what u think about passive skill tree balance left and right side?
Left side is extremely inefficient when it comes to pathing and damage scaling. Right side wins in this aspect.
The one thing that the left side does better is the big Scion Life Wheel. Keystones on the left: Blood Magic: Outdated garbo doesnt fit into the game right now. Mortal Convcition: Garbo because its behind of Blood Magic. Resolute Technique: Decent for leveling would never play it in endgame personally Unwavering Stance: Outdated since jewels can get stun avoidance implicit. On top removes evasion which is a horrible downside nowadays where blind is almost free. Glancing Blows: Pretty OP as long as it provide <resource> on block. I hope GGG fixes that one in the future and prevents <resource> on block but puts it back to 50% so its good for Staff users again Call to Arms: Left mousebutton comfort warcry nothing necessary Imbalanced Guard: based on the most garbage defense (armour & armour formular) in the game which in essence makes it garbage. The Impaler: I dont know anyone that uses this anymore. Seem like this Keystone was an experiment that failed after the nerfs. Crimson Dance: Meh bleed for very low dps builds. Keystones on the right: Iron Reflexes: Pretty dope abused by most Transcendence builds Wind Dancer: medicore up to decent with evasion. Id say better for bossing than for mapping Arrow Dancing: Every side has its garbo keystones... Vaal Pact: Still sees use today can be pretty decent when build around Point Blank: Medicore since the nerf to it but still not totally useless. Perfect Agony: Never used it but i heard poison builds scale into overpowered zone for very low investment with it. Acrobatics: One of the best Keystones in the game Phase Acrobatics: One of the best Keystones in the game While right side could use 1 or 2 more keystones. The Keystones on the right tend to be stronger than on the left side. In general left side pathing feels like a gigantic skillpoint tax system. The middle bottom duelist area especially feels very bad in the pathing taxing. Last edited by zzang#1847 on Oct 2, 2021, 12:52:26 PM
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Left hand side is fine. You get some absolute nutty defences if you invest a portion of your passive tree there.
The ability to stack block and armor easily is a very strong trait that only the leftside can provide. Last edited by HamsterTrainer#0573 on Oct 3, 2021, 3:04:28 AM
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it's not left vs right. It's also top vs bottom and there are different ways to cross as well... Every side have always been pretty even,a proof is that selfcurse HH witch was pathing either through top left or descending in shadow/ranger and there has never been a clear consensus on wich way was better. And Tbh 5,5K eva/phase accro and 6K hp molten shell block cap are pretty similar in terms of survivability as well with similar tradeoffs. Also you still can 100% ele avoidance without the nodes, and generally pathing there is suboptimal and is never done on a high end gear...
Last edited by galuf#4435 on Oct 4, 2021, 7:49:01 AM
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" +1 hope to see new skill tree with better balance Mercenaries master craft service Mercenaries My IGN TreeOfDead
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so last thing left to GGG to change or re-balance FULL chaos immune from CI somehow to be less powerful and change deep delve/some crazy mechanic where CI a MUST!
so far its good changes and looks cool but that CI node just SUPER GIGA powerful strong if not strongest... and btw BM node still ultra useless weak and just joke Mercenaries master craft service Mercenaries My IGN TreeOfDead
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Overall, I really like the changes.
At least for right side - EV builds have always struggled with spells. EV center wheel has also probably been the most useless cluster of passives since the game began, so it's great it's finally getting changed. I much prefer Spell Suppression to Spell Dodge, and then the patch changes also open up better hybrids like adding on block, or better life + ES hybrids. Great changes. |
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I agree the new changes seem to look really good for various types of hybrid defence builds but how they actually play out in the game is another thing, but it should make building a new character on the right-side more varied and interesting. I just don't know If I'll return to find out.
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" I agree that Blood Magic is in a bad place, but I still use it early league/campaign before I figure out mana which isn't a simple task for that part of the tree. But I always spec out of it by white/yellow maps. I think most people did Blood Magic before just to get to the old Mortal Conviction. It's not like Blood Magic has changed at all since the start. So I would maybe say that Mortal Conviction is in a bad place. One Aura without any buffs short of pathing all the way to Supreme Ego isn't really worth it. Thanks for all the fish! Last edited by Nubatron#4333 on Oct 8, 2021, 5:36:46 AM
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" ye but still CI insane OVERPOWERED while BM and MC so weak that its useless... like why not allow 4-5 free aura? or someth with extra big defence? or make CI weaker? why CI dont have extra drawbacks? i mean 1k-2k life not rly drawback for FULL CHAOS IMMUNE lol Mercenaries master craft service Mercenaries My IGN TreeOfDead
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