{
"post": {
"title": "New Skill Gem Gemcutting by Weapon Type Menu - Path of Exile 2",
"selftext": "",
"url": "https://i.redd.it/6xtkotw1d3kd1.jpeg"
},
"comments": [
{
"body": "melee totems are back on the menu lol",
"replies": [
{
"body": "Can't really hold our totem down for long, can we."
}
]
},
{
"body": "https://preview.redd.it/svujjahwo3kd1.png?width=366&format=png&auto=webp&s=44277655c5c57543ccd98afcd4eba8706866ebff\n\n![gif](emote|free_emotes_pack|hug)",
"replies": [
{
"body": "Apples and oranges, though. Melee totems sucked in PoE 1 because it's so hard to keep them alive without investing in totem stats, aside from the combat that is way too fast for players to effectively stop attacking to raise a totem, but in PoE 2 players will be encouraged to use multi-skill combos so raising a totem there won't feel the same as doing it in PoE 1.",
"replies": [
{
"body": "And maybe it's revamped and viable as a full totem build. A totem build scaling like a melee char, but not attacking directly. Or summoning a warrior around the totem, or 15 other different options !",
"replies": [
{
"body": "Ancestral Totem was a very real and relatively popular build for years. So we had that already but it had to pay for it's sins in melee builds.",
"replies": [
{
"body": "they removed the playstyle because they said they want melee to be all about direct combat but for some reason kept generals cry in, all they had to do was remove the buffs...",
"replies": [
{
"body": "I'm sure we will see melee totems back in some form. They probably just need more time to figure out how they should work.",
"replies": [
{
"body": "They could honestly just give them 75% increased dmg (melee buffs) but add a tag like 'cannot perform melee/spell actions yourself', or something like that.",
"replies": [
{
"body": "Or just not give a player buff."
}
]
}
]
}
]
}
]
},
{
"body": "I hope this totem will work something like Tawhoa. We place it and then he repeats any our slam, maybe with some damage penalty but anyway. Or, what much better, our previous slam. It leads to some fun interactions."
},
{
"body": "Back in the days before even the Shaper was a thing, I ran a Scion that stacked up multiple ancestral totems, and let them beat the crap out of my enemies. Scaled them up using Facebreakers, even.\n\nI'd love to see the style come back. I would *not* want it to come back as a \"every melee build runs this for the buff provided while it's alive\""
}
]
},
{
"body": "Melee totems sucked in PoE1 because they were mandatory for their melee buffs, and annoying to raise.\n\nMelee totems will suck equally in PoE2 if they buff the player.",
"replies": [
{
"body": "Counterpoint: Melee totems sucked because they were useless most of the time and useless when you needed them.\n\n\nYou never needed the totems for 90% of a map, because if you need the buffs active to kill white/blues then your build sucks anyway.\n\n\nWhen you needed the totems - for example against bosses or tanky rares they would get melted immediately.\n\n\nThis means totems were either overkill and just slowed you down or useless because they died too quickly"
},
{
"body": "Not necessarily, if there is enough competition for gem slots. In PoE1 they use one or a few of 24 gem slots. In PoE2 I think we get only 8-ish active gems.",
"replies": [
{
"body": "9, specifically."
}
]
}
]
},
{
"body": "in my opinion totems suck because theyre annoying af to press, and were mandatory",
"replies": [
{
"body": "Who's gonna tell him?"
},
{
"body": "Then you wont be happy with poe2, they pretty much confirmed that one button builds are unviable or at least pretty much hindering your power. \n\n Every build in poe2 will feel like melee totems, you need to rely on buff and combo skills a lot.",
"replies": [
{
"body": "Yes, but, in poe2 you have combos that weave multiple skills into one another, as opposed poe1 where it was just press this button for more damage with your other button.",
"replies": [
{
"body": "And the fight had to be long enough to excuse the DPS loss of placing the totem in the first place :)"
},
{
"body": "> press this button for more damage with your other button\n\nNot convinced that this won't be the case in PoE2."
}
]
}
]
},
{
"body": "Totems were never mandatory. They were just PoB padding in most cases due to how quick they died"
}
]
}
]
},
{
"body": "Lmfao"
},
{
"body": "Is that totem using as a weapon his..."
