Why are only melee punished by weapon specific skill gems?

Make Freezing Pulse only work with staves and Ethereal Knives with knives. Problem solved.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
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Xaxyx написал:
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wrathmar написал:
Ranged have two sub classes, wand and bow. Both of which have skills specific to that subclass.

Now you're reaching. It's clear that the game is divided into three general categories of play, as are the gems. I could just as arbitrarily state that the game has two different kinds of damage dealers: physical (bow, melee) and magic. That doesn't change the fact that melee -- distinct from both bow users and magic users -- must match weapon sub-category to gem; whereas bow wielders and magic wielders have no such restrictions.




Now you are talking about magic users and trying to compare them to weapon users. Spell gems have no limitation on weapon types.

In this game there are two classes of weapons, melee and ranged. Ranged have two sub classes, wand and bow. Melee has more; un-armed, daggers, claw, sword, mace, axe, and staff.
In the ranged class there is less cross over between wand and bow, while melee has more.
IGN: Wrathmar * Paulie * Client
Traditionally in RPGs axes ignore portion of or debuff armour, so maybe they will add something later on of this sort.

I don't see any punishment here... it's all about skill choice. You plan to use X and Y skills then you will need to find a specific weapon. The same way ranged are limited to bows (with one exception that is used by wands) and spell users are limited to wands (in some special cases there are choices of daggers, staves and sceptres but those are a smaller subset of the generic spell user).

I do agree though that there should be one specific skill for every weapon type that can be used only with that weapon and nothing else.
Последняя редакция: kiorull#3026. Время: 9 мая 2013 г., 15:45:21
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wrathmar написал:
Now you are talking about magic users and trying to compare them to weapon users. Spell gems have no limitation on weapon types.

Thank you for making my point for me.

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In this game there are two classes of weapons, melee and ranged. Ranged have two sub classes, wand and bow. Melee has more; un-armed, daggers, claw, sword, mace, axe, and staff.
In the ranged class there is less cross over between wand and bow, while melee has more.

Fine, we'll do it your way then. The point still remains: melee has vastly more restrictions on its capability to make use of its gems than "ranged" (bow, wand), and pales in comparison to magic users. Given melee's current situation in general, this is simply adding insult to injury.
GREENS vs. REDS: http://www.pathofexile.com/forum/view-thread/392/page/246#p811501
The Prisoner's Dilemma: http://www.pathofexile.com/forum/view-thread/392/page/262#p813428
Lethal_papercut's discussion with Chris: http://www.pathofexile.com/forum/view-thread/392/page/235#p806542
I think Xaxyx has pretty much said it all since my last post and unlike me managed to do so in a polite manner :D

I'll repeat something again though, what would appear to be a choice to some people (in the form of lots of different melee weapons) is actually a restriction to melee.

I'll try to give an example that maybe you other player types can relate to -

You find a perfectly rolled tri ele Thicket bow. Thicket bows by their very nature are nimble and light. The draw cord of the bow is delicate and fast and it cannot take the force of firing multiple projectiles at once. So unfortunately it doesn't work with Rain of Arrows.

This is literally the logic that is supposed to justify why I cannot use certain skill gems as a melee player. Imagine finding that Thicket Bow and wanting to play Rain of Arrows, whoops should have found a perfect Imperial bow instead! Is that fun to anyone?


Последняя редакция: pengant#7644. Время: 9 мая 2013 г., 15:53:22
At this point I agree that the melee wep restrictions are just out of whack with the rest of the game.

I could understand them being there for build diversity purposes and forcing people to make choices if melee made up the majority of builds/players.

But melee makes up, at most, a third of builds/players, with casters and archers being the other big categories. So it makes no sense that two of the main categories should have no restrictions, while the melee category is fractured into many pieces.

Maybe GGG initially envisioned the build breakdown being something like:

20% caster
20% bow
15% sword
15% axe
15% mace
15% dagger

Or something like that. But that's just not how the game is right now, hell it could easily be 40% caster 40% bow 20% melee (even less melee at high levels!) so the melee skill restrictions just seem forced and awkward.
Последняя редакция: aimlessgun#1443. Время: 9 мая 2013 г., 16:20:43
Yea I reckon that is what they had planned too.

And +1 to everything else you said and just to emphasize, melee is the only main category out of whack in this department AND its behind par in general performance compared to the other player types too (as per the manifesto post).

Kinda frustrating :/
@OP:

There's only one type of bow that's why.

You'll notice wands have a separate attack and cannot use bow skills and vice-versa which is exactly what you are describing.

When they eventually add in crossbows this will be even more obvious as there will most likely be crossbow specific skills etc (POWER SHOT ! ).
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ruskyandrei написал:
@OP:

There's only one type of bow that's why.


Actually there are two. Imperial and Thicket.... lol
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ruskyandrei написал:
@OP:

There's only one type of bow that's why.

You'll notice wands have a separate attack and cannot use bow skills and vice-versa which is exactly what you are describing.

When they eventually add in crossbows this will be even more obvious as there will most likely be crossbow specific skills etc (POWER SHOT ! ).


Really...? Did you not read the last 5 pages lol.

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