button builds, because we can only use the best sports on one skill.

Then we could equip the elemental conversations multiple times, in whatever way we wanted.

Then rethink the attribute scaling interaction.

Personally i would get rid of gem leveling all together, and just keep gem tiers. Then give each gem different scalings based on each attribute.. currently building cross attribute is a major gimp, because anything that curbs gemlevel if our main skill gimps dps.. but if some martial skill got base damage from strength and crit from dex, it wouldnt be a total loss to split attributes.

These are specific ideas, but backing up, the things i dont like are:

- pressure towards one button builds
- from one support gem usage, and other constraints
- gem leveling (its just a bunch of clutter)
- huge downsides of moving away from core skill attribute(s)
- low viability of dual weapon type setups in endgame (because of attributes)




glad to hear your thoughts Pal,

Regarding your concern about being able to change elements multiple times via infusion — I never said anything about removing the other support gems. The idea was simply that all skills would become universal and only tied to their animation and base attack.

Here’s how I see it: you have a skill that deals base physical or non-elemental damage. You socket an infusion gem (let's say Cold Infusion) — your base damage becomes cold damage. BUT then you add another support gem like Fire Infusion, and your damage splits — for example, 75% cold, 25% fire (similar to how it works now, though I think there’s currently a -40% penalty to other elements, I don’t remember the exact number).

I’m also not excluding additional damage from weapons or rings — those would still be added on top of your total damage, but wouldn’t be affected by the elemental conversion (which is how it already works now).

I didn’t quite understand what you meant by “gem tiers”? Are you suggesting scaling skills based on attribute inflation instead of attack damage/spell damage? Attribute requirements are a core mechanic in any ARPG — if you want to equip a stronger item or use a more powerful skill, you need the stats to do so. Otherwise, everyone would just grab the strongest skill from any class (imagine an attribute-stacker with 1500 Intelligence — what would that do?).

Personally, I like how attributes work in PoE — as both a stat requirement system and a source of base stats (mana, accuracy, life). Yeah, I don’t really like the specific attribute requirements for green/blue/red support gems, but it’s a relatively small inconvenience that helps prevent completely broken builds.
[img]https://i.ibb.co/HDhPxJkY/GGG.png[/img]
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KuroSF#6521 wrote:
Another thought...

One thing i like about ARPGs is the constant optimization decisions and pivots.

- which skill/build is best for 20-20, 20-30, 30-40, bossA, bossB, etc
- which class/build is best as an early mapping league starter, vs pushing gigh levels with specific hard to get items
- when a great unique drops (esp ssf), what pivot can i make in build or weapon ir class to maximize use of it

POE2 has some of these elements, but somehow it feels like it has *less* of them than other ARPGs, including POE1 and LE especially.

Why?

- attribute requirements and support limitations making builds rigid
- long campaign making an opportunistic reroll less attractive
- stupidly overpowered 1 button meta builds making time spent in build creativity feel wasted (at least before T10)
- very low crafting determinism making progression power more dependent on rng and grind time (aka rng attempts) than problem solving

Probably out of all of these, the last one is the worst. I've actually had very good luck, and I'm good at managing the cranky rng to get good items, but the system doesn't leave me feeling like it was ME.. it feels like "phew, i finally got that RNG roll i needed to move on". The are not enough, we need something like essences working for more affix rolls than the first, or a way to use expedition upgrade haglling on our own items.. or anything more deterministic.



Honestly, it kinda sounds like you're just salty about some one-button builds being viable. But hey — let me cheer you up a bit.

I’ve never played meta builds. I started my whole PoE2 journey by trying to prove to my friend that I could create a build from scratch that would outperform his. And I did. I made a Deadeye with a crossbow during the first or second week of Early Access and kept improving it — I cleared almost all content with it, except Arbiter and T4 Delirium. Nothing stopped me. Meanwhile, my friend was building a Spark Mage for a ton of divines.

And I didn’t stop there. Once I hit a wall with that build, I moved on to making a Stormweaver using Lightning Warp, trying to really understand how spells actually work. Then I wanted to try an Infernalist build, but I really hate minion-based builds. So I first experimented with a CWDT setup, tried playing with Burning Enscription, and ended up with Infernalist with -104% mana and 5 cast on minions all packed comets. Now i know everything about meta skills and how they work, how work decrasing ailment treshold on enemys, how actualy Eldrich Battery works and so all these tech stuff.

Of course, now all of these mechanics have been gutted by GGG. The issue isn’t that LS Amazon or Spear deadeye exist — it’s that almost nothing else does. They killed off so many skills and mechanics that actual build variety is close to zero.

BUT — I still have some ideas for you, my friend: a Flicker strike Gemling/Invoker, a crossbow/bow Chaluya build fully converted to cold, a poison/blood Pathfinder/titan with a shield... There are still paths for buildcrafting, even now, in this wasteland of nerfed skills.

So don’t give up — there’s still fun to be had.
[img]https://i.ibb.co/HDhPxJkY/GGG.png[/img]
Last edited by ShaDarkLord#6528 on Apr 17, 2025, 3:51:08 PM

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