}
]
},
{
"body": "hmm flail... feelsgood",
"replies": [
{
"body": "I always enjoyed the energy of Flails. Early contender for fav for me. Granted, considering this is still POE, My first build going to be a ranger of some sort. Not",
"replies": [
{
"body": "First build is 10000% going to be that dude that shoots a machinegun type crossbow. Isometric dual stick ARPG with the quality of PoE baybeeeeeee!!!!!"
}
]
},
{
"body": "I'm calling it now.\n\nFlails will have innate battlemage as the weapon's niche or atleast flail related skills will have it.\n\nWe already know they are going heavy on archetypes and as flails are associated with templars, it will fill the niche of a hybrid spell/melee fantasy such as paladins etc.\n\nI'm gonna use flails for a melee witch, though. Can't wait!",
"replies": [
{
"body": "I hope not. I would rather battlemage be a more general mod or like a keystone passive."
}
]
},
{
"body": "They better reduce block chance"
},
{
"body": "I just hope one of the Flail skills is to make the ball gigantic for a bit to enhance your next couple of attacks with bonus damage and aoe."
},
{
"body": "Gimme some runes, gonna make HotO"
},
{
"body": "Witch King build confirmed 😎"
},
{
"body": "Reminds me of when 'flexible weapons' was a thing in MUDd and DAoC and such, more variety and quirky weapon differences and categories are fun."
},
{
"body": "\"Friede, bring me my flail!\" is all I could think about when I saw this image.\n\nARPG fans be eating good this winter. Between PoE2, Titan Quest 2 and D4 VoH there's a lot to do."
}
]
},
{
"body": "Gamescom content: https://www.gematsu.com/2024/08/path-of-exile-ii-launches-in-early-access-on-november-15",
"replies": [
{
"body": "I thought someone was getting it's account banned lol",
"replies": [
{
"body": "Would they be able to tell?",
"replies": [
{
"body": "GGG always knows. You might actually be Chris D:"
},
{
"body": "I'd be surprised if they didn't have hidden watermarks somewhere while the closed test is running. Devs can add in a fingerprint that you can't see unless you filter the screen a certain way, they can then use it to track down exactly which account the screencap was taken from. I know WoW has been doing this for years.",
"replies": [
{
"body": "D4 had your account ID plastered in a diagonal grid across your screen"
},
{
"body": "Would the watermark be preserved through a screenshot? Or a photo of a screen? I have no idea how it works.",
"replies": [
{
"body": "Maybe not through a photo of a screen, but through a screenshot? Definitely."
},
{
"body": "Not really if it's not visible to the naked eye. At that point even just compression would render it useless."
},
{
"body": "[deleted]",
"replies": [
{
"body": "Damn, that's crazy. Could you degrade the image e.g. Take Pic on phone, save ss several times, etc. to make that unreadable?"
}
]
}
]
},
{
"body": "Meta data of the file is also a thing and that gives you more than enough information to pin point the origin. Then it's just a little detective work."
},
{
"body": "Highly, highly doubt GGG expended such effort. They are more the type of company to be super chill on things like that. Be cool to your playerbase, your playerbase is cool to you.",
"replies": [
{
"body": "its nda. they are pretty serious about this beta being under wraps. if they were all chill about it we'd have a deadlock \"closed beta\" where anyone can get in and they ask you nicely not to talk about it but nothing more"
}
]
}
]
},
{
"body": "-Who opened this menu\n\n-in this location\n\n-with those specific skill hotkeys allocated\n\n-with that potion allocation\n\nIf they have the meta data for all those its a sql query.",
"replies": [
{
"body": "If you have a meta build, wouldn't there be thousands of people with the same skills/potions? Not like a screenshot shows the stats of potions to narrow it down.\n\nPlus, there could be thousands of people who open the menu in a place like town, after killing a boss, etc. Without the time, I can't imagine it'd be easy to narrow down.",
"replies": [
{
"body": ">wouldn't there be thousands of people with the same skills/potions?\n\npreference for where people put say:\n\n* their movement skill hotkey \n* Warcry hotkey\n\nwould filter this down a crazy amount\n\n> could be thousands of people who open the menu in a place like town,\n\nDepends on how many big the grid is of x,y coordinates and whether they can tell from this image what the person likely is at\n\nThe person is also at zero exp, which would filter it again.\n\nThe numbers can go from astronomical once they are combined to one.",
"replies": [
{
"body": "I guess if I plan on breaking any NDAs, I'll be sure to compress the shit out of the image and then cut away anything not relevant to protect myself."
