PoE2 has very few viable builds, why are patch notes nothing but nerfs?
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One thing that stands out to me because it interfered with my build last league. The poison spore support, it can support any plant skill weather it's an attack or spell, but the pustules only scale from attack damage so it's not really useful for the spell plant skills.
I was hoping they would add a little specification that meant it would scale differently depending on what skill type it was supporting, but nope. See not only are they continuing with painfully specific built in skill synergies (gathering storm/tempest bell). But they're ignoring area's where they actually could expand build variety atleast a little. |
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They clearly want me to stop using Boneshatter and Rolling Slam.
But I'm too stubborn to not play slam warrior. Maybe I will finally find a way to make supercharged slam work. Who am I to say anything, I don't respect my time either.
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" I have no idea why GGG is so stubborn in nerfing things that are nowhere near broken, hell, it was barely functional. Unless they have super secret info that explains it, I will never understand the "nerf warrior" mentality. Meanwhile, many other OP skills are doing better than ever. |
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My Pyro Ward got nerfed out of the blue and it kinda killed my initial hype. They changed Blackflame's Ignite to deal Chaos Damage, which kills the interaction with Avatar of Fire. Very annoying. I only got to play it for one league and it was the build I enjoyed the most so far. What the hell.
[3.28] Poor Man's Ward Loop: https://youtu.be/-tBxtkoQSiw
[3.27] Poor Man's Ward Loop: https://youtu.be/p5NA_Rf2TJU [0.4] Pyro Ward: https://youtu.be/E-8P4XfDHJw [0.4] Caltrops Build: https://youtu.be/TlKk95y57hk [0.4] Candle Runner: https://youtu.be/h0F-0EgS5J8 |
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I really not understand this balance team, why are they not actively seeking to make as many as they can viable builds possible?
Why are there so few and why are the constantly destroying the few viable? It makes no sense. It's like they try to destroy their own game, make it as frustrating and unfun as possible. |
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Not enough viable builds? Oi mate. This game can be completed without uniques while using 0 mana cost skills inherent to staves or whatever other basic skill you want.
Last edited by Kalerteth#1420 on May 23, 2026, 8:42:32 AM
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how quickly people forget 0.1 and the era of 1 build (gemling stat stacker) being the "only viable" build, after the meta energy comet midseason nerf of course.
build diversity has never been better. build diversity will only get better. remember, "diversity is our strength" or some such. . .I dunno I just play rolling slam every league. |
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" I mean... compared to PoE1... it feels like it. Keep in mind, PoE2 has multiple weapon types, classes, ascendancies, gems, etc. missing atm, but if you only compare gems... it shouldn't feel that weird. PoE1 total gems: 813 PoE2 total gems: 880 If you look at uniques... it's... something. PoE1 total uniques: 1220 (Weapon 283, Armour 432, Other 505) PoE2 total uniques: 404 (Weapon 74, Armour 207, Other 123) And we can't even make the argument: "But most uniques are 1 alch trash nobody uses in PoE1"... because the same applies to most PoE2 uniques also. The vast amount of restrictions in PoE2 (we don't have in PoE1) make it this different, no matter how much they will add. It's an issue since 0.1 and will probably never change. Like... bruh... even the "Atlas Passive Tree" got "Masteries" (sort of) before OUR "Passive Tree"... [Removed by Support] Last edited by JakkerONAIR#4902 on May 23, 2026, 10:34:35 AM
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This patch is focused on adding content, not balance.
A ton of balance is coming soon though when they release 0.5.x patches with economy resets |
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Pretty much any build is "viable".
Don't know what OP is on about. Is he expecting POE 2 to be a one-button masher like POE 1? I hope POE 2 never becomes that... |
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