Passive Tree became kinda boring

We have that Passive which gives 8% more Mana when you consume a Flask.

To me, 8% seems a really lousy amount to make the investment in that Passive worth it. A 12%, maybe. 15%? Definitely.

Especially with the increase in game difficulty, spending points into Passives which don't give SERIOUS benefits is very low priority. So I believe at least this Passive needs a bump...

LATER EDIT: Also see the 3rd/4th posts.

Truth be told, as it stands, the Passive Tree could dump ~50% of its content and I wouldn't miss a thing. This isn't the way it should be. We should be tempted to go with anything.

What are your thoughts?
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Last edited by Kyliathy on Jun 18, 2012, 11:17:32 AM
Anybody?
My article promoting PoE:
http://www.axonnsays.com/2013/01/you-are-invited-to-the-path-of-exile-open-beta

Running PoE on an Intel i5 2500K, Radeon 7950 OC, SSD Vertex 3 MI, 8 GB RAM.
I'm also a Software Engineer and Indie Game Developer ::- ). Go Go GGG!!!
Well, I think right now there are many passives that need improvement. For example, right now when I try a new build, I never ever go for specific weapon passives like "6% more damage with axes", because there are just waaay better things to go for. Like, instead of the 6% for axes, I could take 10% for One-Handed-Weapons, now what will I decide for? I think if a passive is dedicated to only one weapon, and if you take it you basically say you'll only use that one, 6% more damage or 8% more accuracy are not enough to make me want it. In my ideal passive tree, you'd want to take EVERY skill and have a hard time deciding.

And yeah, flask passives I never take either.
I completely agree with what you're saying about Axe damage. That needs to be boosted to at least 12%, so that you have a hard time deciding: hmm, do I *really* want to go with Axes? What if I find a SUPER sword later in the game and have no re-spec points left?

Per-weapon passives should definitely get a bump. There are some nice bonuses such as Skull Cracking or Water Dancing, but the other passives around them offer meager rewards.

I modified the topic title to reflect its broader coverage.
My article promoting PoE:
http://www.axonnsays.com/2013/01/you-are-invited-to-the-path-of-exile-open-beta

Running PoE on an Intel i5 2500K, Radeon 7950 OC, SSD Vertex 3 MI, 8 GB RAM.
I'm also a Software Engineer and Indie Game Developer ::- ). Go Go GGG!!!
Last edited by Kyliathy on Jun 18, 2012, 11:42:36 AM
I agree - damage bonuses for specific types of weapons need to be slightly higher to be really tempting. That would give us option - sure you can have a bonus for all twohanders, but wouldn't you want a bigger one for maces only? What a nice gamble would it be when considering future drops.
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There are, actually, a few nice passives for specific weapons. For example Skull Cracking for Maces. Although aside from Skull Cracking, the rest of the bonuses are really not worth considering.

But Axes are somewhat neglected. And other passives, such as Flasks, or Totem, or Trap Laying are really weak.
My article promoting PoE:
http://www.axonnsays.com/2013/01/you-are-invited-to-the-path-of-exile-open-beta

Running PoE on an Intel i5 2500K, Radeon 7950 OC, SSD Vertex 3 MI, 8 GB RAM.
I'm also a Software Engineer and Indie Game Developer ::- ). Go Go GGG!!!
I agree. But I think this feedback is too general.

http://www.pathofexile.com/forum/view-thread/35134

You should make a thread in the passive feedback forum, or piggy-back on mine. Take a picture of a group of passives you think need tuning and suggest new passives to replace them, or rebalanced values for existing ones, etc.

As a "game dev" myself (though I'm hardly one of professional capacity like GGG) it helps to really have specific fine-tuned feedback. I mean, general feedback is great, but as a game designer you often have tons of numbers and rules and thoughts in your head and it takes specific examples to really illustrate what needs to be changed.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Last edited by anubite on Jun 18, 2012, 12:17:32 PM
I agree as well, I am focusing and experimenting on a two handed mace character at the moment. I really like the skill tree but some of the paths I am taking really lead me to useless end places with no big payoff. I would like to see a skill bump also for picking a weapon type and staying with it the whole game.
"Security against defeat implies defensive tactics; ability to defeat the enemy means taking the offensive"
Great stuff you got going on in that thread, anubite. As a fellow game-dev I applaud your efforts. I was reluctant to write too much, being afraid that nobody from GGG would read all of it ::- D. Nice to see I'm wrong.
My article promoting PoE:
http://www.axonnsays.com/2013/01/you-are-invited-to-the-path-of-exile-open-beta

Running PoE on an Intel i5 2500K, Radeon 7950 OC, SSD Vertex 3 MI, 8 GB RAM.
I'm also a Software Engineer and Indie Game Developer ::- ). Go Go GGG!!!
"
anubite wrote:
I agree. But I think this feedback is too general.

http://www.pathofexile.com/forum/view-thread/35134

You should make a thread in the passive feedback forum, or piggy-back on mine. Take a picture of a group of passives you think need tuning and suggest new passives to replace them, or rebalanced values for existing ones, etc.

As a "game dev" myself (though I'm hardly one of professional capacity like GGG) it helps to really have specific fine-tuned feedback. I mean, general feedback is great, but as a game designer you often have tons of numbers and rules and thoughts in your head and it takes specific examples to really illustrate what needs to be changed.


This is some REALLY good feedback in this thread, and I agree with everything in there, glad to see that there is already this much and good feedback.

I just want to say that those specific weapon nodes need a huge buff, right now the reward for going "all axes" or "all swords" is way smaller than just getting one handed weapons or two handed weapons.

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