}
]
}
]
}
]
}
]
},
{
"body": "That's precisely what I expected"
}
]
}
]
},
{
"body": "I think they are trying for a more linear progression.\n\nI look forward to playing a sunder based character.",
"replies": [
{
"body": "They better not take away my Tabula + Goldrim + Wanderlust gaming",
"replies": [
{
"body": "\"Your skills are 6-linked\" unique is what the people yearn for",
"replies": [
{
"body": "I wonder if that could be a mageblood level unique, considering 5 socketed skill gems will be rare and you can have 9 of them"
}
]
}
]
}
]
},
{
"body": "I just hope there won't be Labirinth, that one is painful",
"replies": [
{
"body": "Apparently ascendancy will be earned via campaign."
},
{
"body": "I am hoping the ascendancy is more tailored to your class fantasy if i am picking a necromancer i want to go to a graveyard and kill some kind of undead to gain their power if its the same for every class again I will be sad"
},
{
"body": "[deleted]",
"replies": [
{
"body": "I hated the labyrinth to the core. I couldn't make myself to run it for the challenge even with a t17 capable build. \n\n\n\nI liked it that earning the ascendancy was somewhat challenging tho, so I hope getting ascendancy points won't be trivialized",
"replies": [
{
"body": "It’s like 15 min tops ? Don’t get what’s the problem.",
"replies": [
{
"body": "Imagine you don't like something, like, for example, being waterboarded by CIA interrogators in a secret off state prison. But it's only for 15 minutes so that's ok ;) \n\nIf I say \"I hate the lab\" - I mean I HATE THE LAB. Doesn't matter if it's only 15 seconds, I don't enjoy it, and I don't want to interact with it. Why even elaborate on that? Who cares it's 15 minutes if that's not how I want to spend MY 15 minutes?"
}
]
}
]
}
]
}
]
},
{
"body": "I don’t know what im looking at.",
"replies": [
{
"body": "TL:DR is that in PoE2 you get an “uncut skill gem” drop instead of random skill gems. You can then use that to chose to make any skill gem you want, or something along those lines, using that menu",
"replies": [
{
"body": "I have to circumcise my gems? This game is a trip ",
"replies": [
{
"body": "That is way too cruel, I will have to let the gem make its own choice later."
},
{
"body": "Don't we all?"
},
{
"body": "Lmao"
},
{
"body": "bruh lol"
},
{
"body": "remember, just the tip"
},
{
"body": "If the Mohel is hitting the family jewels he needs some more training."
}
]
},
{
"body": "Can I get enlightened or empower with it? can we corrupt them to go 21/23? do they have quality?",
"replies": [
{
"body": "buddy we dont even know if those gems exist. they're just gems though, so presumably you can use vaal orbs on them."
},
{
"body": "i wouldnt be surprised if there are different uncut skill gem drops like awakened/vaal/overleveled versions that u can then cut into the gem u want. means they can make those items rarer and still be useful",
"replies": [
{
"body": "I hope we don't get the same situation with Power Runes where 1 enchant defines its price making the other enchants using that rune not worth it.\n\nEG Woke Multistrike driving up the price for Woke fire damage as example."
}
]
},
{
"body": "We do not know many details yet. It’s possible they have talked about it but I haven’t heard"
}
]
}
]
},
{
"body": "[deleted]",
"replies": [
{
"body": "Imagine if a gaming company that develops a game and has a high cost associated with it wanted to make money with their game."
}
]
}
]
},
{
"body": "Flail weapon type? Has that been announced already, i don't remember seeing that before.",
"replies": [
{
"body": "During the exilecon 2023 trailer you get small segments with the templar and he is wielding a flail"
},
{
"body": "Frost pally zeal smash the game. Here I come!"
