Path of Exile 2 Passive Tree - It's just awful.
I agree, the Passive tree feels very basic and boring, maybe its because we are missing so many classes but with that being said it really feels like a lot of exciting choices and diversity is missing / uninspired.
I'd like to see some more innovative / impactful node choices added to the tree. |
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Almost all of the tree is generic damage go up nodes, or things that are incredibly niche and bad.
Like, why the FUCK do 2h nodes almost all have a downside like 5% reduced attack speed? You already have 2 attacks per minute, it doesn't need to be slower than that. The entire tree is bad. The pathing is bad. The design is bad. The notables are bad. The keystones are bad. If this is the best they can do then I have 0 faith in this game at all, and it will be dead after the first league since there is no way to make builds interesting, fun, unique, or oddball/hipster style. There are too many guardrails and not enough tools. ~ Seph
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" Most notables are extremely exciting. |
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The tree is both big and yet it's split into many trees. Look at Witch and Sorceress nodes and you see they are different. Same will be true with other double classes like Mercernarry/ Duelist etc.
This don't allow you to simply remember one tree and plan different build. You don't know which nodes you will have. So while playing Warrior will you have more Druid or Templar nodes above, more Duelist or Mercenary nodes? This doesn't promote flexibility which was and is strenght of PoE |
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Yeah that is something they absolutely have to remove from the skill tree, it should NOT change AT ALL depending on your class.
The skill tree is the skill tree. This is how it always has been, and how it always should be, because it makes the most sense and is the best version of its design. Changing the skill tree AT ALL outside of in game mechanics (cluster jewels, timeless jewels, etc) is BAD. If a node gives 10 int, 10% Mana regen and 10% ES on a Witch, it should do the same for Monk, Druid, Duelist, etc. The skill tree HAS TO BE STATIC and UNCHANGING. However, that is among the lesser of concerns with this disaster of a skill tree. ~ Seph
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" Hard disagree. The ONLY thing that changes is a few generic stat passives near the starting areas in order to give every class better early game options for a better experience. If you don't like them you can always just skip them with the attribute passives instead. Also the starting areas for classes other than yours are always the same if you end up traveling there for some reasons. If you have OCD or something I can get why having different starting stats could be irritating though. Also, as someone pointed out the skill tree is NOT finished and we all know this. There are filler stat nodes while GGG is cooking more classes and skills. It will inevitably get more interesting over the duration of early access. |
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" Source? Looks pretty finished to me. It looks awful, but it's finished. ~ Seph
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" +1,It's literally a reskin of Paragon boards and with the way they have the skill gems tied to weapons and weapons tied to specific classes/ascendancies its just the Diablo 4 class system and skill tree, nothing in new or innovating and is a huge step backwards from POE 1. |
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I've not had too much issues with the tree. Its kinda refreshing going from 'grab what you think is good nearby' rather than chasing down Masteries and being extremely frugal on skill points because you want to invest heavily into jewel clusters.
I do think there could be some variety though, sure. There's only one melee spell node in the Monk's area (32% increased spell damage if you're using a melee weapon), and for Invoker that seems to naturally want to blend spell and melee with Meta gems, that seems a bit of a let down. |
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" Zero fire damage nodes BTW, makes it super bad to play grenade merc unless you want to just spam everywhere. Like why is the only option "cooldown reduction and +projectiles" rather than say "+fire damage and -duration"? Why can't I get a keystone/support gem that makes my grenades stick to mobs instead of rolling on the ground? Why must every build be the same fucking cookie cutter one size fits all bullshit the devs are shoehorning us into? |
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