First of all… weapon swap is used by some builds in PoE. given that very very few builds can actually profit from it since a vast amount of power comes from the passive tree and separate skills often necessitate very different builds it just isn’t done a lot.
One example where it happens is especially with archers and having a barrage setup in the second setup, which leads to what EHG specifically wants to avoid in LE, namely that you use separate setups for AoE and single-target.
This would be very very easy in comparison in LE given the variety of uniques as well as switching between area affixes and single target affixes.
For a specific example even:
I have a Jhelkor’s Blast knife build. I could put 2 legendary crafted ones which each have area on them for monoliths and then weapon swap to 2 legendary crafted ones with crit multiplier instead, surprisingly easily and swiftly changing my focus.
Single-target versus AoE affixes without downtime.
Currently you theoretically could carry a secondary set with you focused on another playstyle, not only does it reduce your inventory space though but also can’t be used reliably in the middle of a monolith to - for example - burst down the monolith mini-boss substantially faster.
Exactly, and in combination with it not being allowed to be super good for any reason - as it leads to the aforementioned issues - it would be a bad choice to do it in the first place in any situation, at least with LEs setup.
Which they’re actively trying to avoid so as to not necessitate weapon swapping or similar mechanics in the first place.
Yes, it can.
No, they won’t do it.
Yes their reasoning for it is a good one, namely enforcing heavier character identity and reducing the hassle of ‘optimized gameplay’ to a degree.
Yes, it’s not for everyone, that is a design-decision which is personal flavor. And Flavor cmes with both upsides and downsides related to it, which is why it’s a flavor and not a ‘general good decision’ or ‘general bad decision’. Which is the distinction.
The only reason LE lacks that is the way monoliths are implemented with randomized enemy types and no way to foresee which foes you’ll face in a guaranteed manner.
Given different timelines you can though actively forfeit some resistance types entirely since they just won’t happen or are solely tied to fairly weak mechanics to the possible mob-pool able to spawn.
To be fair, the possibility of a 100% retaliation build would be fairly fun. Doesn’t need to be overly strong… the one in Grim Dawn isn’t either, it’s decent… but it’s a damn fun mechanic to tinker with.