Ailment threshold is a poor way of handling ignite
TL;DR: Ailment threshold is a very undesirable way to handle ignite chance on enemies. I think that this negatively affects ignite builds and is a very convoluted system for new players to understand. I also think this will add unnecessary complexity to any future development and having to balance it. I suggest reverting to POE1 ignite chance system. Also suggest this for poison.
Hello GGG and playerbase, I have a lot of concern with the future of POE given the current state of the beta, but I'll focus strictly on ailment threshold for this post. I've been playing POE since before act 3 existed. After clocking over 7k hours on steam alone, I wanted to share some feedback on my experience with POE2. I understand that this is a beta, and there is a mere skeleton of content available to us compared to POE1 that has a decade of content bloat to choose from. That being said, I'm very uneasy with the ailment threshold system being used as widely as it is, especially for ignite builds. I have a few friends that I've introduced POE to in the last two or so years, and the difficulties explaining systems and mechanics is already hard enough without having to say "Your ignite chance is based off of an arbitrary, secondary, hidden number that is somewhat related to their health bar where you have to do a % of that number in order to inflict ignite, and any % increased chances to ignite you have make that health bar go down faster. I don't think that this is a good idea moving forward for an ailment that can only have a single stack that deals damage. Also, I don't think cast on ignite should really exist. None of this factors cast on ignite in. Ideas: *Revert to old ignite chance system (preferred) *Add in a way to have multiple ignite stacks on an enemy (see crimson dance) but use ailment threshold if you can have multiple stacks (same could apply to poison - by the way, why was poison limited to a single stack? this seems like a strange choice.) This option would allow for two different archetypes of igniters to exist - single, hard ignite (POE1) and use of rapid-hitting skills. Last bumped11 янв. 2025 г., 00:01:00
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