},
{
"body": "Yep. Apparently because they're str+int flails will have high crit."
}
]
},
{
"body": "Kinda bothers me how the UI is still worse than PoE1 beta, especially the flasks.",
"replies": [
{
"body": "Yesss the new flasks especially are incredibly ugly like what. Such an eyesore. And UI looks worse overall",
"replies": [
{
"body": "I like the more retro UI, UX is the one that shouldn't be retro. The flasks are ugly af though."
},
{
"body": "This game is a business that sells cosmetics. Something gotta take the hit.",
"replies": [
{
"body": "Dude these flasks look like it's from the original alpha except somehow worse",
"replies": [
{
"body": "This is the usual business in the game industry - create a problem and sell solutions. Even if they will change the flask skins, I am not expecting it to be beautiful, because, again, the business is, to sell me cosmetics."
}
]
}
]
}
]
},
{
"body": "It’s weird. Do you think it’s still placeholders or is this just a new art style that looks weird to us because we’ve gotten used to a different one and this looks just similar enough to trigger an uncanny valley feeling?",
"replies": [
{
"body": "Probably just different art style. We also have no idea what level these flasks are. Some of the low level flasks in PoE 1 look pretty dogshit, IMO.\n\nOnce people play the game it won't even be something you notice.",
"replies": [
{
"body": "They look close to identical to low level flasks in POE1, just from a different angle and with a slightly different shape."
},
{
"body": "The art style is giving me early 2000s MMO vibes"
},
{
"body": "I think so too"
}
]
},
{
"body": "Nevertheless it's all 3D models, every item in poe2 has a 3D model. Maybe they should change the lighting of some items."
}
]
},
{
"body": "I think the flasks looks better."
},
{
"body": "And the fact that the list is sorted apparently at random"
},
{
"body": "They should make mtx for the UI, let us \"***CUSTOMIZE\"***"
},
{
"body": "Prob they will import poe1 assets when finished. They have to give attention to other things more imports and difficult to solve atm"
},
{
"body": "POE2 is a console game first and PC UI will suffer. It's also the reason they hyped WASD movement, it's the default gameplay with a controller.",
"replies": [
{
"body": "Brother, this is the same shit people cried when they announced they were launching on console. The game has only improved since then.",
"replies": [
{
"body": "Oh god remember when ProjectPT quit because GGG sold out to make console versions? That drama was so weird to me.",
"replies": [
{
"body": "Yep exactly. Absolutely pathetic stuff"
},
{}
]
}
]
},
{
"body": "Every single PC player that tried WASD has said that it feels even better to use than click to move. Many streamers, most of them PC exclusive gamers have said that WASD will be their preferred mode of playing and they are even asking GGG to consider the possibility of also implementing it in PoE1. \n\nI'm not going to comment on the UI since I also believe it could be better but your WASD argument is pure dog shit and has nothing to do with console.",
"replies": [
{
"body": "WASD movement only works if you can also move with the mouse, like in WoW. Maybe controller will be usable but WASD is not.",
"replies": [
{}
]
}
]
}
]
},
{}
]
},
{
"body": "where flicker?",
"replies": [
{
"body": "Last we saw flicker was monk wielding a quaterstaff."
},
{
"body": "Reworked; consumes all power charges to do one big multiflicker.",
"replies": [
{
"body": "that sounds ass tbh, i really hope there is a way to make it poe1 style"
}
]
}
]
},
{
"body": "Cyclone with a flail. S Tier spin to win build"
},
{
"body": "I don't see Claws or Sceptres or Wands. What gives?",
"replies": [
{
"body": "Sceptres are now a Minion weapon with spirit. So very likely will not have melee damage associated with it.\n\nBut Claws and Wands should be there tho...",
"replies": [
{
"body": "Wands now has a spell-skill as implicit and do not able to attack with projectile like in poe1. And much likely they benefit from spell support gems. But claws, i don't know. Hope it's still in development.",
"replies": [
{
"body": "So the 'wand' skills will fall under the Elemental, Occult and/or Primal tabs?",
"replies": [
{
"body": "Yes"
},
{
"body": "I could see calws being tied to primal and shapeshifting. Makes more sense to have claws \"fuse\" with your shapeshifting form.\n\n \nAnother explanation is that claws are tied to Shadow/Assasin class and it's not in the build so the weapon type is not listed."
