Passive Skill Points

Good day.

I would like to touch upon an aspect that seemed to me to require discussion.
Players are given a huge passive skill tree. 1500+ points. Take whatever you want, combine it with whatever you want. And it was also decided to abandon Life in the tree, so that 40% of passive skills would not have to be spent on them.
BUT. There are some unpleasant aspects to all of this. Due to the size of the tree, the necessary skill clusters can be far away, even VERY far away. You can easily find yourself in a situation where you need to stretch 8-10 pluses on the way to what you want. At the same time, there will be nothing useful for the branch on the way. And the most disturbing thing is that these 8-10 pluses are 8-10 levels without character improvements from the passive skill tree. And character levels do not come so quickly. Of course, you can find a buffer zone, points that can be used and respecced in order to get to distant nodes, but this can cost all the gold that you have accumulated, then you lose the opportunity to trade with vendors and the auction. And to summarize the above, the points themselves, of which there are 123 (and even less, because level 95+ is not that easy), are not enough to have significant freedom of choice of passive skills. You have statistics of the selected passive skills. And you will see what properties players take most often. And it will turn out to be a huge probability that this is an increase in damage and mobility. The best defense is an attack. After that there will be nodes for survivability, the closest ones. And somewhere at the end in popularity there may be nodes that change the behavior of skills, since they are literally weakened by 2-3 times and scattered in different directions. Taking only one part is both expensive and not profitable enough. Taking both is very expensive. As well as the fact that it can be difficult to combine attempts to collect defenses if they are in a part of the tree that does not coincide with where you find damage (for example, I tried to collect Chaos damage, armor and energy shield, and was disappointed by how few and how far away the defensive passive skills are). As a result, the passive skill tree, despite its grand scale and interesting implementation, is just an interpretation of the passive skill tree from Titan Quest. Linear.

I would like to see a system of masteries, the properties of which would be given for achieving Notable, without spending a skill point. Also in the endgame, in addition to 30 atlas points, I want to get 30 skill points to have more noticeable progress in the endgame. And add more transition bridges between the middle and large ring of passive skills, for more choice of route.

Thanks and kind regards.
my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
Last bumped on Dec 16, 2024, 5:28:09 AM
I would love to see fast travel nodes on the tree like north east south and west. Invest 4 skill points into a travel node (as an example invest 2 skillpoints on the north portal and 2 on the south portal) and you can path from the north portal near your starting point to the south end of the tree and path from there. This would open up alot of possibilities for build diversion and not feel like Oh i'm stuck picking attribute X the next 10 levels to get to that 1 node that gives me what i actually need.

Also strength gives life, int gives mana and Dex gives accuracy, i dont want to pick strength because thats the only way to get more life. It feels forced.
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I would love to see fast travel nodes on the tree like north east south and west. Invest 4 skill points into a travel node (as an example invest 2 skillpoints on the north portal and 2 on the south portal) and you can path from the north portal near your starting point to the south end of the tree and path from there. This would open up alot of possibilities for build diversion and not feel like Oh i'm stuck picking attribute X the next 10 levels to get to that 1 node that gives me what i actually need.

Also strength gives life, int gives mana and Dex gives accuracy, i dont want to pick strength because thats the only way to get more life. It feels forced.

I agree with all of this.

Regarding Str/Dex/Int, I've personally reached a point where the only thing I'm adding is Strength because the other two do not practically benefit me. I don't have mana issues and nothing scales off of it, and I'm meleeing so accuracy isn't really much of a concern either. Health is the only practical benefit left.

IMO, there needs to be some other value to stats that makes them competitive with one another such that choosing them after meeting minimum gear requirements has a purpose.
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I would love to see fast travel nodes on the tree like north east south and west. Invest 4 skill points into a travel node (as an example invest 2 skillpoints on the north portal and 2 on the south portal) and you can path from the north portal near your starting point to the south end of the tree and path from there. This would open up alot of possibilities for build diversion and not feel like Oh i'm stuck picking attribute X the next 10 levels to get to that 1 node that gives me what i actually need.

Also strength gives life, int gives mana and Dex gives accuracy, i dont want to pick strength because thats the only way to get more life. It feels forced.

I agree with all of this.

Regarding Str/Dex/Int, I've personally reached a point where the only thing I'm adding is Strength because the other two do not practically benefit me. I don't have mana issues and nothing scales off of it, and I'm meleeing so accuracy isn't really much of a concern either. Health is the only practical benefit left.

IMO, there needs to be some other value to stats that makes them competitive with one another such that choosing them after meeting minimum gear requirements has a purpose.


Accuracy does matter to melee as well.
But yes I agree with OP.
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Accuracy does matter to melee as well.
But yes I agree with OP.

IDK, as a Monk with Dex requirements on my skills I haven't run into anything I had trouble hitting, even Evasive enemies aren't sufficiently evasive enough that I have any trouble introducing their faces to the ground. The Dex I had to take appears to have been enough so far.

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