Skill gems system rework

Good day
First of all, I love poe, I like the game, I'm not a hater and all that.
But as someone who bought the game to get access and leave reviews on it, I want to say that the skill system is just crap.

Why do I need 100+ skill stones for each level, 20 for each level?

Why not make 1 stone that will scale from the character's level, and not from the stone's level?

Let's say there is a rolling slam
it is given at the initial levels as a skill, why do I improve it until the late game? Why doesn't it just scale from the character's level? You've already simplified this system in one place, but made it unjustifiably... not even complicated, but... unnecessary or something.

Make a level requirement for each skill, so that not all gems can be used at once, and make gems scale from the character's level, and not from the gem's level.

I understand why this system exists now - so that you can use jewelry orbs and Vaal orbs for these gems, but don't you think it's kind of stupid? Make a better mix of the awakened gems from the first part and the gems from the second part.

Give me basic skills without RANDOMNESS, and leave all the other random jokes until the late game.

Like, now, in order to make changes to my build, I need to farm currency - to buy large jewelry orbs
farm currency or directly skill gem
farm currency to buy Vaal orbs
and I'm not even in the late game, I just got to the atlas, and I'm already doomed to come here like to work, to PLAY the game.

People write that in 400 hours and 120 atlas cards they only got 2 perfect jewelry orbs, well, that's INSANE!

I understand that this is a beta test and some things are artificially complicated for additional testing. I understand that you are probably even working on this. This post is not about whining that it is hard, but about the fact that the system is super stupid and labor-intensive. I notice a lot of imperfections at the moment, it is better not to talk about crafting at all (about the dead either good or nothing), but this ... this just needs to be reworked.

At the moment, this entire skill system looks like a grind that has been stretched out 3 times, I really hope that this will change, because it is simply stupefying. I don’t even want to play yet to farm (oh my God) skills that can change my gameplay. And I didn’t want to play POE TRADE in the beta test.

I hope you will treat this not as hate, but as a fan’s review. I really like the game, even though there is no 50%, it plays very cool, but for all 80+ hours I couldn't get this bastard skill system out of my head
Last bumped on Jan 25, 2025, 8:39:39 AM
This game is built around nothing but randomness in mind, every aspect of the game needs to feel like a casino.

It's clearly the vision of the devs, and it's horrible.

The inability to actually level my skills by playing is mindboggingly ret***ed.
"
This game is built around nothing but randomness in mind, every aspect of the game needs to feel like a casino.

It's clearly the vision of the devs, and it's horrible.

The inability to actually level my skills by playing is mindboggingly ret***ed.


Well, otherwise this type of games in principle will not linger on the market. The presence of RNG is everywhere, in any game.
But when randomness directly affects the diversity of your basic skills, it is unfortunate.
I understand randomness in crafting, drops, maps, atlases, in general I can understand it everywhere, but at least leave the ground under my feet not random. At least I can not roll basic skills? just to see how this or that combination looks.
"
gX_kiD#0166 wrote:
This game is built around nothing but randomness in mind, every aspect of the game needs to feel like a casino.

It's clearly the vision of the devs, and it's horrible.

The inability to actually level my skills by playing is mindboggingly ret***ed.


Yeah, no wonder the game almost lost 400k players in a month.
"
sirbow#3053 wrote:
"
gX_kiD#0166 wrote:
This game is built around nothing but randomness in mind, every aspect of the game needs to feel like a casino.

It's clearly the vision of the devs, and it's horrible.

The inability to actually level my skills by playing is mindboggingly ret***ed.


Yeah, no wonder the game almost lost 400k players in a month.


If you are going to to compare a release week-end peak to a thursday low count after a release of D4 S7, expect to be roasted in this community. If we won't let Elon Musk run amok with claims, neither will you.

Post-release week-end Monday to this week Monday is only a ~50% drop, or 250k players, in 6 weeks. A very impressive feat for an ARPG in Early Access.

The current way we obtain and improve skills is indeed not the best and needs tuning, but going on an hyperbole to claim it is the reason for a natural decline in players is not needed to get the point across.

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