Ignoring a linked melee splash support gem
" Slower projectile isn't a drawback. There's a gem called faster projectile with the same damage increase as slower projectile gem. Also, this is not about mitigating draw back. This is about using the same active skill for both AoE and single target. If you want to cut down on your mana usage, you have to take off the gem permanently. It's not like your mana regen is sometimes high and then suddenly it's too low and you have to stop using your support gem but only for this moment. Your mana regen (or health regen for blood magic) is either enough for a support gem or not enough, it's never situational, and there's no benefit to toggling. Again, this is only for Melee Splash and Multiple Projectiles because those are the support gems that differentiate single target and AoE. |
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I manually swap out life leech and splash like every other map. It's not a big deal.
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Slower projectile is a drawback in some situations, an advantage in others. It is never a 'strictly better'. The same is true of support gems that increase mana costs- when you are burning through your mana pool on creatures that die too quickly anyway, how much of an advantage is that "added lightning damage"? Indeed, the concept that *many* build decisions in path of exile are weighing drawbacks against advantages is a core concept. There are very few support gems that are all upside, and they provide very limited benefits and come at the opportunity cost of actual power- ie 'wasting' a slot on a reduced mana gem that could have given you damage. The majority are balanced through direct drawbacks.
So again, what is the compelling reason for melee splash? That it, and you say GPM/LMP, alone are ineffective against single targets but useful in AOE, and therefore should be exempted? How about the Increased AOE gem? Its ineffective against only one target. How about concentrated effect? In many cases, its ineffective against more than one target. I could keep listing them, the point is, using the gem at all weighs these drawbacks against these advantages. Now say you wanted to put in a generic system so you could deactivate *any* support gem without having to remove it. There might actually be a good argument for that, and even if its not the best suggestion in the world and might get passed over, its still a logical thought. Say that the skill icons in your bar had the lettered symbols representing the support gems attached to them (ie T for totem) be right clickable to mute that effect, buttons inside of buttons. Thats a plausible case. But I don't see any sane argument for exempting one or two specific gems that have a mere statistical drawback when other gems exist that have mechanical drawbacks that fundamentally invalidate ways you can play a character, ala spell totem. |
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" Everyone uses 2 attack skills, 1 for AoE and 1 for single target. If you insist on using two different skills, one for AoE, and one for single target, let's agree to disagree. I don't know why you're adding mana cost, mechanics, and things you "could keep listing" to this discussion. There's no point debating this. |
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Absolutely not.
-1 stop over moderating that makes the official forums useless
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