}
]
},
{
"body": "Wait really? That sucks, I hope we do get wand blaster or at the very least a 1 handed ranged weapon in future.",
"replies": [
{
"body": "We might get wander builds that look similar to PoE1 ones, but they'll be spell builds in terms of scaling."
},
{
"body": "Wands are most likely in Elemental/Occult area."
}
]
}
]
},
{
"body": "Minions are still skills tho. So they should be there, or have their own minion gem tab. Or is that what the 'Primal' and 'Occult' tabs are about?",
"replies": [
{
"body": "Yes"
}
]
}
]
}
]
},
{
"body": "They said before that skill gems will now have sockets for support gems in them, instead of having everything in equipment. So I wonder how thats gonna work with uncut skill gems\n\nWill you be able to unbox everything from 1 to 5 sockets from it or will it be capped, and the 5 socket ones will have to be found in drops",
"replies": [
{
"body": "From what they said last, uncut gems drop with different rarity. So you can drop \"5-link uncut gem\". There may also be some kind of currency to upgrade the number of links. In the interview with some spanish guy Johnatan said there will be Orbs of Fusing but they will be some kind of very rare high end game currency. Could be recombobinators or, since it's originally gem related currency, maybe it can upgrade number of sockets."
}
]
},
{
"body": "Why are the skill gems in a numbered/tiers order? If that the order they're unlocked or something?",
"replies": [
{
"body": "I think so because if you look all the skills are lvl 11 so im assuming this might be a higher lvl uncut gem/character"
},
{
"body": "Probably the level tiers similar to what we have now? ie 1, 10, 12, 16, 24, 28, 34.\n\nI imagine the uncut gems will be tiered in a similar manner."
},
{
"body": "Not exactly. Uncut skill gems drop with a tier. You can turn it into any skill gem in the same tier or below. For a higher tier skill you need to find a higher tier uncut gems. This does mean some skills will only be available later in the game."
},
{
"body": "To reduce complexity for new players instead of giving them access to everything at once."
}
]
},
{
"body": "So… a skill tree within each gem as well? XD"
},
{
"body": "The Claw is dead, Long live the Claw",
"replies": [
{
"body": "I am pretty sure we will get them eventually.\nBut they are not implemented yet (as many things in the game are not implemented)"
},
{
"body": "I am pretty sure we will get them eventually.\nBut they are not implemented yet (as many things in the game are not implemented)"
}
]
},
{
"body": "Not sure what to think about this menu tbh.\n\n1. It looks like they are trying to sort them by weapon type now instead of class archtypes, which is fine except for cases where skills can be used with multiple item types (unless its no longer the case?) as it can be confusing for players who might not realize that a cyclone skill can be used with a staff and not just a hammer for instace.\nAlso how it might look like if they decide to add new item types? Will they move around a bunch of skills?\n\n2. This UI doesnt look like it will support adding new skills so easily. What happens if they would want to add a new tier 2 gem for a page that contains 4 tier 2 gems already? Will they just squish them together to fit? Seems a bit odd but its still lre-alpha so we will see",
"replies": [
{
"body": "It's no longer the case, they wanted to double down on weapon identity and to make your choice of weapon swap more meaningful (eg. do I take spear swap for the mobility options or mace for aoe and armor break?)",
"replies": [
{
"body": "So skills in PoE2 are bounded to specific weapons? \nI mean, it has its upsides and downsides, i dont hate this approach, but i think it limits a bit the core idea of PoE that you can build anything. Like if i want to use 3 different skills in my build that each requires a different 2H weapons then now its impossible to do.",
"replies": [
{
"body": "I'd say it's a net positive because you can edit the skill tree and bind which weapon will use which skill, making sure you can ACTUALLY use two weapon sets properly in your average build.",
"replies": [
{
"body": "Yea but thats a different system. You could for instance have a good weapon for cold skills and a weapon for fire skills and then configure to use a fire skill with the fire weapon and cold skill with cold weapon, but it doesnt mean the cold skill could *only* be used with this type of weapon. \n\nThese are 2 separate systems."
