Depth, Complexity and Choice (Bit of a rant about some changes from PoE1 -> PoE2)

I often heard (mainly Jonathan I think) talking about depth vs complexity and all of this. Where the game should have depth, in how your choices can synergize with each other, what works well together, ... also I heard talk about Choice (mainly with Skills) where we should always a skill to put into a skill slot and some support gem that works for it
From PoE1 to PoE2, some things changed in regard to that:
- Ailments are now hit based
- Conversion works different with inc damage
- Support gems

So the game should have depth and choice, without much complexity. Now, I'm kind of confused about all of this:
- Making ailments hit-based with limited ailment stacks (1 for most) will always just make the biggest hit skills strong with ailments. Also, crit working for ailments kind of also removes the choice. For example, in PoE1 you could often use the same skill to either go crit or go ailment (or crit ailment with the keystone) where in PoE2 it's all kind of in the same bucket. I understand where it's coming from that a harder hit should make a harder bleed, making it easier to understand and all, but I can't say that I like this change.
Why not go back to something like:
- Crit always applies ailment, no dmg mod for it
- Making ailment multipliers/increased DoT more accessible (tree, gear)
- Either doing the PoE1 treatment for skills again or some kind of stacking mechanic for ailments (like just stacking, stacking with a cap, stacking and somehow making high amounts slightly weaker, add something like "5% reduced healing per stack for the first 10 stacks" or smth for bleed, or smth like when an enemy is ignited all new ignites are added to the current one (so he burns stronger) but don't increase the duration)

- Conversion is different now, I'm not saying it's worse or anything, but I just found the possibility of investing in cold dmg then converting it to fire and also investing in fire damage was a cool mechanic... or converting phys to lightning to cold to fire with ele as extra chaos was something that added to the game, another possibility you only find when you are hours into the game, you can use it, but you don't need it at all.

- While I don't like both of these changes, they are not that bad as well. Might also just dislike them because I can play around less in PoB... the only change I really do not like is Support gems.
I do see where it sounds cool to have a support gem for everything you could need, but I think the current direction is just convoluted and overly complex. I don't want to have 4729 support gems in a few years, where there are new ones added for everything you might need, it just feels like the Diablo 4 itemization with more damage against slowed enemies that work 9 to 5 on Saturdays in summer... Also this screen feels much more complex to me than any passive tree or ward loop build I've seen, I just don't like to see a few recommended supports, but if I want to optimize anything I need to scroll through 100 other gems where 80% dont even do anything for my build... I think more simplicity wouldn't hurt here at all. Like making a lot of basic one line gems as they were in PoE1 and let us reuse them so you dont need as many with some weird conditions.

Also think the tree in PoE1 is a lot better than in PoE2 (the minion build just felt like i dont have a choice on the tree, no matter what minion I play. For other builds, I sometimes feel that there is no node that gives me what I want). Also give us some options to invest into defense for life builds... As Zizaran said, I also like seeing builds tank all bosses more than seeing them one shot them...

I hope someone reads this and gives it some thought, for now PoE1 is still the only ARPG where endgame grinding felt fun to me...
Last edited by KäsePizza#3007 on Apr 25, 2025, 12:38:33 PM
Last bumped on Apr 25, 2025, 12:38:02 PM

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