Things I do not like about POE 2:

Path of Ranged Exile?
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Argonlo#6237 wrote:

We have "so many of them" because they support different build archetypes, isnt that obvious? They have way too much going on, too much functionality, to just put that into a support gem.


"Too much functionality" Lmao, sniper marks grants a frenzy charge on crit, voltaic mark grants eletrocute on primed for electrocution enemies + damage, you could literally place both of these things in a skill and still have room for less cooldown, more duration, and another support gem.

Isn't like there aren't support gems with multiple effects at once.

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Argonlo#6237 wrote:

I dont know what the point of contributions like this is supposed to be, youre not giving any arguments for why something shouldnt be the way it is, just saying you dont like it currently ?


I literally made an argument why i think this should be different (in my opinion)...

Instead of slotting support gems that multiplicate damage, you slot gems that make the skill behave in a different way, my argument is literally that simple.

It's totally fine if you don't agree with it though, but don't fail to interpret something and then say that i didn't make an argument.

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Argonlo#6237 wrote:

I dont know what the point of contributions like this is supposed to be


If you don't know the reason then don't engage with it, or do you think you're going to change my mind when you quote me like this? If you made a valid, reasonable and logical counterpoint i could've consider though, but that wasn't the case.
Last edited by Vyend#2601 on May 20, 2026, 1:02:32 PM
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Kask#3190 wrote:

- Skills being locked to a specific weapon type also limits a players ability to choose once they have decided what weapon type they want to use. This is mostly an issue for melee, as most spells don't care if you have a wand or a staff -- and they're all int weapons anyways so even if they did, you could easily run two weapon types. But I can't use quarterstaff skills as a STR stacking Mace user unless I also have enough Dex to use the weapon AND the skill. This heavily limits the number of skills I have to choose from... and potentially impacts the defensive layers I want to use such as which armor types due to stat requirement. It's just not well thought out if the goal is build freedom -- which is largely why POE 1 was such a good game.


This is a big one for me. I think it would've made more sense to just have SOME skills tied to a weapon, while most skills can be used by anyone. That way, each weapon has a unique identity, but build creation isn't so limited by weapon choice.

Right now, there's basically no reason to use a one-handed mace over a two-handed one. If one-handed maces had skills only accessible to one-handed maces, well, there's a reason to use one-handed maces. Right now, two-handed maces just outclass one-handed ones in every stat line while having access to all the same skills.

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