PoE 1.3 Skill tree revamps Discussion.
I love the new skill tree revamp overall.
The minor crit multiplier nerfs to dagger is overated, most people that play crit get their multipliers from gem and gear (153 + 66 + 150 if abysuss), it doesn't hurt daggers that much, no reason to cry over it, daggers are still going to be strong, I still see crit builds as kings of PoE. The block nerf on acrobatics isn't that bad, looks like GGG intends the acrobatics design for bow ranged users. I don't like the new duelist starting nodes, 1.2 feels better than 1.3 for duelist start, but the Templar and overall revamp in that lower half is just amazing from my perspective, 2handed maces got a nice buff. With the 1.3 tree I can get the same amount of life but a bit more damage, and 100% extra increased armor (total close to 400% from tree), in 1.2 I could only reach 300% increased from tree. This armor buff should not be overlooked, because it opens up players to more hybrid builds of armor/evasion, also the 1hander shield nodes gives damage around the duelist cluster, that is also a really nice addition. The Templar starting area is amazing now, lots of elemental damage, regen, not to mention the reduced mana nodes are a lot nicer. | |
" I can definitely see that templar is really smooth in comparison to before and alot of the node placements are awesome, especially between the mara and temp. but man that duelist got ripped. I like the pathing through the duelist area but the starting nodes and most of the surrounding nodes are so inefficient. IGN: RegalForce
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Beta 1.2 Duelist area: +29% Duel-Wield Block Chance
Beta 1.3 Duelist area: +7% Duel-Wield Block Chance Fuck you, GGG, I already leveled my Open Beta dual-wielder up to 80. |
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i do not like 'symetrical' starts - cool idea, still not perfect. it is better than pre 1.0 marauder (one line) but it is still a step backward.
i HATE the 'big wheels' - it is like having a fixed progression (like in torchlight) but pretending it is 'open'. fixed staff wheel DECIDES a build for a staff user. one can bet that melee staff user build A will be different from build B by a margin of few passives. if at all big wheels are detrimental to build diversity. stuff like 'onslaught on kill' pretty much shape axe build (this perk is HUGE). too much clusterization. too little flexibility duelist start is very bad now. the stats (less) and pathing (more) are just.. revolting. Revelry move is very costly in practice - that was an early game mana-management for bow users. now pretty much gone crit multi nerf is a joke.. pls remove crit dmg GEM from the game. retroactively. and then we are talking. Marauder lost its 4 points 'healing wheel'. it was garbage in the end game, but for the mid game it provided a lot of safety and comfort with onhit/onkill healing. it should have been improved, not removed btw - 'streamlining melee'. where? |
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"Increased melee physical damage while holding a shield"... Increased melee physical damage on a shield node... i really hope this is a joke.
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" And there is a lot of those nodes in the tree. lol Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016 |
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" i know, it seems pretty lame. at least they MASSIVELY upp'd the increased defenses with equipped shields across the board. too bad that doesn't work for block |
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" shield nodes...
Spoiler
Pant of Exile,Path of Gamer.
This game is an illusion, player. |
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seems like Duelist is in a tough spot huh ?
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as someone else posted on the reddit
" IGN: RegalForce
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