Dotcap and dot build scaling needs to be rethinked.

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Crîmnor#4334 wrote:
Power fantasy and chasing new heights is exactly what keeps this game interesting and alive.


Guess what. You can have that without ridiculous overkill of everything. The game is where it is now because it used to be interesting, with the main focus being querky and obtuse mechanics that allowed for near endless possibilities. While I personally am still able to find fun things to do on occasion, it's clear that the game is slowly not for me anymore. Countless ideas scrapped, even though the proof of concept works, simply because everyone expects to clear Ubers on a budget these days.
Shaper Beam Totems: www.pathofexile.com/forum/view-thread/3797903
Gorilla Pop: https://youtu.be/JYGmntfn1ho
Lazy Susie: www.pathofexile.com/forum/view-thread/3709173
The Unplayable Build: https://youtu.be/WlyVf34_TiI
Poor Man's Ward Loop: www.pathofexile.com/forum/view-thread/3480922
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The game is where it is now because it used to be interesting, with the main focus being querky and obtuse mechanics that allowed for near endless possibilities.
You are right. It used to be interesting because we got fun leagues while also growing more powerful. Leagues with little to no increase in player power were historically less popular. PoE being the fast and zoomy aRPG and one-upping itself with every major patch is the reason it grew insanely fast after Ascendancy / Perandus. Lately? Not so much and I'm not even talking about Settlers and the massive delay here.
Last edited by Crîmnor#4334 on Jul 7, 2025, 11:40:33 AM
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Crîmnor#4334 wrote:
PoE being the fast and zoomy aRPG and one-upping itself with every major patch is the reason it grew insanely fast after Ascendancy / Perandus.


While Ascendancy technically added a lot of player power, true, I'd argue it was popular because it opened up a vaste range of new builds:

Elementalist builds that no longer needed to stack every Ignite chance node and mod where possible. Champion builds that could take their starting skill to endgame while feeling pretty tanky. Juggernaut builds that could stack a ton of PDR and never get slowed down. Necromancers spamming corpse skills for ridiculous Cast Speed. Raiders zooming across the map. Hierophant "pizza stick" totems and so on.

While it added more power, it was new mechanics the game hasn't seen before. The additional power creep was merely a side product and not the center piece. The days of us getting a whole library of new skills are long gone. And I think that hurt the game long-term. I didn't even play something new this league, no, I took an old build and elevated it with the addition of a Merc. That's how barren I feel the current gameplay is. Same old boring meta shit and no more funky, think-outside-the-box kind of builds.
Shaper Beam Totems: www.pathofexile.com/forum/view-thread/3797903
Gorilla Pop: https://youtu.be/JYGmntfn1ho
Lazy Susie: www.pathofexile.com/forum/view-thread/3709173
The Unplayable Build: https://youtu.be/WlyVf34_TiI
Poor Man's Ward Loop: www.pathofexile.com/forum/view-thread/3480922
"
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Crîmnor#4334 wrote:
PoE being the fast and zoomy aRPG and one-upping itself with every major patch is the reason it grew insanely fast after Ascendancy / Perandus.


While Ascendancy technically added a lot of player power, true, I'd argue it was popular because it opened up a vaste range of new builds:

Elementalist builds that no longer needed to stack every Ignite chance node and mod where possible. Champion builds that could take their starting skill to endgame while feeling pretty tanky. Juggernaut builds that could stack a ton of PDR and never get slowed down. Necromancers spamming corpse skills for ridiculous Cast Speed. Raiders zooming across the map. Hierophant "pizza stick" totems and so on.

