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You guys want skills to synergize, but penalize players fort trying them
I agree on everything you said. I've got nothing to add.
I think they need to add something like training grounds like in Undecember with training dummies. And let us enable damage numbers. I know a lot of veteran POE players doesn't like it, but it will be a nice feature in this modern-age arpgs. Seeing damage numbers is "information" and can be very helpful especially to newbies. Sure we have Path of building but it takes awhile to understand it. |
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I mean sure, there are lots of restrictions, and sometimes builds don't work well in practice. That's the whole point? Coming up with new builds should be difficult. Now, are some combinations just too cumbersome to do? Sure. And in that case you could just give feedback about it.
But on that topic, firewall + the 45% bonus on burning targets is pretty good. You might need triggers to really make it work. Well, in my case I am trying a frost and fire build. I get bonuses against frozen and burning enemies and a firewall trigger on freeze. When an enemy is an icecly AND getting burned by firewall the spell bonus can get quite nice and I have enough time to do hits. But of course, it's not optimal, what I'll do about it is keep working on it, and that's supposed to be the fun part of the game. |
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I tend to agree and i believe we are seeing proof of this in the form of they themselves for the moment also being unable to balance all this correctly.
I feel like the thing to do is weed out the passive tree. All these different mechanics stuffed into the tree brings lot of additional problems too, besides balancing it all. You just become unable to surf the tree to nodes somewhat further away and are forced to just stay close to your starting point if you want to stay somewhat damage-efficient. Things would be so much better with a less convoluted tree, but it would mean redesigning everything cause like OP already mentioned, it's just all interconnected somehow as a giant jumbled mess. They're bound to regret their decision on how all this got implemented at some point, and my guess would be that they already are [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
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To increase probability of ignition you need to max up Critical Damage BONUS not a chance. Because to ignite a target you need to overcome its fire ailment threshold, but you do not need to do it on every shot. Ignition/fire damage is not stackable unlike cold damage.
Last edited by Zanozus#7669 on Jun 23, 2025, 1:01:09 PM
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GGG have no idea what does that mean: LESS IS MORE
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Just wanted to say the more I play the more I enjoy the puzzle solving to create builds so I realize that this is all really fragile and large changes can't be made without throwing off the balance elsewhere.
I ended up going with firewall and extended the life of it so because the firewall itself lasts around 5 seconds, that means a total of around 11 seconds base damage amp from ignition which is totally worth it, no further talents required, and I'm sure there's a million other ways of pulling this off. I guess my gripe is that as a warrior that didn't want to go all in on fire, but still needed the damage amp the damage to ignited enemies provided, in the early to mid game there weren't any stand out options for getting those ignite procs. I do feel new players will be enticed and trapped by skills like curses and find themselves chasing after builds that end up making them very scattered in their talent trees and in their play, it's easy to discount how much damage falls off when you take a second or two just to try to get a curse off. Maybe at the very least against lesser mobs maybe curse duration could be extended? That would go a long way to not making them feel so gimped out of the gate. I feels as though this could go one of two directions, either curses should be harder to obtain, or their initial duration should be a touch longer. As it stands they're just not worth it out of the gate. Maybe they could be a skill you need to invest into on the talent tree and once you've obtained it it has a solid 12 second duration rather than being something anyone can get but it's not very good at all without talents specced into it. I feel this could go for quite a few skills. Just make it more usable out of the gate, but require more investment to unlock them somehow. Too often players just feel smacked in the face by puzzle after puzzle and they're just trying to figure out core things. The game is fantastic but it's too much to take it all at the start on your first play through. Last edited by crazyfingers619#3901 on Jun 23, 2025, 2:16:31 PM
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" Just the fact alone that you ended up picking firewall to amp your damage just points again to that same issue since that is what nearly everyone picks as well. So, low build diversity due to few options that are actually viable without having to sacrifice what you would have gained in another way. [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
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Probably a weird place to post this, but I think there's WONDERFUL ammounts of build diversity for damage amp. Any kind of build you could think of you can achieve.
But when it comes to damage mitigation it's pretty plain. I'd love to see more skills and items devoted to interesting ways of blocking damage. And maybe some interplay between these abilities to unleash pent up defenses to deal huge blows that leave you vulnerable. THAT would be really awesome and create some interesting flows to play and allow players toy with both offense and defense in interesting ways. Right now everything is very much offense or defense. That's why i'm enjoying my warrior build so much right now is all i gotta get is fire resist and shield armor. That's literally it haha, I feel like I'm cheating, but i'm enjoying the piece of mind so much, that's partly why it's so fun is you feel like you're getting around all the overly complex systems. But the problem as it stands, is you need to REALLY understand the ins and outs of the game to even try this sort of build, new players aren't going to be able to stumble upon the very builds that they would enjoy the most. That's a big problem. |
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the problem is all these intersting ideas/builds just suck. None of them are worth it. Just use lightning spear and stack damage/speed.
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