Trivializing the game with a level 10 staff.

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IonSugeRau1#1069 schrieb:


Now, whether it works or not for the examples you gave, I can't tell without testing myself. What I can say however, is that everything I've played felt too powerful with few exceptions (mainly melee, but not all). and those exceptions, simply didn't work too well due to poor design (parry) or just the general environment (too many monsters). I've played Titan, Smith of kitava, Tactician, Infernalist, Deadeye (crossbow), Bloodmage, Monk (wolf, been testing out chayula as well) since 0.1. All of them felt like they have too much power for free when it comes to damage output, in varying degrees of course.




Oh even melee is having that issue as well.

You just rolling slam one shot every boss in the game even on a 1h. Aftershock kills it if you have a crap weapon.

And if you go 2h, pfftt....

Mash the clean
"
I would just start new characters and test various stuff out.

Perhaps try out the new shapeshifters.

When I noticed that the end game and currency drops are non-existent and only way to pursue the hardest difficulty was to RMT, I created a new character and ran through the campaing with good gear that I had currency to buy in. The end game is much more difficult with that build (cast on crit comet chronomancer) and upgrades still cost something, but not even as nearly absurd levels as the PF poison build I started off with.


Try out what exactly? The game is so restrictive the shapeshifter builds play the same way. I don't think even D2 was this restrictive when it comes to skills.
The +X level mod is overpowered without a doubt. To the point that it's mandatory to have.
That said, the phenomenon you describe stems from other elements that are inherent to the genre.

No CasinoRPG (PoE, Diablo, Wolcen, Grim Dawn, Chaosbane...) has a "respectable" skill-ceiling and it's more dependent on numbers and gear-checks than anything. And if you run a Casino then you have to at least give the players a chance to hit the jackpot. Which in this case means that the game becomes faster (and thus easier since you have to dodge less attacks because monsters die sooner), but the experience of those who got unlucky will be the exact opposite.
At least with your build. You can't do the same on other builds like melee spellcasters such as Reap (you're going to at least upgrade the staff for sockets).

If you're looking for skill-intensive games, PvP will always be the best option (Mordhau, Gloria Victis when it was alive, maybe even DotA2, etc) but there's also single-player stuff like Exanima where coordination and positioning are vital and mistakes are far more punishing than a game that gives you almost infinite lifebar refills.

I'm not trying to dispute your point, by the way. The game actually is very unbalanced. I just think it's not limited to the mods in a staff with a specific build and it's also an inherit trait in the genre.

Just my opinion though.
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IonSugeRau1#1069 schrieb:


Trade or no trade... this is not okay.

. . . . .

Reached endgame with said staff and also proceeded to try a tier 14 normal map (lvl78) with no further upgrades at level 64.




so far.. its a hit and a miss.. some builds can get OP.. others suffer.. sometimes your build hits a wall, sometimes a single better drop or new skill flips that wall to near OP..

GGG, it seems, still have much to rebalance.. they are heading in the right direction, but still have a good way to go.
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Johny_Snow#4778 schrieb:
"
I would just start new characters and test various stuff out.

Perhaps try out the new shapeshifters.

When I noticed that the end game and currency drops are non-existent and only way to pursue the hardest difficulty was to RMT, I created a new character and ran through the campaing with good gear that I had currency to buy in. The end game is much more difficult with that build (cast on crit comet chronomancer) and upgrades still cost something, but not even as nearly absurd levels as the PF poison build I started off with.


Try out what exactly? The game is so restrictive the shapeshifter builds play the same way. I don't think even D2 was this restrictive when it comes to skills.


Bear has some different styles, but Wolf and Wyvern dont have much options at how u play them.
“The bird of Hermes is my name, eating my wings to make me tame.”
How is a 3 minute long fight trivializing the game? What are your expectations even?
The problem is not gear, it is the gems. The whole swap X % of X to X damage is really screwing up progression in the game.

They don't do this on PoE1. So a gem can start with low weapon scaling and high base damage, so just getting levels feels good as you progress and get gem xp with the weapon becoming far more important than the level at higher gem levels.

Meanwhile in PoE2 the gems start at convert 60% of phys to lighting or w/e so now you are so tied to weapon damage that if you get something like +3 gem levels and a top roll on phys damage and % you will have hard time replacing that weapon. At the same time, it allows you to down bosses without having to do mechanics.

Meanwhile, the unlucky person is having the worst time of their life.

They really need to address this at some point, and it is half the reason actual melee skills feel so bad. Not enough damage to make up for the constant dodge rolling, and defenses being worthless in the campaign if you have to stand next to the boss. Deal with their horrible ragdolling, oversized ability hitboxes, and snap-turn abilities.

So a gem should scale as X[x]. With X being base damage and x being weapon scaling.

10[10%]
20[12%]
30[14%]
40[18%]
45[22%]
50[34%]
60[50%] etc.
Zuletzt bearbeitet von Moregaze#2933 um 23.12.2025, 15:37:53
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Moregaze#2933 schrieb:
The problem is not gear, it is the gems. The whole swap X % of X to X damage is really screwing up progression in the game.

They don't do this on PoE1. So a gem can start with low weapon scaling and high base damage, so just getting levels feels good as you progress and get gem xp with the weapon becoming far more important than the level at higher gem levels.

Meanwhile in PoE2 the gems start at convert 60% of phys to lighting or w/e so now you are so tied to weapon damage that if you get something like +3 gem levels and a top roll on phys damage and % you will have hard time replacing that weapon. At the same time, it allows you to down bosses without having to do mechanics.

Meanwhile, the unlucky person is having the worst time of their life.

They really need to address this at some point, and it is half the reason actual melee skills feel so bad. Not enough damage to make up for the constant dodge rolling, and defenses being worthless in the campaign if you have to stand next to the boss. Deal with their horrible ragdolling, oversized ability hitboxes, and snap-turn abilities.

So a gem should scale as X[x]. With X being base damage and x being weapon scaling.

10[10%]
20[12%]
30[14%]
40[18%]
45[22%]
50[34%]
60[50%] etc.


I agree here, there is too much of an emphasis on +gem level as a suffix on gear and it should just stay in the gem itself.

I have an idea that instead of having +level roll as a suffix, there instead should be some kind of gear-related ilevel skill gem level minimum/maximum restrictions to replace this.

For example, a specific item level staff could also require you to use skills with up to a maximum level, and instead of +gem level as a suffix, it could roll an ability to use a higher gem level than the maximum for that item level.

ie. It wouldn't give you +3 levels to a skill, but it could enable you to use a level 20 gem rather than a level 17 gem in your item-level 70 staff.

Higher item level staffs that can inherently use level 20 gems would then prefer to have other suffixes, because getting +3 to gem level "allowance" on something item level 75+ would just be a "dead" suffix. Or maybe just get rid of it on ilvl 75+. I'm not a scientist. Just a guy with some half fleshed out ideas.
The issue is there is way too much power in gear and not much in the tree. gear is so crazy in poe2 that you can run a sub optimal tree and still get carried by your gear. says alot about the issues in poe2
1) staff / magic scales weird in POE2 and doesn’t have much to do with gear (at least compared to “attack” builds). Try this again with an attack focused build and I’d bet you’ll be on here singing (screaming) a different tune.

2) what is your build? Chances are you picked a good/more meta one this league.

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