Ailments and some suggestions
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So right now, each ailment has some basic utility and theme. And one of the problems is that now, you either lose dps or focus on dps.
https://www.poe2wiki.net/wiki/Ailment I think something akin to poe1's 'tiered' ailments, something like that should be considered for poe2. Adding drenched is a decent idea, however, I think lower level tiered ailments should be utility and mid level ones be damage adding and higher tiered be like a buff to both, like a capstone ailment. It may be best as well to have thresholds and caps to help manage the scaling into them. For example, as you deal lightning damage, you begin to shock the enemy. The shock can build up their stun meter. When the enemy is stunned by shock, they can become electrocuted. Electrocution adds flat lightning damage to all hits they receive. And when their electrocution hits a certain level, they get become thunderstruck, or some other term. At that point, there is acceleration to the shock stun buildup and the electrocution lightning damage. This can also add room to have special tricks embedded into those states. Like mods on items that have something like: Critical hits from lightning damage to a shocked enemy causes novas doing X% or some flat damage... Critical hits from lightning damage to an electrocuted enemy spread shocks in the novas... Critical hits from lightning damage to a thunderstruck enemy attracts lightning bolts doing a large range of lightning damage.... Then you could do the same with all the other damage types (yes, I am thinking of poison, bleed, and phys as different types that deserve this). This would allow more scalers to boost damage in smaller increments, add utility, and continue offering new ways to add damage through effects being thrown in (kind of like combo). Last bumped4 дек. 2025 г., 21:35:31
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