Passive skill points MUST be increased
" Yeah, I can see how it's tough to get the attributes there. But I don't see why this is a bad thing. Isn't it kind of the point that it's not easy to wear items of two different primary attributes? The whole idea far as I understand is indeed that if you want to utilize high attribute requirement items or skills under two different attributes, you need to make compromises and sacrifices elsewhere. To be fair, I do have that +25 dex node. Which, again, I see as sort of a compromise for being able to more easily wear ES/EV items. Currently I'd miss 57 int to wear full int helmet and int skill gems. That's 12 travel nodes turned from strength to int, so I'd still have 10 travel nodes on strength while having a total of 3 item modifiers reserved for attributes - none of which is T1 roll - and 1 rune. Last edited by tzaeru#0912 on Nov 12, 2025, 4:58:11 AM
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i don't have an issue with attributes being tight, but right now everything is tight.
like i pointed out suffixes are in dire need. to the point where it feels absolutely AWFUL to wear more than one unique in any version of any build i've ever played. so while you need to compromise to get attributes, which is okay, but you're compromising something which is arguably more important like resistances so instead of trying to make it work you just play something else or feel forced to use astramentis or something honestly i feel like some of the suffix modifiers should just become prefixes. suffixes feel cramped and scarce while prefixes feel plentiful and easy. |
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Your skill tree should be pretty much finished between lvl80-90, above that basically are just bonus points. If you need more, you're trying to cover too much, or you have unoptimised pathing. There are a few unique jewels that free up quite a few points too if you use em right.
The amount of passive points given is not the issue. |
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They could remove 30%-50% of all small/pathing points and it would be better even if they would not condense its power back into the rest of skill tree.
Power from the tree is joke compared to the gear and its ok, but pathing is disgusting now. Tree is bloated mess with few good notables that you really want. Same for 40/40 atlas tree, we got 'awesome' nodes like 2% quant, or 3% rarity etc. |
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The worst and most poorly made job I've ever seen in my life, with over 40 years of playing games. is this passive tree.
I believe even a team of players could have done better. The excessive number of useless points, the distance between important points, the lack of more appropriate locations for jewels, especially with radius, the lack of buffing, the damage points add little effect, the minions' passive is pure garbage, points with the purpose of reducing global defense, mana, etc., as if the game doesn't punish the player enough. Perhaps one of the biggest failures of this game is this passive tree. Last edited by KaiserBlade42#7840 on Nov 15, 2025, 11:07:08 AM
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" Halleluja. I have a seriously hard time believing this tree was designed by one or more someones that actually play this game, trying out different builds, from start into end-game. The many flaws quickly become apparent then [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url] Last edited by keppie#6373 on Nov 15, 2025, 5:58:17 PM
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An alternative to more points might be easier navigation from one side of the tree to another. My monk uses Armour/Energy Shield as their defensive layers and its take quite a bit of traveling (and very specific affix rolls!) to make it all work.
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" It is intended. And while not a single person would consider your armour energy shield monk even a problem, some people who know how to build will be aiming at specific keystones, jewel sockets etc... And will be breaking the game. I mean they already are, so making it easier for them will make it even worse. Anyway if it is up to me I would let you allocate armor nodes without even connecting to them. They are super bad right now. |
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