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

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sephrinx#7591 wrote:
There are no meaningful clusters that benefit my build other than like, 2.

So your idea of "meaningful clusters" are "uh cold damage goes up", and your opinion on other nodes is "eh, it's just some generic numbers"?

Way to own yourself.
Last edited by just_dont#6539 on Dec 14, 2024, 1:27:56 PM
You must have failed 3rd grade.
~ Seph
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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 still think the tree should have resist nodes so that u can spec them if ur having trouble. That way the 'git good' crowd can shut it when a player struggles. They can spec into those nodes to get them past a rough fight.

Life not being on the tree sucks but I cope with it by assuming its balanced around that fact. If theres no life on the tree, they can tune damage assuming your lifepool will around x amount.
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
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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 still think the tree should have resist nodes so that u can spec them if ur having trouble. That way the 'git good' crowd can shut it when a player struggles. They can spec into those nodes to get them past a rough fight.

Life not being on the tree sucks but I cope with it by assuming its balanced around that fact. If theres no life on the tree, they can tune damage assuming your lifepool will around x amount.


Yeah, I like some changes, but the nodes are way too basic for losing so much complexity. Defense changes are nice since you don't have to spread so thin, but like wow all these points to get a 32% chance to fire 3 spell projectiles. And that's one of the better/more interesting ones.
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I still think the tree should have resist nodes so that u can spec them if ur having trouble. That way the 'git good' crowd can shut it when a player struggles. They can spec into those nodes to get them past a rough fight.


It would be nice yeah. Resistance in general feels like it was intentionally designed to ruin the new player / league start experience with the way it scales and your forced to balance gear around it.

I made a whole post talking about that actually.
https://www.pathofexile.com/forum/view-thread/3629096
Last edited by LVSviral#3689 on Dec 14, 2024, 1:51:47 PM
i think its mostly fine?



isnt the monk supposed to be open to being multi elemental? more than that even leaning into using multiple elements? theres attack damage nodes, elemental damage nodes, crit damage etc that dont pin you down to a specific element and then as you get further out theres the staff nodes and theres specific elements if you want to go for them?

you get ele% increases if you chill recently, shock recently etc, so you can go mono element but you can also juggle different elemental skills and each node while triggered by a specific element gives damage to all your elements. thats why its got ignore resist stuff, so you dont have to invest into monoele pens on the tree?



almost all nodes we took in poe1 were number goes up nodes?


I love all you people on the forums, we can disagree but still be friends and respect each other :)
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sephrinx#7591 wrote:
There are an entirety of FUCKING SIX Cold Damage nodes.
There are NONE ANYWHERE NEAR the Monk starting area

PoE1 has a whopping 7 cold wheels versus the 6 we have in PoE2. It doesn't have to say "cold" on the box to increase your damage either you don't need to grab all of them there are plenty of damage clusters that also affect your damage.

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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.

I'm fine with the skill tree only having modifiers to leech rather than just granting it since you can get leech on you Rings, Gloves, Weapons, and Runes, but mana leech should not be physical only.

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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?

I like them. They are really strong, but have downsides to make you weigh your options. That example literally already existed on PoE1 too, it was just a sword exclusive option.

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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.

You just listed a meaningful defensive option. Spirit gems, Keystones, Ascendancies they all shake things up. Some are gear reliant like Ghost Dance which can be rough, but still good.

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

Trust me just try spending points more in utility stats that you wouldn't in PoE1 you will be surprised how nice it can feel. It took me way too long to break the habit myself.

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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

So rather than having a lot more moderate options and choices... You want to spend a third of your points on mandatory life passives again? Hard pass for myself.
I think the passive tree in Poe2 is just so straightforward and plain, which almost makes it like the Paragon in D4. The choices are there but nothing exciting Tbh. The passive tree in Poe1 is more interesting and I thought we would be getting a much more complicated or surprising one in Poe2 instead. Maybe they will add crazy stuff in the future.
You are aware that boosts to elemental damage affect cold as well, right? And the game is designed to encourage the use of multiple skills, not one button specializations. That said, I partially agree with two points:

There is a bit much filler, though that filler gives you enormous flexibility in adjusting your attributes as needed, so there's that.

Notables should definitely not have downsides. Psychologically, just making a notable less powerful and removing the downside would make the choice seem less painful, even if the end result is the same, it's just how people tend to think. Keeping downside/tradeoffs with keystones is, I believe, the way to go.

Cheers,

Inethil

Last edited by inethil#2258 on Dec 14, 2024, 2:50:59 PM
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I think the passive tree in Poe2 is just so straightforward and plain, which almost makes it like the Paragon in D4. The choices are there but nothing exciting Tbh. The passive tree in Poe1 is more interesting and I thought we would be getting a much more complicated or surprising one in Poe2 instead. Maybe they will add crazy stuff in the future.


Exactly, but tell the wrong person what you're playing and they'll "REEE streamer build". How can't there be overlap when the archetypes are prebuilt on the tree for us. You have to willingly throw out the synergies to be "off meta". Here's to hoping we get some interesting interactions that aren't considered bugs.
Last edited by Mr_Vagtastic#4761 on Dec 14, 2024, 2:54:45 PM

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