POE 2 skill design

In Poe1, you have a block of marble that you slowly chip away at to create a smooth fun build to play. You do this through planning, gear, ascendency and the passive tree. Solving problems as you chip away at your marble statue until it feels smooth and fun to play

In Poe2, GGG has removed most of the complexity from your build design. You already start off with a marble statue that has been chipped away at by GGG's design and formed into this rough monstrosity of a character build that feels terrible and clunky to play in most cases.

Then maybe a couple times a month, the moonlight will shine through a crack in the roof and highlight your character making it feel smooth and fun to play before dissipating and returning to the clunky unfun play

This is how charges and infusions etc feel to play. I feel like I wouldn't mind them that much if the skills weren't completely useless when they do not have charges/infusions
Last bumped9 дек. 2025 г., 09:13:53
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Dmo90#6022 написал:
In Poe1, you have a block of marble that you slowly chip away at to create a smooth fun build to play. You do this through planning, gear, ascendency and the passive tree. Solving problems as you chip away at your marble statue until it feels smooth and fun to play

In Poe2, GGG has removed most of the complexity from your build design. You already start off with a marble statue that has been chipped away at by GGG's design and formed into this rough monstrosity of a character build that feels terrible and clunky to play in most cases.

Then maybe a couple times a month, the moonlight will shine through a crack in the roof and highlight your character making it feel smooth and fun to play before dissipating and returning to the clunky unfun play

This is how charges and infusions etc feel to play. I feel like I wouldn't mind them that much if the skills weren't completely useless when they do not have charges/infusions


PoE feels sandboxy with alot of freedom and creativity ALLOWED. Here's the Ice Shot skill, here's the Greater Multiple Projectile that allows your skill to shoot multiple projectiles, go wild kid.

PoE2 feels like a specifically designed game "You WILL play like this and you WILL love it." kind of game.
[1] "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793

[2] Mechanical Skill (Dodgeroll) and Intellectual Skill (Build Theorycrafting) exists on a spectrum.: https://www.pathofexile.com/forum/view-thread/3883605
Последняя редакция: nagisanzeninzz#2697. Время: 9 дек. 2025 г., 08:40:44
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nagisanzeninzz#2697 написал:
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Dmo90#6022 написал:
In Poe1, you have a block of marble that you slowly chip away at to create a smooth fun build to play. You do this through planning, gear, ascendency and the passive tree. Solving problems as you chip away at your marble statue until it feels smooth and fun to play

In Poe2, GGG has removed most of the complexity from your build design. You already start off with a marble statue that has been chipped away at by GGG's design and formed into this rough monstrosity of a character build that feels terrible and clunky to play in most cases.

Then maybe a couple times a month, the moonlight will shine through a crack in the roof and highlight your character making it feel smooth and fun to play before dissipating and returning to the clunky unfun play

This is how charges and infusions etc feel to play. I feel like I wouldn't mind them that much if the skills weren't completely useless when they do not have charges/infusions


PoE feels sandboxy with alot of freedom and creativity ALLOWED. Here's the Ice Shot skill, here's the Greater Multiple Projectile that allows your skill to shoot multiple projectiles, go wild kid.

PoE2 feels like a specifically designed game "You WILL play like this and you WILL love it." kind of game.


They really put you in a box and there's no escaping lol I just want to have fun. Poe doesn't need to be that serious
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Dmo90#6022 написал:
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nagisanzeninzz#2697 написал:
"
Dmo90#6022 написал:
In Poe1, you have a block of marble that you slowly chip away at to create a smooth fun build to play. You do this through planning, gear, ascendency and the passive tree. Solving problems as you chip away at your marble statue until it feels smooth and fun to play

In Poe2, GGG has removed most of the complexity from your build design. You already start off with a marble statue that has been chipped away at by GGG's design and formed into this rough monstrosity of a character build that feels terrible and clunky to play in most cases.

Then maybe a couple times a month, the moonlight will shine through a crack in the roof and highlight your character making it feel smooth and fun to play before dissipating and returning to the clunky unfun play

This is how charges and infusions etc feel to play. I feel like I wouldn't mind them that much if the skills weren't completely useless when they do not have charges/infusions


PoE feels sandboxy with alot of freedom and creativity ALLOWED. Here's the Ice Shot skill, here's the Greater Multiple Projectile that allows your skill to shoot multiple projectiles, go wild kid.

PoE2 feels like a specifically designed game "You WILL play like this and you WILL love it." kind of game.


They really put you in a box and there's no escaping lol I just want to have fun. Poe doesn't need to be that serious


https://www.youtube.com/watch?v=HiZbHoUiXQs&t=3407s

PoE2 could never
[1] "Meaningful Combat" Is Anti-ARPG: https://www.pathofexile.com/forum/view-thread/3884793

[2] Mechanical Skill (Dodgeroll) and Intellectual Skill (Build Theorycrafting) exists on a spectrum.: https://www.pathofexile.com/forum/view-thread/3883605

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