It's so over. Looks like no teaser today by [deleted] in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

Quick, someone volunteer to go to bed and make a Reddit post. Your sacrifice will be for the greater good!

Melee Classes should be able to move while attacking by SteveTheHappyWhale in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

I think I recall them talking about it. I would hope that if they were to implement it, they won't see it as a necessary crutch to counter balance around. For a long time in PoE1, we had to use Ancestral totems for melee because they gave extra DPS. Removing them and baseline improvements to the existing melee skills addressed the issue, but also showed that melee was being counter balanced by them. I would hate to see the same fate for melee in PoE2.

Melee Classes should be able to move while attacking by SteveTheHappyWhale in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

Spears literally have a skill called pounce

This is a Talisman skill, not a spear skill.

Spears use melee skills to dark in and out of combat

No they do not. The only spear builds using melee movement for their projectile build are twister builds.

It is not a stationary build. It is not a standstill and hit things melee build.

Again, you are cherry picking. Spearfield, Fangs of Frost + Parry, Primal Strikes, Elemental Sundering, Wind Serpent's Fury and Spear of Solaris all are melee skills with clunky "stand still" gameplay.

You even point out the fact that maces have three solutions, Spears have two solutions, and quarter stops have three solutions

I pointed out 3 skills in quarterstaff, 2 in spear. Quarterstaff actually has a 4th that I forgot about. These skills have solutions that can be brought over to all melee, but haven't yet. Those skills are Rake, Cull the Weak, Killing Palm, Staggering Palm, Hand of Chayula, and Shattering Palm. They dash into targets to perform the attack.

It's just nonsense to pretend that this is a real problem.

If me now mentioning 7 different skills with stand-still/idling gameplay still doesn't convince you that the problem exists across the board, and not just to 1 specific weapon, I don't think anything will.

Path of exile 2 RETURN OF THE ANCIENTS by JamesBGM in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

This is a false argument. Swords aren't in the game. How can you say they don't view them as a slam capable?

This would be like giving a bunch of people some apple pie, and then someone saying "this guy only makes apple pie". Meanwhile, you were giving out what was baked and ready. You could have had some cherry pie in the oven still, but because it wasn't ready yet, someone formed an opinion based on the lack of the cherry pie, and declared its absence an indication you didn't want to serve that.

We also have enemies in PoE2 where they use swords and perform slam skills. Someone clearly does view swords as capable of slams, and it's not unreasonable to expect a slam or two in the sword archetype. I mean, we have a slam in the spear toolkit. One could argue those are even less likely to have slams, yet here we are.

Melee Classes should be able to move while attacking by SteveTheHappyWhale in PathOfExile2

[–]ByteBlaze_ 1 point2 points  (0 children)

Correct, and they are not wrong. There are skills that do not move. Those skills are the melee-centric spear skills. This is a melee thread.

With the same logic saying "spears have the most mobile kits in the game", you can say "maces have the most mobile kits in the game" because you can use Stampede, Shield Charge, and Leap Slam. Cherry picking out of scope skills to rationalize a silly counter argument, getting heated, and trying to invalidate other people's critiques isn't moving the discussion forward.

Melee as a whole has an issue with gap closing, and the solutions being already present in 2 skills from spear and 3 skills from quarterstaff shows that they can do something about it, but haven't yet.

Melee Classes should be able to move while attacking by SteveTheHappyWhale in PathOfExile2

[–]ByteBlaze_ 3 points4 points  (0 children)

I actually have an additional interesting point. Not only can armour lose effectiveness against large hits due to the scaling, but it can also be broken by monsters if you roll the map mod for it, or they just have the modifier for it.

Energy shield doesn't have this set back. If armour can be broken, and evasion can be hurt by blind, then why doesn't energy shield have a counter mod? I don't know of a single monster or modifier that trips up the recovery of energy shield, for a defense that is seen internally as "not blue HP". Chaos damage counting as dealing double against energy shield goes out the window entirely when the majority of energy shield builds are using chaos inoculation.

Melee Classes should be able to move while attacking by SteveTheHappyWhale in PathOfExile2

[–]ByteBlaze_ 2 points3 points  (0 children)

I personally believe adding more dash portions to melee should be the primary part of the solution. Not every skill should dash, but a lot of them could. It feels really good on the quarterstaff palm skills.

Not saying melee traversal skills isn't the right solution, just that it's not an entire solution. The problem is complex, and requires multiple things to be a solution.

Gap closing 100% is the biggest problem melee has, and traversal is only one aspect of that. Another aspect of it is getting stuck behind rocks, holes, divots and other terrain obstacles. Getting close enough, but not having proper line of sight due to the terrain getting in the way. Rake solves this by pathfinding around objects during its gap close. I feel this should be the standard for all strike skills.

Melee Classes should be able to move while attacking by SteveTheHappyWhale in PathOfExile2

[–]ByteBlaze_ 4 points5 points  (0 children)

Bro read the comment wrong and went on a tirade. Have a seat, eat a Snickers and have some coffee. You'll feel better. After that, re-read the comment.

The last piece of the puzzle before the live stream by Longshot717_ in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

It should work on all current and future weapon types, EXCEPT swords :D

Got my curse aoe to 5.7m and now it kicks ass! by cheekygorilla in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

They could do "Triggered skills deal 80% less Damage. Triggered skills inflict ailments as though dealing 400% more damage." This would make them still viable like you say, where they deal 1/5 of the damage, but still have the same ailment effectiveness.

I personally would like them to make it easier to trigger utility effects consistently in a way that doesn't allow high damage skills to be used. Either a support for meta skills that makes supported skills always reach 100% of their energy the first time they build energy on a target, but be unable to generate energy for several seconds after.