}
]
},
{
"body": "Realistically, there was already one best weapon for each skill in PoE. I don't think there are many skills that can be played with two different weapon types. So technically there were more options, but in reality the vast majority of players didn't take them anyway.\n\nThat said, considering one of the skills is just called \"Mace Strike\", I wonder if they're not overextending themselves by making the new design require so many different active and support gems (since support gems are also exclusive now, so you kind of need to have ~45 different viable support gems on the same build in the endgame).",
"replies": [
{
"body": "I’m pretty sure mace strike is just the default attack for a mace."
}
]
}
]
}
]
}
]
},
{
"body": "Forgot flails are in the game. Hell yeah."
},
{
"body": "Oh flails. Dope."
},
{
"body": "My body is ready"
},
{
"body": "I'm so ready to go early access in november."
},
{
"body": "are you not meant to post anything from POE 2 beta, isn't there an NDA in place with the beta ?",
"replies": [
{
"body": "It's from gamescom, not beta"
}
]
},
{
"body": "Why does GGG hate sorting lists alphabetically"
},
{
"body": "LET ME IN"
},
{
"body": "I'm a bit lost with gems in PoE2. Can someone explain me how the gems and gem cutting works?",
"replies": [
{
"body": "You get uncut skill gems as drops or quest rewards. You click on the uncut gem and you can choose what skill you want to turn it into, from any weapon or spell type.\n\nThe uncut gem has a level and a tier. Level is just what level the skill gem will be. So if you find lvl 13 uncut gem, you get lvl 13 skill without needing to level it up yourself from 1.\n\nTier determines which skills you can get. On the picture you see the different rows of skills are the tiers with higher tiers at the bottom. If you get a tier 3 uncut gem, you can only make it into skills in tier 3 or below. For a skill in a higher tier, you need to find a higher tier uncut gem.",
"replies": [
{
"body": "Thanks so much! Way easier than I thought\n\nI see there tier 13. Is that the max we know?",
"replies": [
{
"body": "Don't know the max yet. I think 13 is the highest seen so far."
}
]
}
]
}
]
},
{
"body": "Flail + Sword DW, my Witch King fantasy here I come!"
},
{
"body": "I'm just looking forward to play WASD with the machinegun/Sniper crossbow"
},
{
"body": "Looks tablet friendly!!! Cant wait!!!"
},
{
"body": "Dang, no shield gems? RIP…",
"replies": [
{
"body": "They’re under the Mace tab, these are basically the old class gem tabs renamed to the weapons instead"
}
]
},
{
"body": "Doesnt this violate NDA?"
},
{
"body": "Cam we have a look for other weapon type say primal or swords?",
"replies": [
{
"body": "We prob won't see anything more until way closer to the early access.\n\nBut even then, we might not see anything skill gem related before the ea.\n\nThey prob don't wanna reveal too much so people can go nuts when they actually have access."
}
]
},
{
"body": "Does anyone know whats gonna happen to lab in poe2? Will it still exist? Will the divine font reward be changed? I really like the current system.",
"replies": [
{
"body": "I mean it's a completely different game. Who knows if lab even exists.",
"replies": [
{
"body": "They briefly mentioned Lab in passing in the ZiggyD Melee interview the other day so I'd think it's a thing",
"replies": [
{
"body": "I think they only mentioned ascendancies? If i remember correctly",
"replies": [
{
"body": "I didn't want to go rewatch the entire thing to go find the 2 seconds to link it but paraphrasing it was something like \"whether it's one of the various ways of making your Exile stronger such as the Labryinth...\"",
"replies": [
{
"body": "https://youtu.be/SBx9hEjgaMs?si=ST-nklYPaRr_UFy1&t=2187\n\nthis is the only mention i could find of lab/ascendancy from a quick look in the video and transcript"
}
]
}
]
}
]
}
]
},
{
"body": "My guess is Lab will come back or they will use a similar system to lab."
