[Purely Opinion] Maybe we should reduce the range of build DPS / Remove some DPS scaling mechanic.
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     As title said, this is purely my opinion and I am in no way have good enough game design experience to tell people what to do. 
    So with that out of the way, I would like to suggest that we remove some DPS scaling mechanic to avoid DPS of a build swinging so vastly as of current. PoE is very much a knowledge check game so far. If you know the mechanic, the formula behind it, how it stack, the wording and what interact with what, the uniques that can boost it further, as well as exceptions to the rules, you will know how to make a viable build. And that is a lot of "if". We are not walking wikipedia and imho we should not required to memorize one to enjoy the game. Pros from having less DPS scaling mechanics: - Less formula and interaction to memorize. - Less ground for bugs in the game source. - Less unintended interactions. - Less chance for number inflation from unintended mechanic stacking that would ruin the season meta. - Less frustration from newer players since their build will be closer to the most optimized builds. - Easier for boss balancing, no more one-shot or invulnerability needed if the worst boss killing build need 15 minutes to kill a boss which the best build need 3 minutes. - More build diversity when you don't have to hyper optimize for high content. Proposal for mechanic removals: - Extra Skill Level: a skill hit level 20 and that's it, no more source for extra skill levels. - Critical damage bonus, Bifurcated Critical: Remove all source of extra critical damage, fix it at 100% extra and 150% with the unique, and make it harder to reach 100% critical strike chance. - Limit number of layers of "More" damage you can apply to a skill, trim everything below top 3. - Remove lingering components of damaging skills: make duration of skills with damage unscalable. Damaging skills are cast-and-done and not staying on screen for more than 1 seconds, ideally each cast only hit each monster once. This will also improve screen clutter. - Limit active stat-altering status effects such as Rage, Tailwind, Arcane Surge, Elemental Conflux, Archon, Infusion, etc. so that you can only fit at most 1 or 2 to the build. - Remove flat damage component from weapons and gear modifiers: Let weapon roll percentage only and bring flat damage to attack skill gems, this remove the unnecessary percentage of damage each skill have because it is the exact same thing. I understand this is essentially a "Scrap everything" proposal and most likely not feasible to implement as proposed, but I hope it give you a view of what it would need for a "slow and deliberate" gameplay, from my personal, unprofessional and subjective opinion. Last bumped on Oct 13, 2025, 7:42:02 AM 
    
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