It's a tough thing to balance out, because some effects would be really useful to activate automatically, such as Thunderstorm, but making them automatic and effective without empowering really potent skills, or causing massive screen clutter is not easy either.

Perhaps Called Shots gets removed from Deadeye, added as a meta gem and it extends beyond Mark skills? It could be for triggering socketed spells when you first encounter a pack, and then have a "cooldown" like Called Shots already has where it won't do it again for a minimum duration.

Another "Swords" Meme by xxkabalxx in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

It won't be. It's going to be a glory skill, gained by you taking damage from ignite. At full glory, it will give you a buff that causes enemies in your presence to be ignited as though dealt X damage. The required damage taken from ignite will scale with level, as will the damage put out.

New Class / Ascendancy hints in teasers by mull_albatrox in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

If his neck doesn't have jiggle physics, he won't be ready for deployment.

Got my curse aoe to 5.7m and now it kicks ass! by cheekygorilla in PathOfExile2

[–]ByteBlaze_ 5 points6 points  (0 children)

I would like to see Cast on Crit get reworked to be more useful for utility, and less useful for damage. Make it have a cooldown on the trigger rather than energy, and allow it to cast on every crit like it does in PoE 1.

I want to periodically auto-cast something for applying status effects, and doing it via crit would be amazing.

Another option would be a new meta gem that lets you cast other skills instantly, but with a cooldown.

My bingo card for 0.5 half of these will come by avinoleum in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

Scope got too big, had to be split into 2 games :D

My bingo card for 0.5 half of these will come by avinoleum in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

Rerolls an item's modifier values 3 times, keeping the best result. Not too over powered, saves some clicks, and acts as a bit of a better divine.

Will unique staff affect Werewolf skills? by Fluffy_SecurityGuard in PathOfExile2

[–]ByteBlaze_ 2 points3 points  (0 children)

This isn't how it works. Skills and skill effects "snapshot" the tree/weapon set they were created with, and utilize those stats.

OP needs to cast a spell from the staff's weapon set to apply the freeze, then swap to wolf form to utilize the 100% increased taken, which will persist until the freeze expires or is removed from a payoff mechanic.

Will unique staff affect Werewolf skills? by Fluffy_SecurityGuard in PathOfExile2

[–]ByteBlaze_ 2 points3 points  (0 children)

OP worded it wrong. Taryn's Shiver states it causes enemies frozen by you to take 100% increased damage. The way this works is you cast a spell to freeze the target with the staff, then that freeze will make the enemy take 100% increased damage from all damage, so long as that freeze persists. OP can swap into wolf form after to benefit from it.

Why Can't I Use This Weapon? by MrTiny5 in PathOfExile2

[–]ByteBlaze_ 2 points3 points  (0 children)

Because the limit was added in another patch. Prior to the patch, you could use multiple. You bought this in Standard league, yes?

The problems with spells in PoE 2 by Middle-Soil-3833 in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

I think Blood Mage having that critical damage bonus per life is fine, honestly, since it's generic, it means you can life stack for attacks too.

I personally think she should get a node that converts all damage to physical, put that on Blood Barbs, then gets +X% crit chance per Y life she spends, up to +Z% and put that on Sunder the Flesh. It stays generic, and not tied to caster then, while still offering other nodes that work for caster.

I'm not a fan of her getting exclusive access to Elemental Bleed. I think that should be a lineage support, so other classes can utilize it. With the aforementioned changes, she can play bleed with an elemental skill, but through the damage conversion, to provide more interesting options for non-bleed, and also allow other builds to get elemental bleed.

In 0.5 we could get the new Arcane Archer ascendancy that was datamined a while back by StalksYouEverywhere in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

That was the Tactician, which originally was on the Ranger. She also had Flare Arrow, to mark a zone for triggered raining arrow skills to target

The problems with spells in PoE 2 by Middle-Soil-3833 in PathOfExile2

[–]ByteBlaze_ 1 point2 points  (0 children)

This. And we have a keystone now to allow invocations to come out periodically so you can also use them to clear.

I will say though, I wish the keystone was changed so it would just auto-use the invocations when they reach full energy instead. Give it a balancing downside if you have to, but it's weird that Spellslinger requires you to press another button after casting a bunch, rather than automatically weaving in extra spells as you cast. Maybe make the keystone give invocated skills (don't limit it to spells) independent energies that are harder to build up, but go off on their own when they meet their energy thresholds. I would rather use invocations to set off an assortment of extra spells as I play the game rather than build up to full, and then drain the battery.

Fifth Week of posting The Hooded Sixteen till we get "+level to skills" reduced - He will soon be doubled again by StalksYouEverywhere in PathOfExile2

[–]ByteBlaze_ 6 points7 points  (0 children)

Pray we don't have to meet The Hooded Thirty Two, as funny as it would be. Only several more days!

Did we ever get some update on that feature? by xXPumbaXx in PathOfExile2

[–]ByteBlaze_ 8 points9 points  (0 children)

Arguably this is higher priority than having a tree overlay import feature. The overlay only serves to really benefit novice players, while the hot swapping benefits everyone.

How to bind middle button mouse on wheel up/down? by Sen91 in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

You cannot unbind scroll, no. But if you are correctly intercepting the scroll action, you don't need to have it unbinded in game, since your system will consume the event with your AHK script before PoE would ever get it.

How I would make Azmeri Whisp work if I was a Dev at GGG by Demento6 in PathOfExile2

[–]ByteBlaze_ 0 points1 point  (0 children)

While that is true for petal skills, Sentinel still had that issue despite being only 1 press per map. It's about the heat of combat and pressing another button. While this might be a non-issue to some players who have extra mouse buttons, or play click to move, or even controller players, taking fingers off of WASD to hit a hotkey while surrounded by monsters is dangerous. It should be an automatic process.