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PoE 1.3 Skill tree revamps Discussion.

Well I really don't get why the least played classes (Duelist + Marauder) are made WORSE. Also marauder has probably the least near life available of all classes. I mean isn't that class ment to be the tankier one?

I know crit is still 'the onlt thing people play' (not me though), but for the ones that don't templar is now the only way to go. I'm not sure the tree needed more elemental damage, but the left side at templar is now mandatory for every non-crit build. Maybe that's a nice way of trying to reduce the amount of crit builds. For over a year I might even not going evasion next league just for trying those nodes :p

So first looks : Nice changes to templar (if you're nor melee of course). Fatal changes to marauder and duelist imho. The motivation to play melee is completely down the drain unless they come up with some new skills to support them.
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Etherfire wrote:
The new templar, however good it is, does not look too good for melee phys builds.


Very true. Ppl are talking about "great new templar start" but I only see a buff of elemental nodes without any viable option for physical build. My melee/phys templar will be 100% screwed. The duelist too.

Shadow/Ranger/Scion will stay at least double as good as anything on the left side as the little nerfs on crit wont have much of an impact at all.

GGG balance team lives in a dreamworld. While crit+range+aoe or crit+dagger builds dominate the whole game since years, nothing can stop ggg from further increasing this gap with each patch by furtherly nerfing melee and the classes that have bad access to crits (marauder, duelist, physical templar).


I guess there is little to no hope that this is ever gonna change. There had been enough time to address things if devs had wanted to. Devs have proven that they do not want to balance their game decently at all several times in a row:
- Last big update delivered a big crit, dagger & shadow buff while those were the strongest, most versatile and popular classes in the game anyway already before.
- This patch they screw up the melee physical non crit chars on the left side again. Sure templar got nice elemental buffs but where is his physical option? How will it ever compete with the crit builds from the right side?


The only right choice a player could have made remains to be either playing range+crit, spell+crit or melee dagger+crit. Poor balance overall and after all this time noone can tell me that devs do not know what they are doing. It is on purpose.




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Walzahn wrote:
The skill tree changes look like the worst updates since the game was released.

It seems like GGG is trying to balance all forms of defense (armor, evasion, energy shield, block), and has reduced block as a result. BUT unfortunately GGG left out a fifth form of defense - being a chicken (i.e., being ranged) - and as a result indirectly buffed that defense. End result is that 90% of the top builds in the last league were ranged crit (as stated in the recent podcast), but will now be more like 100%.

Honestly, I don't understand the theory behind these changes. Aren't you supposed to buff underpowered builds (non-crit melee) and nerf overpowered builds (ranged crit)? Aren't you supposed to force a real choice between offense and defense for characters (damage vs. defense), rather than give only one optimal choice (best defense is ranged dps build)? Other changes on the tree seem cludgy and not executed according to a well-thought out game design ("I'm nerfing this shield node, let's add some melee damage to compensate!").

Templar does look better.




Exactly this.
Last edited by LSN#3878 on Dec 6, 2014, 9:21:00 AM
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szotyaa wrote:

nerfing everything every 3 month would be ok if the drop rates would be like you get 70ex every 15 dom kills.


Love such comments. Sounds legit.
Would result in "WTB Rainbowstrides 140 Ex" or "WTB Shavs 24000 Ex."
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
After rebuilding my DW duelist I found that I have an increase in damage and speed, as well as more life.

The decrease in block and the move of Unyielding* will make it much squishier. There was a considerable increase in armor and evasion, though how much it will offset the block changes will have to be seen on patch day.

The starting area isnt as bad as everyone is mentioning. I did find that rebuilding my duelist as a ranger gave me marginally better stats but it takes too long to get anywhere if you had to play it from lvl 1.

The 1.2 duelist area had terrible connections between the 2 starting nodes. If you wanted to go into ranger and marauder you were best served by taking both starting paths (hp+ damage, and IAS) now that HP has been moved to the connector path it doesnt matter which path you take, you can pick up the damage or IAS elsewhere in the tree.

I'm pleased with the changes overall, unless the 10% block I lose makes my char unplayable. Then I'll mourn my duelist for a day before going to play one of my other 30 builds that are still alive.


*Unyielding is only 4 points away so its reachable with a few modifications (or levels).
My opinion : All these changes are for pvp where the fights are 1 vs 1 and not 1 vs many more or less stupid monsters.

pve players will have to adapt ... as always.
Last edited by Daiop#7695 on Dec 6, 2014, 9:55:39 AM
I guess we should wait, only 6 more days, until then, this world is just an illusion, exiles...
Doesn't look like anyone covered this on the new changes.
Chance to Shock 35% max with passives.
Chance to Freeze 35% max with passives.
Chance to Ignite 25% max with passives.

The Fire Element Area above Witch Starting area has been completely removed.
IGN: AuraMeThis
Did before it was cool:
Searing Bond Quad Curse
Consuming Dark/Bino's ED/Contagion
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armyguyclaude wrote:
Doesn't look like anyone covered this on the new changes.
Chance to Shock 35% max with passives.
Chance to Freeze 35% max with passives.
Chance to Ignite 25% max with passives.

The Fire Element Area above Witch Starting area has been completely removed.






Not sure what you mean but...
I'm sure they're just "balancing out" the fire cluster, as they always do for any other things, for example, block.
Just wondering, but is ~47 % chance to block spells atziri viable? (in combination with ridiculously large mana pool, arctic armour, mind over matter, overcapped resists, and about 4k health)
The build I'm using is Crit Ice Spear, if you are wondering. Look at the 1337 spear build tree for more info.
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armyguyclaude wrote:
Doesn't look like anyone covered this on the new changes.
Chance to Shock 35% max with passives.
Chance to Freeze 35% max with passives.
Chance to Ignite 25% max with passives.


Could perhaps be viable together with resolute technique

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