Eyestabber
Arcane
I have a THEORY on build economy. Please back me up or correct me, more experienced PoE players!
I used the trade macro a LOT during my playtime. It's a great learning experience, even if the macro doesn't always get it right (it does 85% of the time, tho). I assume literally everyone else is also using it. From what little understanding I have, the macro seems to operate on a "X mod is expensive/cheap", with a couple pseudos like "# elemental resistances" to get a more realistic evaluation of a given item. However, mod synergy isn't really taken into account AFAIK. Meaning that having 4 great affixes result in an expensive item while having 6 "good enough" affixes result in a bargain bin price. The conclusion I draw is that builds that can benefit from more mods tend to be cheaper, since you can get by with 6 tier 3-4 mods rolled on an item straight out of the bargain bin, while the guy who needs a handful of tier 1 mods better be forking up some exalts.
The other big factor seems to be "build enabling uniques". If you open poe.ninja, click on gladiator and then "dual axes", you'll get a 99% usage of Soul Taker. I have one of those as well, because the build gets severely gimped without Soul Taker's "infinite mana" boon. That introduces a "ceiling" I 100% felt while playing my glad: it gets to a point where you either buy a ST or stop progressing. In my case the enabler was about 1 E, so not exactly bank breaking, but still my sabo made it to yellow maps on a handful of bargain bin rares. Not a single expensive unique, Shavronne's Wrappings or Tremor Rod are LUXURY items, not really necessities for the build.
That also explains the summoner dominance, as minions scale off skill gems just fine, everything else is just a bonus. Actually, my sabo`s spells also get MOST of their scaling from the gems. Melee and Bow OTOH need powerful weapons to get by, which increase build cost. The other important factor being the current idiotic abundance of 1-shot mechanics, meaning builds that need to stop to attack get fucked in the ass. Another point for summoners as they can just focus on defense while minions do their damage for them. My sabo does his own damage dealing, but dropping a cluster of mines in half a second and then immediately going back to spamming flame dash resulted in much safer fights against metamorphs.
Actually, a lot of people are discovering Impale rn, I sold a couple gems for some nice profit. However, impale is one hell of a double edged sword since its damage stacking relies on attacking the same target multiple times. Its something that really helps the viability of melee builds, but it can't possibly beat miner/summoner hit and run playstyle.
Inb4 "hurr durr, that's obvious", no it isn't. 1st League, remember?
Another thing: I think Necros/summoners have an appointment with the nerf hammer. Reddit and other forums are all moaning about Summoner League and how bows are useless, yada yada. I think miners might be next on the chopping block.
So here are my plans for next league:
I used the trade macro a LOT during my playtime. It's a great learning experience, even if the macro doesn't always get it right (it does 85% of the time, tho). I assume literally everyone else is also using it. From what little understanding I have, the macro seems to operate on a "X mod is expensive/cheap", with a couple pseudos like "# elemental resistances" to get a more realistic evaluation of a given item. However, mod synergy isn't really taken into account AFAIK. Meaning that having 4 great affixes result in an expensive item while having 6 "good enough" affixes result in a bargain bin price. The conclusion I draw is that builds that can benefit from more mods tend to be cheaper, since you can get by with 6 tier 3-4 mods rolled on an item straight out of the bargain bin, while the guy who needs a handful of tier 1 mods better be forking up some exalts.
The other big factor seems to be "build enabling uniques". If you open poe.ninja, click on gladiator and then "dual axes", you'll get a 99% usage of Soul Taker. I have one of those as well, because the build gets severely gimped without Soul Taker's "infinite mana" boon. That introduces a "ceiling" I 100% felt while playing my glad: it gets to a point where you either buy a ST or stop progressing. In my case the enabler was about 1 E, so not exactly bank breaking, but still my sabo made it to yellow maps on a handful of bargain bin rares. Not a single expensive unique, Shavronne's Wrappings or Tremor Rod are LUXURY items, not really necessities for the build.
That also explains the summoner dominance, as minions scale off skill gems just fine, everything else is just a bonus. Actually, my sabo`s spells also get MOST of their scaling from the gems. Melee and Bow OTOH need powerful weapons to get by, which increase build cost. The other important factor being the current idiotic abundance of 1-shot mechanics, meaning builds that need to stop to attack get fucked in the ass. Another point for summoners as they can just focus on defense while minions do their damage for them. My sabo does his own damage dealing, but dropping a cluster of mines in half a second and then immediately going back to spamming flame dash resulted in much safer fights against metamorphs.
Actually, a lot of people are discovering Impale rn, I sold a couple gems for some nice profit. However, impale is one hell of a double edged sword since its damage stacking relies on attacking the same target multiple times. Its something that really helps the viability of melee builds, but it can't possibly beat miner/summoner hit and run playstyle.
Inb4 "hurr durr, that's obvious", no it isn't. 1st League, remember?
Another thing: I think Necros/summoners have an appointment with the nerf hammer. Reddit and other forums are all moaning about Summoner League and how bows are useless, yada yada. I think miners might be next on the chopping block.
So here are my plans for next league:
- The build I learned the game with is viable but not top tier. If GGG caves and buffs melee, I'm definitely starting next league with my Glad.
- If miners continue to fly under the radar, I'll switch to a miner as leaguestarter. The cost-efficiency is insane and the character is actually fun to play, unlike the summon snorefest.
- I'm starting a vortex occultist as well, just to have a third option. The build seems to check all my boxes mentioned earlier on "how to be cost effective". And it's the closest thing to a self cast we can get.
- I won't touch bows for the time being. It's unclear to me whether bows really are underpowered or if current league mechanics just so happen to be too "bow unfriendly". Either way, I finished diablo with both warrior and mage, but never Rogue, so...
- The crafting system remains AFAIK a complete lottery where every method boils down to using gambling chips and hoping you hit the jackpot. YES, there is fossil crafting, but it's just a more expensive gambling chip. I dislike this system, but it's never going to change since it's an important part of the business model. Farming >>>> crafting, at least for me.