Do we even have build diversity or is it just an illusion?
PoE is a complex and multilayered game, but after a while you realize even the supersize overwhelming skill tree is just an illusion. If you want an icemage you wont put point to sword skills even if its technically possible.
But same goes with class and builds. Yes, we can say you have a platera of option as a class/ascendancy, but once you make a decision you technically don't have options anymore. Yeah... I can create a warbringer whos main damage is thorn and put points on armor brake but in reality what other choice I have? Or the totem ascendancy is pointless if I don't take totems skills from the normal tree... Since I am committed to armor brake, and try to avoid certain skill improving points my options will become pretty limited. So stick to this path: As an armor braker all those fire based skills will be lackluster. Magma shield, Perfect Strike, Volcanic fissure hit like wet noodle unless you minmax for fire dmg, fire penetration and fire magnitude. Same with the aftershock builds: unless you put all your eggs into that basket, you don't want them. We can technically mix n match warrior skills and support gems but its wasted effort in the end. And now I have some struggle to identify as the armor braker warrior. I picked warbringer first ascension is [Anvil weight] - so 10% of my damage will brake armor. [Armor brake] and [Resonate Shield] now practically useless from this perspective, because a shield charge can brake enemy armor completely. Still use Resonate shield as "active block substitute" but once [Turtle charms] is learned that will be pointless, because TC only works for passive block. Then we have skills that gets extra power on fully broken armor. Leap strike gives stun buildup, and 20% dmg on FBA Theres [Sunder] that gives a guaranteed crit - but if I don't get all the crit dmg nodes its not that amazing. Oh... and if I pick [Resolute technique] (cant miss, but no crit) I can just remove the gem from my set And don't seems there any point to use warcries either. One boosts fire damage, the other boosts slam abilities. Seismic cry ignores armor, but... I already ignore them anyway with Anvils weight... My point is that once you decide how you plan to make damage you become a OneTrickPony. Or your build approach filters out what skill you can actually use. I know we still have 4 mace abilities coming soon and our neighbour STR gems are still missing (templar, druid, marauder, dualist) but even that will be more attached to weapons... Possible solution: More combo interactions. When I saw huntress preview seems that was the good direction. I know most skills are already a wall of text, but maybe a filter could fix stuff. Ie: a skill can have multiple effects. "in case enemy is ignited this happens" "in case fully broken armor b happens" Give us gems that can change this rule. We already have a few unique items, why not make them into support gems? Give us convert gems... "Back and forth skill" So far we have setup skills, but we don't have the other way around. (much) And this results OTP builds that exceed other builds, since why bother to make a 3-4 cast combo when 1 button can just clear the screen? Or we have this 1-2 punches. How about give the other way around. Yes its sounds fun that a slam can create an aftershock on jagged ground, but there should be an interaction the other way around too. For example: Currently [Earthquake] skill seems obsolete, because its only benefit can be given by others: Theres a totem support that gives jagged ground, Stampede creates several jagged ground, so you replace the skill again... For an example earthquake could relocate totems, extend totem duration + increase numbers, enemies on jagged ground with fully broken armor starts creating AOE damage (their broken armor pieces bursts into directions) or starts to bleed because the broken armor cuts them while they walk (and instantly levels up to aggravated bleeding) Something for fire build: it gives burst fire damage (because my weird logic in my brain says they're overheated and instead of being extinguished too much pressure builds up and they explode) The point is instead of making skills like a 1-2 punch it could be a combo that 1-2 have one impact, but 2-1 could change the battle Last bumped on Apr 14, 2025, 10:54:02 AM
|
![]() |