Downsides on passive nodes
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Hi GGG, I'm one of the (seemingly-few) people who is open to, and even sometimes enjoys, downsides on passives. I like the idea that if you can mitigate the downside, you get a really strong upside.
However, in their current state, I still avoid them 90% of the time because they simply don't feel worth it. I think, like with combos, the upsides on these passives need to be really strong to counter the downsides for a couple reasons: 1. Mathematically, reducing a stat linearly scales it down faster than increasing it (or a comparable stat), ie. -50% damage is half damage, which effectively means you take twice as long to kill things; but +50% damage only reduces the time it takes you to kill things by 33%. 2. Something like Blood Rush, where the upside and downside are asymmetrical, often feel very difficult to justify. 6% increased attack speed is nice but nothing crazy, but causing you to hurt yourself when you attack/cast is hugely negatively impactful, especially given how high mana costs scale. I know these are probably difficult to balance in a game as complex as PoE2 (increasingly so with every patch), and I know there will probably be outlier builds out there that can abuse certain upside/downside notables, but imo that is not only fine but actively a good thing if not overdone; a big part of the fun of PoE is feeling like you almost-cheated the system and managed to make a build using unique tools that didn't seem very good in isolation. GGG, it sounds like you want to continue with this design philosophy, which I'm tentatively happy to hear. But please consider buffing the upsides on these passive nodes so that they're more widely-viable rather than optimal on a select few builds and near-useless on others. Last bumped9 дек. 2025 г., 22:42:09
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