While it added more power, it was new mechanics the game hasn't seen before. The additional power creep was merely a side product and not the center piece. The days of us getting a whole library of new skills are long gone. And I think that hurt the game long-term. I didn't even play something new this league, no, I took an old build and elevated it with the addition of a Merc. That's how barren I feel the current gameplay is. Same old boring meta shit and no more funky, think-outside-the-box kind of builds.
See, I think we're mostly on the same page then. Sadly I feel we're never getting anything close from GGG ever again, they're just spread too thin between two games now. Man, just reading pizza stick totems brought back so much nostalgia. Good times.
I don't think they should cap damage, that said there is a better solution to damage scaling being so out of whack. Remove more multipliers. Make everything additive. That alone would probably serve to massively reign in damage, make content easier to balance and help with build diversity since the differences between builds wouldn't be as huge as they are now.
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I don't think they should cap damage, that said there is a better solution to damage scaling being so out of whack. Remove more multipliers. Make everything additive. That alone would probably serve to massively reign in damage, make content easier to balance and help with build diversity since the differences between builds wouldn't be as huge as they are now.
The thing is even if GGG wanted to they very likely couldn't. Players would just riot and not play the game. It happened before with Expedition, it would happen again. You can even pull up GGG's financial statements (all public on the NZ gov website) for that year and see that they actually tanked revenue because of that. As far as meaningful balance goes this game is beyond saving. Literally.
They've designed themselves into a corner and are stuck there, this thread is a pretty good example of that when you've got someone asking for a 35mil dot cap to be lifted because its not high enough lmao

This is why MK2 Ubers were bad for the game, there were so many ways to keep the difficulty curve that didn't involve tacking things on and pretending it was harder.

There are ways to fix it but they are all drastic and time consuming, the community won't tolerate the first as they've been pandered too for a long time now and GGG can't deal with the second as they have a packed schedule to maintain.

If your finding lack of challenge is sapping your enjoyment in SC though you should switch to SSF or HC, lack of trade/defence requirements both add a substantial burden that can really refresh the options again.
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They've designed themselves into a corner and are stuck there, this thread is a pretty good example of that when you've got someone asking for a 35mil dot cap to be lifted because its not high enough lmao.


It sounds ridiculous but this is the reality. For hard content juiced t16.5 and 17 30 mill is not really that much as you think. It is just insane people run around with 3-400 mill dps and it is fine but dot is hard capped at 35 mill no matter how much divine you invest into the build.



Maybe it is just the nature of Explosive arrow that it has the 1 second base delay on the explosion but if things don't die pretty much instantly you are as good as dead. 1 second is an eternity in this game.
Last edited by Ispita#4020 on Jul 7, 2025, 4:11:42 PM
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Crîmnor#4334 wrote:
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I don't think they should cap damage, that said there is a better solution to damage scaling being so out of whack. Remove more multipliers. Make everything additive. That alone would probably serve to massively reign in damage, make content easier to balance and help with build diversity since the differences between builds wouldn't be as huge as they are now.
The thing is even if GGG wanted to they very likely couldn't. Players would just riot and not play the game. It happened before with Expedition, it would happen again. You can even pull up GGG's financial statements (all public on the NZ gov website) for that year and see that they actually tanked revenue because of that. As far as meaningful balance goes this game is beyond saving. Literally.


I believe it's mostly a matter of implementation. The community likely would riot if they made that change while leaving the content as it is. If GGG adjusted both player AND monster power then i believe things would be different. Ofc there is no way of knowing so this is just my personal opinion.

That said, i think they'll need to do something sooner or later anyway. We are arguably already on a level where ubers could use a buff because they are becoming trivial and it will only get worse with time. Rather than just forcing another massive nerf down our throats to buy themselves a few more years they might as well try and solve the issue once and for all.
I don't think dot cap is really a problem. I remember having a poison ts pathfinder with actual uber dot cap. It cleared super juiced affliction wisped t16 abyss maps so well that I had to cut back on dps cause spires died before they could spawn a single wave.

In my opinion the high end scaling of dot builds is just inferior in options compared to crit builds and often times you have to sacrifice singe target dps for clear or vice versa.

In general dot multiplier should either be stronger on items and tree or some other source of dot damage boost should be available.

But having 35mil dps that doesn't take ages to ramp up should be more than enough for anything. If its really 35mil in that specific content you are doing. At least thats my take.
Last edited by gabpla111#1381 on Jul 8, 2025, 6:19:55 AM

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