Path of Exile 2 Passive Tree - It's just awful.

There are an entirety of FUCKING SIX Cold Damage nodes.
There are NONE ANYWHERE NEAR the Monk starting area, the nearest one is the Witch which is over 20 points away. There are only Cold Penetration, which is useless for Invoker as our crits ignore elemental resists.
There is tons of "Increased leech" but NO WAY TO GET Leech outside of gear or using a precious support gem - I'm still running a 3 link in end game.

Why do you put NEGATIVE ASPECTS onto the skill tree and in notables? Such as Throatseeker - +60% Crit Multi but -20% Crit Chance? Are you high?

There are no meaningful defensive options or interesting mechanics to layer defenses. I have evasion, that's it. If I get hit I will recover about 350 Energy Shield once every 12 seconds from Ghost Dance.

There is just nothing good on the tree really. There are way too many filler nodes.

Every cluster needs to be consolidated and trimmed down from 5-6 points to 3-4 at most.

I think it's cool and neat that you want to make shapes out of the skill clusters - for example making the ONLY STAFF NODE IN THE GAME shaped like a staff.

There are so many fucking skill point options and all of them suck. Just copy/paste the PoE1 skill tree and let us cook.

This aint it. Please please please MASSIVELY overhaul this horrible skill tree. Bring back masteries as well.

You could literally trim away 1/4 of this entire skill tree and it would be much better for it. Bring back life as well, otherwise we just stack strength to the moon and only get just enough Int/Dex in order to use our gems/gear.

The more I play this game the less I enjoy it.
~ Seph
Last bumped on Dec 15, 2024, 4:12:18 PM
I like the change of not having life nodes and straight up damage nodes as filler, you need to think in terms of utility.

That being said, the passive tree is TOO big, and there's too much filler, I agree. Negative notables should also not exist, nobody will take those, unless they have some breakpoints they need to hit.
Also access to some specific damage type is nonexistent. Why does the witch, who should want physical spells, have only 2 clusters of physical spell damage in the entire tree? Why does the monk, who has access to cold attacks, not get access to any relevant cold passives?
Why is ES balanced so poorly for sorc/witch leveling, while armor and evasion are much more useful until you get a HUGE pool of ES.
I'm fine with it not having life, but at least give us some good options and make the clusters not terrible.

There are like 4 or 5 desirable clusters for cold build monk and they're all 20+ points away just to get to them, outside of a few nearby crit nodes. It's totally suck.
~ Seph
Gee guy, I don't know. Maybe the game is balanced around the tree as it is, so you don't need 40 points into cold damage nodes?

Maybe this is not the same game as poe 1?
I don't know if someone let their dog design the tree or what, but it's just a poor design no matter what build you play.
Censored.
The tree is largely fine.

It's your mentality of "me do cold damage, so MUST. GRAB. ALL. COLD. DAMAGE" that's a problem here.
Largely agree. There's a whole lot of nothing in the current tree, and I don't remember picking up a cluster during progression and feeling any impact at all during the campaign.
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thejewk#7926 wrote:
Largely agree. There's a whole lot of nothing in the current tree, and I don't remember picking up a cluster during progression and feeling any impact at all during the campaign.


I mean that’s not true at all, I picked up the meta gem cluster and it really improved my cast on X skil… oh wait never mind.
Poe1 passive tree were more diverse with health nodes and decisions to get them or to get something else.

I understand the reasoning to not give players easy and lame way to survive, lowkey agree with it. Yet tree lacks alternatives :
- most of recoup/recharge staff is nice but not help vs oneshots).
- health-stacking ascendancies (crit bloodmage/altflesh+ path infernalist) are forces to go str stacking (kinda).

Also, i think nodes with downsides are extremely fun to build around as it gives your character a character :D kinda. At least you not just max one thing, but also need to mitigate some downsides (if they actualy can hurt this build).

Overall my main consernes are bout lack of diversity in nodes. They are too generic. Minions nodes in 98% are +hp/+damage/+resist nodes, yet some are revive time. And there is no separete nodes for mellee/ranged minions, no separate nodes for attack/caster minions, etc.
Didnt check other classes yet, but it looks like tree lacks some damage converts
I don't agree with it. Defenses are a massively important tool and choice to go for. It's a decision. You can skate by with 2594 life in PoE1 and giga blast, or you can go the 6k beef route and still do fine.

It's not just that there is no choice, the choices they leave on the tree are awful.

There are so many nodes that are just comically bad. I feel like I have not gained any power in 30 levels from the tree. There are no meaningful clusters that benefit my build other than like, 2. Everything else is just generic one size fits all "number go up" style of nodes.

The WHOLE TREE needs a complete redesign from the ground up. Whether or not they include life/defenses in this redesign is irrelevant, the skill tree is terrible and a complete failure in design.
~ Seph

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