}
]
},
{
"body": "I know they'll make it into the final game but god i want to see flasks go so bad. Imo the absolute worst part of poe.",
"replies": [
{
"body": "What’s wrong with flasks, they’re just potions.",
"replies": [
{
"body": "Idk have you played poe. It sucks pressing them all the time",
"replies": [
{
"body": "Yeah but they changed them in Poe 2. Magic utility flasks don’t give buffs anymore they just remove ailments. So you don’t press them all the time just reactively."
}
]
}
]
}
]
},
{
"body": "So do some skills show up in multiple trees? Like Infernal Cry?",
"replies": [
{
"body": "My understanding is that they don't, and skills are weapon-type exclusive. I think the shield ones are greyed out because the character isn't using a shield, for instance.",
"replies": [
{
"body": "Attacks are weapon exclusive. I don’t think warcries are."
}
]
}
]
},
{
"body": "I want to make a build that uses ancestral totems xD. Only them. No attacking myself, just totems. \n\nI hope there will be a dedicated totem ascendancy too. Otherwise I will main druid."
},
{
"body": "This ui.... is so bad lol"
},
{
"body": "Was the NDA lifted? Or did we already know this"
},
{
"body": "This is so bad, you essentially don't have access to skill gems as you used to before. You either drop an uncut gem and make it... or you're just stuck with shit skills."
},
{
"body": "F, so skill now is in table? Not in gem when equipped in item?",
"replies": [
{
"body": "If I’m understanding correctly: gems now drop uncut, you choose which skill you want to turn them into, then socket them into your character, not your items, so no need to hunt for 6 links anymore",
"replies": [
{
"body": "Idk what is \"uncut\" mean?\n\nLike just a color and type 1 2 3 or somekind like that? Then u turn that into exact which gem u want?\n\nExample like the picture, u picked up type 1, gem red (str) \n\nthen u have 3 choices: Boneshatter, Earthquake, Rolling Slam?",
"replies": [
{
"body": "I think it drops uncut skill gem, which you can turn into any skill regardless of color, and uncut support gem, which you can turn into any support gem \n\nBut I think they’re level based, you can only unlock a skill if you’re high enough level, and I think support gems are unlocked by default \n\nAlso socket colors were removed",
"replies": [
{
"body": "oh sh, no more pain on spamming 1k 2k fusing?",
"replies": [
{
"body": "To my knowledge, fusings no longer exist. you instead roll sockets on a specific skill, up to 6. So you can eventually six-link every skill. However, we don't know the rate for how many rolls it takes to hit 6 sockets, it could very well be something similar to current six links."
}
]
}
]
},
{
"body": "You get uncut skill gems as drops or quest rewards. They’re these grey blocky gens. You click on the uncut gem and you can choose what skill you want to turn it into from this menu, from any weapon or spell type.\n\nThe uncut gem has a level and a tier. Level is just what level the skill gem will be. So if you find lvl 13 uncut gem, you get lvl 13 skill without needing to level it up yourself from 1.\n\nTier determines which skills you can get. On the picture you see the different rows of skills are the tiers with higher tiers at the bottom. If you get a tier 3 uncut gem, you can only make it into skills in tier 3 or below. For a skill in a higher tier, you need to find a higher tier uncut gem.",
"replies": [
{
"body": "oh I see, maybe good at somehow :D"
}
]
}
]
}
]
}
]
},
{
"body": "TOTEMS ARE BACK LETS GOOOOOOOO",
"replies": [
{
"body": "You and the other person that miss melee totems will have a blast",
"replies": [
{
"body": "To be fair, melee totems weren't the issue, the issue was that they gave buffs that if you were playing melee, you needed to take.\n\nIf we can legitimately build around melee totems and not use it as a necessary buff, that would be cool."
}
]
}
]
},
{
"body": "i genuinely can't comprehend how they made the UI look 10x worse than poe1 ui"
},
{
"body": "You guys gonna have so much fun playin PoeD4. I mean POE2 hah"
},
{
"body": "That had to be taken on a console with a keyboard..because that graphics look terrible. Or he took with shitty phone. lol"
}
]
}