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    Path of Exile Questions Thread - June 07, 2020

    Path of Exile Questions Thread - June 07, 2020


    Questions Thread - June 07, 2020

    Posted: 06 Jun 2020 05:07 PM PDT

    Questions Thread - June 07, 2020

    This is a general question thread on June 07, 2020. You can find the previous question threads here.

    Remember to check the Wiki first.

    You can also ask questions in the #any-question channel in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Price checks
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best.

    submitted by /u/AutoModerator
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    I have simulated /r/pathofexile after Harvest League has launched for 1 week

    Posted: 07 Jun 2020 12:12 AM PDT

    Path of Exile: Harvest ACTUAL Trailer - PoE Trailer Parody

    Posted: 07 Jun 2020 06:30 AM PDT

    Oshabi's endgame content

    Posted: 07 Jun 2020 06:06 AM PDT

    who's ready ?

    Posted: 07 Jun 2020 03:46 AM PDT

    Are we still going through that Veiled item shit for crafting recipes ?

    Posted: 06 Jun 2020 11:48 PM PDT

    How many times are we going to suffer from that very unpleasant experience ? The league is crafting based, could be a great time to actually improve that side. I don't thin I ever encountered someone in favor of this system.

    submitted by /u/Grathmoualdo
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    Supreme Ostentation is one of the new Timeless Jewel Keystones

    Posted: 06 Jun 2020 04:29 PM PDT

    What if instead of enchanting a helmet, the labyrinth font instead dropped an active skill gem with one if its random enchants?

    Posted: 07 Jun 2020 12:16 PM PDT

    They'd be tradeable, builds that require obscure helmets could finally benefit from enchants and the draw back is you still need to level, quality and possibly corrupt or double corrupt it for it to be GG.

    Would also make corrupting helmets more popular.

    Edit 1: Concerns about power with auras counting as active skill gems. Perhaps a limit of one, similar to helm enchant.

    Edit 2: Concerns about it not being immediately useful as it would require level and quality. Idea to sacrifice a gem dragging the enchant icon to it and only reading its level/quality. So sacrifice a 20/20, get a 20/20.

    https://imgur.com/a/ZN8LWYJ

    submitted by /u/scabadoobop
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    Watching the new stuff as somebody without a PhD in Path of Building...

    Posted: 06 Jun 2020 06:52 PM PDT

    CoC Ice Nova 3.11: Things You Should Know

    Posted: 07 Jun 2020 09:06 AM PDT

    Here's a bunch of information on CoC Ice Nova for beginners or anyone interested in giving CoC Ice Nova a try. If I forgot anything or notice any mistakes leave a comment below.

    Table of Contents

    ___________________________________________________

    1. 100% Crit Chance & 100% Hit Chance
    2. CoC Breakpoints
    3. CoC DPS
    4. Cospri's Malice
    5. Cospri's DPS
    6. Survivability
    7. Avoid These Modifiers
    8. How To Scale Your DPS
    9. Mana Issues?
    10. PoB Configuration Set-up

    1) 100% Crit Chance & 100% Hit Chance on your Cyclone should be your first priority. CoC Gem can only proc if your Cyclone lands a Hit, and that Hit MUST be a Crit. Anytime your Cyclone is not Hitting and/or Criting that's a DPS loss. To get your Hit Chance/Crit Chance up:

    • ACC: Helm, Gloves, Amulet, and Rings w/ Accuracy rolls
    • ACC/CRIT: Precision Skill Gem
    • ACC/CRIT: Summon Ice Golem Skill Gem
    • ACC/CRIT: Depth Perception passive node
    • CRIT: Diamond Flask
    • CRIT: Diamond Rings
    • CRIT: Increased Critical Strike Support Gem
    • CRIT: Medium Cluster Jewel w/ Precise Commander, Basics of Pain, Pressure Point, Precise Focus
    • CRIT: Jewels w/ Critical Strike Chance (Global/ One Handed Melee Weapons/ Melee/ while Dual Wielding)
    • CRIT: Remove Frostbite, turn Vortex/Frost Bomb into a Curse on-Hit set-up w/ Assassin's Mark
    • CRIT: Remove Frostbite, use an Assassin's Mark on-Hit Ring

    2) CoC Breakpoints. CoC Gem has Breakpoints affected by your Cyclone (APS) Attacks Per Second, your gears (ICRS) Increased Cooldown Recovery Speed, and Server Ticks. You can get ICRS from Boots, Belts and Awakened CoC Skill Gem. Attacking faster or significantly slower than these APS Breakpoints will cancel anywhere from 1-3 CoC procs per second. Indepth CoC Proc Guide. These are the APS Breakpoints:

