The question nobody is asking about Path of Exile 2
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- Опубликовано: 22 авг 2024
- A question that should be talked more in depth...
"WOULD WE BE ABLE TO PLAY SEVERAL SKILLS SIMULTANEOUSLY AND EFFECTIVELY IN PATH OF EXILE 2?"
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I was thinking about 6-linking a few single-cast "support" skills that help with ailments/debuffs or give small amounts of additional damage (for example void sphere or an arcanist brand).
6-link warcrys let's goooo! :P
Many many improvements from PoE 1, I'm really looking forward to playing this next year!!
Personally, I would really love many skills with cooldowns, combos and slower gameplay.
I hate when gameplay of ARPGs reduces to a mindless single skill spam. Current POE meta is like playing Vampire Survivors.
Vampire Survivors is pretty good though... =P
Well, from what we've seen, PoE2 seems to be more like you want, just no cooldowns... but you have combos and slower gameplay (at least in the acts)
PoE may not have a ton of cooldowns (like D4), but the cast and attack times seem to be quite long (from Exilecon 2023 post this video), which is effectively the same thing just at the front of the action and with a lot more chance to be stunned out of the action.
Bragging about up to nine 6-link skills is that even their own system of supporting different passives via weapon swap only works for two meta types. The best way to encourage multiple skills is to give them synergy with each other. Like flame surge (i.e. can't ignite but does much more dmg when enemy is ignited). So yeah like 2-3 main skills. Not a massive difference. All the rest will be juiced up auras and supports. Which is fine.
Thanks for sharing! Agree in most things. I believe 99,9% of the 9 slots of 6-links will be: aura, movement, cast on X curse, guard/defensive skill, cast on X buff (blood rage, haste, etc), skill for single target, skill for clearing, charge generation, EMPTY ONE. Based on that, I can imagine only or 3 skills tops will be played at once...
It shouldn't be about spamming the 'strongest' skill; it's about making a setup for different situations and optimizing gameplay accordingly. Big groups, small groups, single target, utility, survivability, movement, bosses, etc., and of course, creating your playstyle. Different combat situations can ask for different skills; if not, you can still optimize builds for a powerful main skill. Having cooldowns forces you to play the game linearly. In an ARPG, where you're in a constant flow of combat, having cooldowns will never feel satisfying because they're not strategic. There are many isometric action games that don't have cooldowns, rogue-likes, etc., and you have to engage in the combat knowing which type of skill you want to use to optimize the situation.
That's a good observation
Why did RUclips recommend me this? I don’t even play path of exile and also why did I watch the whole thing?
The Accent! ;)
Is that added value? The more you know...
Well around video, even tho i dont play PoE, i enjoyed. it. I kinda need that book for studying purposes *ruido de mate*
A good bombilla suck...
To be honest most players pick one skill because it's comfy. It took them 5 huge numerical nerfs and one giga nuke on melee to finally remove cyclone meta. Yet everyone still choose it for CoC. Why? It's comfy. So in this example most people are gonna choose spear cyclone. Even if it's 30% weaker than other ones. And that's pretty much what's going to happen to this idea of skill rotation. It's doomed to fail. Sadly.