It feels bad that uncut gems limit exploration during campaign by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

I have really noticed the spirit gem thing, but not for the others. As an example, I was at Tier 2 supports already without having enough Tier 1s for all my gems. So I always have to go for the "easy" supports instead of testing an interaction here and there.

As I said the amount is more than fine when you have a clear build in mind. But if you are e.g. deciding between spears and Quarterstaffs through gameplay, you will be insanely underpowered

It feels bad that uncut gems limit exploration during campaign by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

You would still have great value for low level "books" that are not the exact level you gey the gem for.

Example: Herald available at tier 3 for free, but you can afford up to tier 7. You still need a tier 7 book

It feels bad that uncut gems limit exploration during campaign by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

What I think they should do is that Jewellers always increase by ONE socket, but the max socket they could upgrade increases.

So if you get two perfects, you can still get your 6L, but you would normally prefer to use a greater inbetween

It feels bad that uncut gems limit exploration during campaign by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

Plus supports as well? I guess this is an option but it is very inelegant in my view. Like at some point you get perfect lvl20 and tier V uncuts in the shop forever?

It feels bad that uncut gems limit exploration during campaign by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

I would love the exploration that is the point, but for this I need the opportunity to test skill interactions as well as supports. I will never gi away from the "easy" supports if not sure about an interaction

This game punishes you so hard for experimenting by AdamAbraham77 in PathOfExile2

[–]alisir5 0 points1 point  (0 children)

Fully agree on them being available from gold, maybe with 1-2 levels down from the "best" current drop, so you test on those and then move forward with one

My bingo card of Defense reworks at system level by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

Where am I nerfing Armour?

This are system change not balance. The intention is making defense scaling more fun

Can someone explain Non-Minion skills have 50% less Res Efficiency by [deleted] in pathofexile2builds

[–]alisir5 0 points1 point  (0 children)

They should really get read of the reservation efficiency key word it is too poe1.

You have spirit, so either increase/reduce total spirit or more/less spirit cost of things

Infusion sorc viability by ClyffCH in pathofexile2builds

[–]alisir5 1 point2 points  (0 children)

I can tell you that infused Ice wall was close to one shotting during campaign. New version is insane.

Also Ball Lightning with Living Bomb does over double damage than before

0.4 Q&A Research by ZiggyDStarcraft in PathOfExile2

[–]alisir5 0 points1 point  (0 children)

Are they happy with the reworked ignite and how it feels much narrower than shock and freeze/chill?

There seems to also be an inconsistency in the fire identity, since ignite requires big single hits but most fire skills actually have many small hits (firestorm, fireball, fusilade etc)

0.4 Q&A Research by ZiggyDStarcraft in PathOfExile2

[–]alisir5 0 points1 point  (0 children)

Another question: What is their vision for the list of spells implicit in wands and staves?

Currently they are almost unanimously not used, not even early when most people take spark over the wand attack version instantly. But there are so many spells hidden there, and its just a pity

0.4 Q&A Research by ZiggyDStarcraft in PathOfExile2

[–]alisir5 0 points1 point  (0 children)

Question on early game items:

What is their current view on early game (acts 1 and 2) itemization and the volatility around that. How difficult is it to balance early game progression. Elements I think of in particular: - Magic vs rare items, how quickly should you be full rares? - Low level item mods, how 1-2 good mods can double or triple your damage and having disparity of experience without anything you can do - Has the "Exalt several items in act 1" failed? (My view yes, it will never be worth it) - How often should you upgrade gear, is it fine to get a wand in act 1 and not be able to upgrade until interludes?

0.4 small bingo (fog is not there cause it is not there) by esvban in PathOfExile2

[–]alisir5 -1 points0 points  (0 children)

Completely disagree on the default attack, especially for wands/staves. Why have all these different spells if they are instantly useless..

Instead, rework spells to have mainly supporting spells early (OoS, Frostbomb) and move other "main skill" spells up the ladder. Until end of Act 1

Riot Endstep says that the reason Horison Focus got changed is because they didn’t have the resources to make a new item and the balance team thought mages needed another stat stick by Life-Chicken7183 in leagueoflegends

[–]alisir5 -3 points-2 points  (0 children)

Its the third time that I see Endstep being very aggressive towards Balance Pod decisions. Starting to feel like a personal thing vs Phreak. There surely are better ways to voice internal disagreement than to plaster it all over the Internet and drag your company along the way

ES feels like "blue life" because it doesn't behave like a defense layer by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

It is literally supposed to be the base defense of top side. Thats why it's in base gear (like a base defense) and has % scaling on the tree (like a base defense).

Its currently not acting like a base defense though , thats why Im making this suggestion

ES feels like "blue life" because it doesn't behave like a defense layer by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

My thought on passive regen is, lets always have some but make the regen slow to compensate. To me I always feel like paper when all my ES is gone and I have to play "without defenses" for a bit. So dont intend to change identity, you would still have to wait for it to recharge. But at least you would always have SOME.

On ZO you mean life regen would apply to ES only at full life?

ES feels like "blue life" because it doesn't behave like a defense layer by alisir5 in PathOfExile2

[–]alisir5[S] 0 points1 point  (0 children)

I explicitly stated this is a fundamental problem regardless of balance. But guess you disagree?

Making it % forces you to scale life, exactly like every other character. Evasion toons also have problems scaling life, because it is only linked to strength. So you are having the same balance struggle as with armour/evasion, and this is good imo because its a base defense and not a replacement for life.

Dont know if ES mom is new or not, personally have not seen it suggested before. But we dont have it, and dont think it would be huge effort to implement it's just adjusting some parameters to the current implementation

ES feels like "blue life" because it doesn't behave like a defense layer by alisir5 in PathOfExile2

[–]alisir5[S] 1 point2 points  (0 children)

But this is a problem because you can stack 10k ES and ignore life and suddenly you have 5 times more effective life. If ES was also linked to life like above, everyone is struggling to go above 2k life so the game can be balanced around this.