Path of Exile 2 - Ascendancy Classes in Early Access
The Witchhunter looks good and all but the culling strike and the other nodes related to concentration might overlap or maybe im understanding it wrong?
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Chaos Chonker here we go..really excited to see how it plays out!
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LFG!!!
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I have a question (which will surely be responded playing, tomorrow, but i'm anxious).
The node on the Acolyte of Chayula, Waking Dream, and the "Into the Breach" skill, the "% damage as Chaos damage", is an EXTRA, damage, from all you damage, or it's a conversion? Because with the wording makes you think it's conversion, but wouldn't make much sense "mechanicly" if it was not EXTRA, or ADDED. |
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" it grants, not converts. So it is "as extra". If it was converted it would stated that. |
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Anyone have any info on gemling legionair "reduced cost of skills"
affecting spirit ? ign: UpForJava
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Those all look really really boring.
We're back to just a bunch of "Deals damage on tuesday if you hold your arm up in this angle" like back in the day of early PoE. I thought that game was going to break the mold on character design, instead it's just creating new damage types that do the same thing the previous damage mechanics did .. just with a different flavor. Boring. Even Diablo 4 did away with 95% of that stuff in the first 6 months. Not even a minion build .. when you spent a bunch of time showcasing minions the last year. And the totem one has like 2-3 nodes? Here we go again. |
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" They already confirmed Scion will not be in Poe2. |
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" Yeah. I think that they wanted to go away with the "This ascendancy is only good for THAT particular job" kind of specializations. I can dig it, but I agree with you that they need to add something more than a flavour, something other than some highly specific damage type. Many of them seem to get a unique skill or two, but that's about all. The Infernalist has this "no more mana" node which looks different from the others, gameplay-wise, and the same goes with the Blood Mage. Pathfinder adds poison stacking, for what it's worth, but I wouldn't say it's really unique. On the other hand, for most ascendancies, it's pretty much always "More damage in X or Y condition". Without anything to set them apart, they could as well all be the same. As for the minions or totem builds : Here again, unless I'm wrong and GGG totally hates minions, I think they wanted more classes to be able to support minions/totems builds instead of having one or two highly specialized Ascendencies for that. It's okay, as long as there's plenty to entirely support the minion playstyle within the passive tree and through items alone. Thing is, Ascendancies do need to add something different, gameplay-wise. Otherwise, it's only a name and a damage type change. Edit : So far, most Ascendancy classes seem versatile enough (or very versatile in some cases), but some of them are really really limited in what they can do outside of a very specialized sets of trigger/skills/conditions. Last edited by pyrocyborg#0256 on Dec 5, 2024, 5:00:09 PM
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thanks for a great game
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