Ailments scaling with on hit only reminds me of when Poison double dipped so everything was a poison build.
If everything ends up as an ailment build then there is no such thing as an ailment build. I really dislike that, it homogenizes character identities in a game that is about characters being diverse.
If too many things scale the same way, you end up with builds claiming to be different things being functionally identical and the game devolves into everything being able todo everything. The best X build is exactly the same character as the best Y build. The characters/items being identical cancel each other out so what you are left with as the difference is the skill they used. The whole skill tree and armour system devolves into false choices, similar to how everything in the past devolved into using poison and was a bad build if it didn't.
The new system while simpler does not achieve the player fantasy of the more complex PoE 1 system for Ailments, it is almost identical in functionality to a system GGG considered problematic.
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On a practical level, it can also remove the usefulness of ailments entirely. If i want to get huge Bleeds so i can destroy a boss, all white mobs will just die to the hit. Now my ailments are only needed vs rares and bosses and become non-functional while mapping.
They'd better make it worthwhile if it's two distinct paths.
It sucks but when they ask JR about what he thought ailments place were in PoE 2 he said he viewed them as a way to enable combos. I kind of assumed this was the case after seeing how little damage ignite/bleed do in this game. Doesn't sound like they want ailment builds to be separate archetypes
Yeah Ailments/DoT builds in PoE2 are just hit builds with extra steps. Not a fan of how they work in any way really.
If I wanted to scale my hit, I'd not be playing a Bleed build.
The only exceptions here are the chaos dots and the very second i tried them, it all became fun using dots again. But even things like Essence Drain have quite a strong hit component so making them poison enemies isn't to hard and quite benefitial. So pls GGG, go back to the PoE 1 system!
This needs to get more traction. The current ailment implementation is absolute shite.
Its really only ignite that is a problem right now because it only has shitty nodes and everything else has guaranteed application whether it's just 100% chance, or buildups. The only reasonable way to do ignite is just stacking crit because double damage = double ignite chance. You only need ignite nodes to increase your maximum chance.
Ailments, from what I'm understanding to be their idea, seem supposed to be a side dish that serves as utility or some extra damage over being a main damage type. Not sure how I feel about that. But also a logical outcome from the bigger hit is bigger ailments logic
I think the idea is having a simpler mechanical base design to iterate on.
All complaints I see in both these ailment threads are easily addressed over time with skills, supports, and uniques.
DoT ailments are just a downgrade from what we have in PoE1. They have no identity and are barely even a thing.
Agreed. It also makes poison, bleed and ignite all feel like the same thing.
Poe 1 did a good job at making each ailment feel different, scale different and build different.
Now itβs all the same. Sorta lame.
Also; bring back impale!!