    • with 0% ICRS you want under but close to 6.06 APS = 6 Ice Novas per second
    • with 14% ICRS you want under but close to 7.57 APS = 7 Ice Novas per second
    • with 52% ICRS you want under but close to 10.10 APS = 10 Ice Novas per second

    NOTE: PoB does not factor in the 15% Atk Spd gained while Elusive. You can add 15% AS to a Jewel by editting it in your PoB or install LocalIdentiy's version of PoB which allows you to factor in Elusive via Configuration Tab. Be aware of Tailwind on Crit, Onslaught, and Frenzy Charges when managing your APS Breakpoints.

    3) CoC DPS to figure it out get your Ice Nova Average Hit and times it by the number of CoC procs per second. Ex:

    • Average Hit 1,174,922 x 6 procs per second = 7,049,532 DPS
    • Average Hit 1,174,922 x 7 procs per second = 8,224,454 DPS
    • Average Hit 1,174,922 x 10 procs per second = 11,749,220 DPS

    4) Cospri's Malice triggers Skill Gems from Top Socket to Bottom Socket, this does not apply for Support Gems. While Dual Wielding the triggers will also alternate between Main Hand and Off Hand. Ex:

    • Main Hand__Off Hand
    • _______________________
    • Proc 1 > > > > > Proc 2
    • --------------------/-----------
    • ------------------/-------------
    • ----------------/---------------
    • --------------/-----------------
    • ------------/-------------------
    • ----------/---------------------
    • --------/-----------------------
    • Proc 3 > > > > > Proc 4
    • --------------------/-----------
    • ------------------/-------------
    • ----------------/---------------
    • --------------/-----------------
    • ------------/-------------------
    • ----------/---------------------
    • --------/-----------------------
    • Proc 5 > > > > > Proc 6

    5) Cospri's DPS to figure out the DPS for each individual Skill Gem in your Cospri's you times the Skills Average Hit by your Cyclone APS, then divide it by the number of triggered Skills. Example my Cospri's has 2 triggered Skills, Frostbolts and Frostbite:

    • Frost Bolts Average Hit 301,865 x 10 APS = 3,018,650
    • 3,018,650 divided by two triggered Skill Gems = 1,509,325 DPS

    6) Survivability comes from Acrobatic + Phase Acrobatics, Mistwalker Ascendancy node, Soul of Lunaris Pantheon and Cast When Damage Taken + Immortal Call/Steel Skin. If you are really struggling with survivability:

    • Drop Herald of Ice for Flesh and Stone (Sand Stance)
    • Medium Cluster Jewel w/ Enduring Focus (pair this with CDWT+Immortal Call)
    • Vaal Grace
    • Transition into CI CoC Ice Nova

    7) Avoid These Modifiers. Ice Nova, Frost Bolts, Frostbomb, Vortex are all SPELL Skills. They are not ATTACK Skills. Avoid "% increased Elemental Damage with Attack Skills" and "added Cold damage to Attack Skills". Also avoid "Damage with Weapons Penetrates % Elemental Resistance".

    8) How To Scale Your DPS:

    • Enemies you Curse are Unnerved (Enemies take 10% increased Spell Damage)
    • Assassin's Mark
    • Frostbite
    • Elemental Weakness
    • Exposure Debuff (do NOT need Wave of Conviction if you use Frost Bomb. They don't Stack. PoE | Exposure wiki)
    • % Elemental Damage
    • Enchant: Damage Penetrates % of enemy Elemental Resistances if you haven't Killed Recently
    • % Cold Damage
    • % increased Cold Damage while affected by Hatred
    • Damage Penetrates % Cold Resistance while affected by Hatred
    • Damage Penetrates % Cold Resistance against Chilled enemies
    • Damage Penetrates % Cold Resistance
    • % increased Damage with Hits against Chilled enemies
    • adds # to # Cold damage (notice how this does not end with "Attack Skills")
    • adds # to # Cold damage to Spells
    • % increased Spell Damage during any Flask effect
    • % increased Spell Damage if your other Ring is an Elder Item
    • % Spell Damage
    • % increased Spell Damage per Power Charge
    • % more Spell Damage
    • % more Spell Damage per Power Charge
    • % increased Damage per Power Charge
    • % increased Damage
    • % increased Critical Strike Multiplier per Power Charge
    • Critical Strike Multiplier (Global/ Spells/ Cold Skills/ Elemental Skills/ while Dual Wielding)
    • % Area Damage
    • % increased Damage while Leeching
    • + # to Level of Socketed AoE Gems
    • + # to Level of Socketed Gems
    • Enchant: 40% increased Ice Nova Damage (this will net you a 5% inc to your total DPS)

    9) Mana Issues? Elreon's Ring Craft Prefix Modifier "Channeling Skills have -# to Total Mana Cost".

