Developer video on the new skill tree
|
The math may have been fixed, but the 0.9.11's passive map needs artistic direction.
The current .9.10 map is a beautiful work of art. I mean visually. Just look at how the center gives a balance between the three attributes, and the color reinforces this theme. The life nodes to the left of center wrap delicately around the life nodes from the marauder's side in a crescent. The road coming diagonally from dexterity between the Ranger and the Duelist could be a tree or a sprig of grass with its natural lines. The cascading roads from the Templar down to the mid-point with Marauder could be a hill or a waterfall. The spider legs from the Witch's starting point give her that spooky feel. A winding rivulet connects each exile to each other, and the non-standard builds will flow around the map freely in order to get the twist which makes it work. The background to the .9.10 map is superb and I'm sure someone spent a lot of time on it, the rustic feel is just right for this forsaken continent. The new map has some kind of mutilated raccoon face for the witch. There are all kinds of tacked-on circles from the old map just limply hanging there. The connections to the highways and alternate routes look a bit like those sticks which people spin plates on, just too insignificant to support the two parts. The nodes themselves are like lights on a 1950's TV robot. I sure hope the new one is just the copy & pasted temporary look. |
|
|
Cant help it, but it looks a bit smaller. Maybe because there are a lot of nodes in the center now?
And is there a hint for a seventh class? In the middle? |
|
|
So I wasn't the only one who saw 7 starting points instead of 6. I was beginning to think I was seeing things. Maybe a Jack of all trade class that is basicly a clean sheet for player to build upon? |
|
" It has approximately the same number of nodes as before (~1350?) Lead Developer. Follow us on: [url url="http://www.twitter.com/pathofexile"]Twitter[/url] | [url url="http://www.youtube.com/grindinggear"]YouTube[/url] | [url url="http://www.facebook.com/pathofexile"]Facebook[/url] | Contact [url url="http://www.pathofexile.com/support"]Support[/url] if you need help!
| |
|
Looking at this tree my blood magic shadow will no longer be possible :(
I hope at least you made Blood Magic support more useful?! |
|
" First impressions based on the video only (may have some smidgeon of feedback value or not ;)) - like the colour coding on nodes showing the general area of the different attributes (though the higher colour coding seems to be for the online skill tree) - like the added curves between nodes - will miss the web structure of the 0.9.10 tree where it looked more like concentric circles Speculation: - the center node is your mercenary :) Cross class builds: How about this one from SEOINAGE that reaches all the way from Ranger to Witch to Templar, illustrating the nice web and circular structure of the outer region of the skill tree. " Those are always confusing for newbs, because of the maths involved. You see "150%" OMG!!! But it's 150% of the base 5%... And it gets a little more complex for the new PoE player because we have two mods: critical strike CHANCE, and critical strike DAMAGE MULTIPLIER. Have you considered perhaps adding "live" examples in those tooltips that would show basicallyt what the mod will translate to if picked, eg: if you hover on Crticial Strike Chance nodes it would say: " This could be new player-friendly, with a "plain english" translation of the actual effect of the bonus. Now if you hover on unconnected nodes I suppose it wouldn't display but this would be more useful for the new player who did not plan ahead a lot, and is learning with each skill point spent. (EDIT: or perhaps make an estimate from the closest path to the highlighted nodes adding up other similar mods in between?) This may also solve having a "preview" of the effect without spending Orbs of Regret. Last edited by DeF46#3887 on Jul 18, 2012, 7:32:27 AM
|
|
|
I am not Sure about if this change is Bad or Good for me, it would be great if the Forum Passive Skilldrasil would be updated first, cause then we could experiment with it first.
Also it looks better for sure but the big Question is, will this Change make my Build worse? Takahiro the Inferno Necromancer!
My Army of Death is Filled whit Tons of TNT:)! |
|
" Oh man... two days. TWO DAYS!!!! " This time I am not making the same mistake. I will be happy enough logging in listening to Merciless global chat, and will spend several days really getting to know the new tree before respeccing. Last edited by DeF46#3887 on Jul 18, 2012, 7:50:38 AM
|
|
|
Whether I can construct such build in a new tree ?
To me essentially to use CI and Elemental damage This build get overpower DPS and good defens in Haos on HC http://www.pathofexile.com/passive-skill-tree/AAAAAQUABOBUZgWqm1UHJsqWCqgxHQ3wYAUXh5WHF-8Y3hi6bYQbzk5NJFifLSUhCTcv1U9iOqvyJz-eX01BvLJaSUc4nEsGJWtM-2JBWrdr1VrVbVdcC6LoXa1vr2URcrVn7gnqaYFpTG7Y7f5y6Gh5dwAWCXyGyhl8wCHefPbQmv6L4q7lY9BUm_AqxZktYbeVhJIu5K_cDutgC43YZqkl7nbuz-RNukqFynet1VlORtfWqHKEmCbz1Hwxi-BLbLa9IbtWzcpmY_2YbdP1ObqPw6tJH5zFRM3t2XhIxLMnecz5kUi2RguQ9yMgueDBFyDk6IMjxx9hH7Yk2CuHnkkHi78K35Y6prSMKoh2xz_QpKkKfzyXnMOJmjrizfJDP36AyTPVqgU6Vg== Last edited by sau#1169 on Jul 18, 2012, 7:59:19 AM
| |
" I think it may be a little overkill... you reduced everything. Nerf IS NEEDED but remember that getting +1-10 ligtning damage on lvl 60+ item is not so exciting. Also if elemental dmg on weapons will be rare they lost some of 'awesomness' Good thing is that with this changes for example gloves with elemental dmg will be valuable (if ele effixes can spawn on gloves in 0.9.11). Chnges to the tree are good if the endgame complexity is preserved. Going some 'cookie-cutter" for noobs for first 10-15 lvls will help newbies and is othing wrong (its pnly one act worth of play - 1-2 hours for a experienced player). 'Pros' can live with this. Also the tree looks much better now (astethics) but im still waiting for some backgroung graphics. Cant wait for monday. :) To the ppl that cry about "it will be harder to mix clases and keystones" - take for consideration that soon enough you will have 111 passive points to play not ~70. Im sure that new tree is designed with 100 lvls, Act 3 and new Endgame system in mind. An last but not least - its a RPG after all, so more class differentation is welcome. Last edited by Kabraxis#1526 on Jul 18, 2012, 7:49:12 AM
|
|
















