The top right side of the skill tree makes no sense
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Here it goes...
1- CI should be moved further into the witch the top right side of the tree is suposed to deal with hibrid defenses. 2- Whispers of doom make absolutely no sense where it is placed, again it is a witch thing should be deep into the witch tree not in the shadow area. 3- Heart of darkess/Corruption should be be on the top right side of the tree not on the top left side, the shadow theme is chaos damage not the templar? why the hell would chaos damage be on the templars side? hes a priest ffs. 4- The only aattack mastery that is close to the shadow has "Multishot" as its notable, why would you lockout the only combat mastery that is on the right side of the tree behind a ranged notable?????? melee is complete garbage as it is, did u feel the need to make the right side of the tree even more melee starved? just change it to something generic like more attack speed. 5- Ghost dance is trash for melee, if your not gonna make keystone passives viable with melee at least dont make all the artwork present him as such and dont give him a melee starting skill. 6- Leech isnt a shadow thing, its a duelist thing, so please give the shadow its own sustain option, i would assume effects on hit since thats what claws do and you put them in the top right side of the tree... 7- Crit should be a shadow thing and its all over the tree. 8- Arcane sanctuary shouldn't be anywhere near the top right side of the tree, it just doesnt fit the theme. 9- Pain attunement should be deep into the witch not in the shadow area. 10- The large cluster socket has to "projectile" nodes behind it, again, absolutely useless stats unless you are running a witch/ranged type of character, make it more generic, like attack speed or movement speed. 11-Ethereal feast should be generic and not for spells only, we are in the shadow area, not in the witch area. All in all it feels like the devs ran out of space for witch/ranger toys and they pushed them into the shadow, no wonder the shadow is mostly played as a glorified witch/ranger. The top right side area of the tree lacks not only tools but proper identity. Last bumped on Jun 8, 2023, 5:59:27 PM
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Haven't wanted to play a shadow for anything in some time, he seems more like he belongs at the bottom right or bottom left of the tree these days.
Witch is minions/spells, Ranger is ranged attacks/mechanical totems. The shadow is all self-oriented stuff except for i guess mines? which yeah mines are basically mechanical spells which is perfect for him but what about his other 2 ascendancy's? What i really want them to give the shadow is his own minion archetype, Machinations which is a hybrid between the witch's ability to animate a guardian and the rangers ability to construct their fancy mechanical totems creating a mechanical magical minion. Innocence forgives you
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They should just let you pick where to start honestly.
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"They do. sigfault
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" I meant to say that you should be able to move your start. For example a witch could start in the duelist area or whatever. I think it would be an interesting change and fairly painless. |
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Change is a majority of unhappy minor contributors trying to convince the greater few they're happy if change includes them in the design.
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