    10) PoB Configuration Set-up

    • Is the enemy a boss? Shaper/Guardian or Sirus.
    • Do you use Power Charges? Yes.
    • Do you use Inspiration Charges? Yes, if you are using the Inspiration Support Gem.
    • # of nearby Rare or Unique Enemies? One, if you have the Opportunistic Ascendancy node.
    • Is the enemy Chilled? Yes, if you use Vortex or have Chilling Presence. If not, you will need to deal enough Cold damage to reach the Chill ailment threshold. PoE| Chill wiki
    • Is the enemy Blinded? Yes, only if you use Vortex or have Chilling Presence while having The Pandemonius Jade Amulet equipped.
    submitted by /u/l2aizen
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    Savour these moments, for they may never return.

    Posted: 06 Jun 2020 05:00 PM PDT

    may we have some nëws?

    Posted: 06 Jun 2020 02:37 PM PDT

    Farmer MTX (Based on Martin the Master Farmer from OSRS)

    Posted: 07 Jun 2020 12:40 AM PDT

    2 Handers could use same treatment as movement skills

    Posted: 07 Jun 2020 08:10 AM PDT

    By having the first attack be faster if skill was not cast in a while, would will feel less clunky while moving from pack to pack.

    submitted by /u/ragepickpoe
    [link] [comments]

    [Text wall] The problems with melee in detail and why the 2H buffs won't be doing much

    Posted: 07 Jun 2020 04:19 AM PDT

    Before reading i should make a few things clear :
    a) Just because someone can do 20mil+ DPS with a melee build and do every content doesn't mean melee is in a good spot (specially builds with massive investments)
    b) Not each and every single problem can/should be completely fixed, but there needs to be some tuning and some issues need to be addressed/acknowledged
    c)Take this post with a grain of salt as i mostly play melee builds
    d) I am addressing anything that has a "melee" tag in it's skill gem, yes i know EQ is not technically melee in the sense of slapping someone that's in eskimo kissing range to death

    1. Too many goddamn buttons
    On a melee build you'd have buttons such as : main skill, totem, movement ability, golem, Blood and sand stance for switching, banner, defensive abilities like Vaal molten shell, curse, Vaal versions of your main skill, war cry, vaal grace and maybe one or two more buttons to press but even without on average there's about 10 buttons to press while every other build uses less.

    2. Accuracy
    Now this has been an issue for a long time and i could see why they don't to remove this accuracy as a mechanic but the fact that we still have to deal with double accuracy check on attack crits is absolutely not fair.
    For people who don't know what I'm talking about :
    A spell with 80% crit chance means you will crit 80% of the times, simple enough.
    An attack with 80% crit chance and 90% accuracy means 10% of your attacks will miss inherently and 10% of your crits will turn into normal hits meaning you actually have 64.8% crit chance not 80%.

    3. Rage
    Rage the buff (we'll talk about rage support later) sounds pretty decent if you're a berserker because it's 150% increased damage, 75% increased attack speed and 30% movement speed. Sounds good huh? well in reality it's not that amazing specially if you're not going for the berserker ascendancy (Rite of ruin) cause it's an INCREASED modifier meaning you get diminishing returns the more INCREASED modifier you have (which the skill tree and ascendancies are filled with).
    On the other hand the way we get to 50 stacks is not fun or interesting (1 per cast with a limit of 0.3s for the ascendancy and 0.4s for the support gem which i still don't understand why they aren't the same cool down), by the time you get to 50 rage you're already done with half the map if not more and if you're on bosses with immunity phases or no ads it is legit useless.

    Compare rage with a good buff mechanic like Arcane surge, arcane surge is a MORE multiplier which means no diminishing returns whatsoever while it gives mana regen and some cast speed. Not to mention how much easier it is to proc arcane surge compared to getting 50 stacks of rage.

    Rage should be a MORE attack damage or attack speed multiplier even if it doesn't give an AoE/melee range bonus since the movement speed part is pretty much only good for racing (melee is the worst for racing) and everyone just leap slams across maps and boss rooms anyway since it's faster and more fun.

