Also, you absolutely COULD make a build with 10 active skills. But, no one does that, becuase its not FUN.
from active casting curses, to warcrys, to frostbomb, frostwall, orb of storms, vortex, cold snap, molten shell, blood rage, spell totem supports, anc totem, decoy totem, traps, etc.
There are a TON of support skills you could be using. but no one does because it slows you down.
This is a situation of the devs giving players choice. anyone can use any skill. And players choose the optimal strategy. Other games, with "managing active skills" require devs to force players to only use certain skills, so players can not actively choose optimal choices.
Seriously, first thing I do in SSF after finding optimal skill combos. I try to automate it as much as I can. Leap slam+coh+warlords+arcane surge?
Which is what most people do. put fortify, curses, immortal call etc into a trigger of some kind.
You COULD manually cast all that stuff. Lets you play reactive, gives you player control. you COULD run 3 curses, and use whichever curse makes the most sense on a per enemy basis. you only need warlords for the 1-2 NPCs that can actually damage you most of the time. or, after your EVADE fails and you take a hit. so, you COULD be running a dps curse, and only swap to warlords when you took damage.
But its EASIER to just run warlords all the time. and, just deal with having that lesser damage value.
GGG did just make a bunch of skills INSTANT cast, which is directly intended to increase use of those active support skills, since they can now be cast any time, even during animation lock of things like Multistrike, and movement skills.
Cursing for example in PoE. active casting. Spell totem-auto chain casting with range. Blasphemy aoe auto. Curse on hit-orb of storms, Curse on hit-split arrow with pierce, Curse on hit-leap slam. So many options. Many of us complain about the "more multipler" problem with active damage skills. but there is some places where there is still crazy options for mechanical change to a skill.
I did not catch the entire argument, but I think PoE does give you the choice to manage skills, most people are simply happy with fewer choices to manage. These games are inherently grindy, so people like to autopilot.
I telling you guys, a PoE arpg based idle/clicker game! make a fortune!
The last few leagues especially allowed you to use several skills without too much of a sacrifice, since items that were previously 4 sockets are now allowing for 6 or more links through elder/shaper mods, and many utility skills no longer have a cast time and are easier to include.
yes. builds with a map clear skill, AND a separate boss killer is very viable these days.
Last league my flame surge elementalist. Orb of storms in gloves was enough to clear maps with ease. While flamesurge in chest was doing the boss killing.