    4. Mapping Vs. Bossing
    There are 2 types of attack skills (with a few exceptions like lacerate): better for mapping or better for bossing, while most if not all spells can reliably do both. With attack skills you need to either do a gem swap or have another 6 link set up ready which isn't very optimal.
    Even if the 2H update is gonna be something like "every 2H weapon does 3 times the damage" mapping with melee skills would still be subpar to the majority of spells and it'd be a lacerate or reave meta rather than 2H melee being decent. (just like how in legion it was a cyclone meta but not a melee meta)

    4. You won't be out mapping a lot of builds
    This kinda bleeds into the previous subject but melee just doesn't have the AoE to clear screens with ease like how HoA blade vortex, ED/C, Arc, Glacial cascade totems, Ice shot, Miners/Trappers,... and in terms of mapping power - which is legit how efficient and fast you can make currency - aren't in a good spot.
    I know that tectonic slam and other slam skills are getting some AoE buffs and i hope it's good enough but slashes and strikes aren't that amazing

    5. Defense issues and solutions and that work better on other builds
    This is a no brainer, you're in the enemies face so you're prone to take more hits to the face and the way GGG tried to fix this issue so that melee players don't get slapped every time they go in for an attack have been : Vaal molten shell, molten shell, Flesh & stone and dread banner which all are getting used more by other builds than actual melee builds.
    On the other hand we don't have any melee skills that increase your defenses like "more armor if you've hit/killed recently", "% of damage deals leech as life", "life on hit","% to blind on hit","slows on hit"... while there are spells and projectile attacks that add defensive layers.

    6. Close combat should have been a keystone
    If close combat was a keystone that stated something along the lines of like "If within 15 radius deal X% more damage [kinda how pain attunement is an if]", "deal (+X% ~ -Y%) more melee damage based on proximity" it'd actually make a difference in builds rather than yet again another racing skill gem that no racer would ever use because racing with melee as it is right now is a joke.

    7. Support gems
    Not to mention melee hasn't gotten a new support skill gem in a while some of the skill gems are just bad but we kinda have to use them because we don't have any better options. Here are a few i think need to be changed for sure:

    Rage support: Now i talked about rage previously but rage support is not a good skill gem at all, it's great when your weapon is horrible but later on when you get something decent it's really not worth it which is fine since you could say it's a leveling gem but rage as a mechanic is not good enough for leveling thanks to how long it takes to get 50 stacks specially if you are not going berserker. (without berserker it takes 20 seconds with 2.5+ attack per second while connecting a hit with every cast while in reality it takes around a minute per instance)
    It'd make more sense if rage was built around easier mapping and we had a new support gem or keystone that was built for leveling with melee skills and it ignored or negated the effect of bad weapons.

    Pulverize: Less attack speed modifiers are very harsh on melee builds from the nature of melee skill gems having 0.6~0.8 attack speed modifiers for the most part.
    To negate that 15% less attack speed i need ~117% MORE attack speed let alone in terms of increased attack speed.
    Example : 10AS x 0.85 (15% less) = 8.5 ||| 8.5 x 1.17 (117% more) = 9.945AS (still missing a some attack speed compared to original)
    It'd be so much better if it gave just 30% more area damage + 30% more AoE and that was it.

    Multistrike: The problem with old multistrike was the 30% less modifier (needed like 140% more attack damage to negate that), and all we wanted was that the % more attack speed got reduced and the gem lost the 30% less attack damage modifier, and the mana multiplier made 0 sense at all. It used be on a 180% multiplier which with a ~100% more attack speed multiplier meant you'd be spending way more mana as the whole "Supported Skills Repeat 2 additional times" as it's a not so great idea. [as a melee build you'd want to cast, move, cast, move and not just sit in one place and just slam]
    All we wanted was old multistrike without the repeat function, about 50% more attack speed (instead of 94% more) and a reasonable mana multiplier without the less attack damage modifier, in other words better version of faster attacks but if we can't have that then bring back the old multistrike please.

    Ruthless: same principle as current multistrike, sitting in one place and spamming it isn't good and even if you're orb walking it's once per 3 casts which makes it inconsistent to be useful.
    Not to mention it doesn't have any notifications as to when you have it or at what stack you are.
    Needs to be something like 22%more, 45%more, 65%more and rather than nothing,nothing,132%more.

    New support gem - Fist of war: [RaizQt mentioned this] it's currant tectonic slam that's getting reworked for being inconsistent as a support gem... why couldn't it be like mirage archer but for melee and after hitting something the avatar or mirage casts the skill gems a couple of times or for a duration and hits refresh the duration?
    Having it be a vaal version of your skill gem is kinda weird specially how melee is already plagued with too many buttons to cycle through. Maybe PoE2.

    I'd be great if we could get skills gems for melee with stuff such as: "less/reduced critical strike chance", "less/reduced chance to impale" but gave something else in return like AS, damage, aoe, crit chance, impale,... as of right now the melee support gem meta feels very bare boned and barely expanded on.

    8. Mana issues:
    Now this is understandable cause builds should not be void of problems and issues but it's an issue that ratio of investment and work in need to put into isn't very fair.
    It's an issue that should exist but not to this extent, a normal melee build takes around 20 mana per cast and with 5~10 attacks per second that ends up being 100~200 mana per second which isn't THAT far from what some caster builds have to spend.[brands actually spend less mana]
    it needs to be toned down to 12~15 mana per cast in my opinion so it'd end up being 75~150 mana per second.

    9. Node clusters could be better
    Before it was strikes and slams (slam skills should have been a gem tag a long time ago but hey, better late than never, waiting on them to add some skills as slashes so we'd have the trio of slash/slam and strike) but now it's only strikes that don't have a single node cluster on the entire tree.
    They have a blight notable one called "Tribal fury" which is hidden and not really on the tree but if brands can have 4 node clusters why shouldn't strike skills have some?
    Other melee nodes could be more diverse with things like "impale effect", "noticeable AoE/range" or defensive notables like "defensive layer boosters while in attack animation", "cannot get stunned out of an attack using axes" getting added. Also mace nodes just need a redo, Stun-lock builds are very slow and sluggish and stun clusters should probably be their own node cluster just like how impale and leech are.

    10. Gear dependency
    The difference that weapons have on your damage is insane, the dps difference between a mirror tier weapons and a rusted weapon is 10mil vs 1mil.
    In leveling this is very visible and painful. It'd be better if some of that power was moved to gems or tree.
    Items you equip and make should make a difference but a 3~5 times more damage range feels more sanitary than 10+ times more.
    Hollow palm getting added to the base tree could help a lot with that but i doubt GGG would that or if it'd be healthy for racing.
    An average spell based build does only 3 times less damage without any weapons at all (3mil vs 9mil for example with melee that'd be 900k vs 9mil)

    These are the issues i feel like need to be addressed for now, there are other subjects such as how heavily melee builds depends on attack speed while so many gems have a less attack speed multiplier or some enemies have dodge/block.

    submitted by /u/saDD3ath
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    GGG you love Shards anyway, isn't it time to make unstacking into Exalted Shards a thing?

    Posted: 07 Jun 2020 03:59 AM PDT

    I know its been mentioned already, but Im super worried about not being able to save crafts

    Posted: 06 Jun 2020 11:45 PM PDT

    Yes theyve talked about it on baeclast, but Id still like to voice my own concerns.

    And I know the league is not out yet and it might be fine, but Id rather be safe than sorry.

    I can already imagine myself getting amazing crafts and nothing to craft it on, especially early in the league.

    I really dont want my gameplay to be "oh shit a +1 phys exalt slam, I have to go out and buy an item I can use it on or I can throw it in the trash"

    It feels like itd be like finding an exalt or an imprint beast on a map and having to use it then and there. Which noone would be happy about.

    I think itll just promote people to sell their seeds, which makes a rather boring league.

    I still wont sell them because I want to engage with the content, but I feel lile it will set me up for a lot of disappointment.

    submitted by /u/shaunika
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    Visual Indicator For Ruthless Blow

    Posted: 07 Jun 2020 06:43 AM PDT

    As titled. It would be great to have some sort of indicator where in the 1-2-3 part of the swing count you're at. Maybe have your weapon glow or have a counter in a fixed place, or have the swing animation do a little stutter (pause then speed up) so it looks like a more dramatic, powerful swing.

    Thoughts?

    submitted by /u/bUrdeN555
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    PSA: The Vast Majority of PoE Players Are Casual

    Posted: 07 Jun 2020 01:36 PM PDT

    Seems like with every league, the elitism in this subreddit gets higher and higher. I remember back in Prophecy, people didn't have this kind of jaded view of the average player. When they talked budget build, they always talked about builds that could be completed for less than 20 chaos. When they talked about weapons, if it had more than 250 pDPS, that was a very solid weapon to clear the whole game. Farming Strats? If you were making 20 chaos an hour, then you were doing well. They understood that the average player wasn't an Empyrium making mirrors per week.

    Now, this subreddit turned on the elitism up to the extreme. 250p DPS weapon? Piff, won't even get you to maps. What? You make less than 1 EX an hour? What are you, a scrub? Here's my budget build, all you need is an Atziri's Reflection (...) What do you mean it's not budget? It doesn't even use (link mirror worthy weapon) or a HH.

    Guys, look at reality. Did you know that by the end of a league, less than 20% of all the players get to 12 Challenges Completed? You can get to 12 just by getting to yellow maps, even if you never even open the Challenges tab to know what you have to do, and yet only 20% of the player base ever gets to this point.

    24 Challenges? That's the realm of the elites, only 2% of the player base will ever get to that point. It's realistically not even hard, just requires opening the Challenges Tab and doing all the filler challenges, like using Essences on your items or doing Vendor Recipes.

    36 Challenges? A Handful, less than 0,5% of the player base ever gets to this point.

    The average player makes far less than 1 EX in a Week, much less in an hour.

    The average player doesn't get to Sirus.

    The average player doesn't deal millions of DPS.

    The average player can't afford a build that would cost more than 1 ex.

    So when posting, please keep in mind that the average player isn't anywhere NEAR at the level that you guys think they are.

    submitted by /u/Grand0rk
    [link] [comments]

    I BEAT SHAPER FOR THE FIRST TIME!!

    Posted: 06 Jun 2020 08:26 PM PDT

    It may not be much to a lot of people but after 3 years I've finally beat shaper! Used a Hallow Palm Glad to finally get there. I'm overjoyed!!

    submitted by /u/beast1267
    [link] [comments]

    What in gods name...

    Posted: 07 Jun 2020 01:08 PM PDT

    I've heard of this game countless times and thought nothing of it.. Didn't even realize it was an ISO rpg, also didnt realize its got a touch of diablo 2 in the gameplay... Also didnt realize it was online(?) Until i just reached the first town after the intro... Is this seriously an online diablo 2 that I'm able to play from my ps4? I'm flabbergasted right now if this game actually continues to be good... Also, am i able to chat with these people online that i see walking around? Furthermore, if i get my buddy to make a character are we able to meet up and play through the game co-op? Are there different servers or is it one big server?

    Maybe i should have just asked for a link to a really thorough intro/explanation of this game. I'm crazy excited to play more of this I have been searching for a game to scratch the diablo 2 itch since 2001.

    submitted by /u/Jicky-doot
    [link] [comments]

    Metamorph experience

    Posted: 06 Jun 2020 03:35 PM PDT

    One thing that people usually forget about melee

    Posted: 07 Jun 2020 01:54 PM PDT

    After seeing all those post of "2h problems" and "clearspeed won't be as good", I decided to post it.

    One point that people usually forget is that, in ARPG in general, the point of playing melee, is not to clear faster. You don't play melee expecting that it will have the same clear speed than ranged builds, because it shouldn't be the same. You must have different reasons to play different archetypes. The whole point in play melee should be (in my perspective) to sacrifice clearspeed, to grab more damage and defensive aspects.

    Currently powercreep, together with the fact of how difficult it is to balance a game as complex as PoE, distorts a lot of the reason to choose a specific archetype. Many times, there seems no reason to get a more powerful, but slower build, if you are already one-shot everything with a ranged build. Also there are a lot of flaws in the game balance, where some skills have both high clear speed and high damage (and/or defenses) if built in the right way. That is why this distortion is smoothed on leagues like SSF (harder access to powercreep and broken mechanics) or HC (defense aspects are more valuable). That is why melee builds are a lot more picked on other leagues than on SC trade, for example. In those leagues, there are just more reasons to pick it.

    That was about "melee vs ranged", but what about "2h vs 1h"?

    The thinking should be almost the same. You shouldn't expect to "fix it" making 2h equal to 1h. You must create reason for people to choose it. Be it sacrificing speed to get more AoE or to get more damage, whatever it may be, with the right numeric balancing it should be fine. Don't expect to make 2h weapons faster, trying to make it equal to 1h, because if they compete for the same spot, inevitably one of them will be stronger, and the weaker won't be picked at all in any case.

    Obviously, the distortions that I mentioned before will be applied to "2h vs 1h" as well, but it is a problem with the game itself, not really with the archetypes.

    submitted by /u/DEvil2791
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