Developer video on the new skill tree

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Chris wrote:

  • Decreased the magnitudes of elemental damage mods on items.
  • Prevented high level elemental mods from appearing on some item types.


So these are significant changes to item generation, does that guarantee a legacy migration ?

(The first one can be done retro active to avoid a migration, not sure about the second one)
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
Last edited by Progammer#5080 on Jul 18, 2012, 11:39:09 AM
In the current skill tree there are barely any faster stun and block recovery nodes. There are plenty of block only nodes, but only 3 stun/block ones. Could you please add a cluster of stun/block nodes in the center of the tree, or near the chaos inoculation keystone? I've been trying to improve my stun recovery recently on my melee chaos inoculation shadow and I don't understand why there are barely any in the tree.

Also, it might be nice to add some +40 health node clusters (instead of 6% life) to help characters increase their base life. Currently characters that depend on life are very dependent on finding gear with life modifiers, just increasing %life from the passive tree doesn't do much when your base life is low. Not every life based character has a ton of strength nodes to help increase their base life. I know it's possible to help oak 4 times to get an extra 180 base health but not everyone knows that and especially new players don't, or at least they don't understand how important that can be if they are relying on life to survive.
Last edited by Danos#3333 on Jul 18, 2012, 12:00:15 PM
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tpapp157 wrote:

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Takahiro86 wrote:

You wasted a point at the templar start area. You spent two points on stat nodes when you could have just spent one by going from the other direction.


Oh i see!, Thank you!
I will note it for Monday:).
Takahiro the Inferno Necromancer!
My Army of Death is Filled whit Tons of TNT:)!
Last edited by Takahiro86#1544 on Jul 18, 2012, 1:10:17 PM
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Progammer wrote:
"
Chris wrote:

  • Decreased the magnitudes of elemental damage mods on items.
  • Prevented high level elemental mods from appearing on some item types.


So these are significant changes to item generation, does that guarantee a legacy migration ?

(The first one can be done retro active to avoid a migration, not sure about the second one)


Good question.
The tree does look cleaner, but from what it looks like, it seems my sword and board melee bloodmagic witch isn't going to make the cut.
"I would have listened... I would have understood!" - Scion

Have you removed Asus ROG/GameFirst yet?
It's probably more balanced, but it's so ugly.
What I like about the current one is its chaotic look.

This one looks too homogenous, there are a lot of empty spaces, each class has an awful rounded-square-like area to group its clusters. I hope some art work is planned...
Build of the week #2 : http://tinyurl.com/ce75gf4
Last edited by zriL#4590 on Jul 18, 2012, 1:39:04 PM
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Guurt wrote:
So these are significant changes to item generation, does that guarantee a legacy migration ?

I'm pretty sure that 0.9.11 will not have a legacy migration.
Forum Sheriff
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zriL wrote:
It's probably more balanced, but it's so ugly.
What I like about the current one is its chaotic look.

This one looks too homogenous, there are a lot of empty spaces, each class has an awful rounded-square-like area to group its clusters. I hope some art work is planned...


I personally like the new layout. It's very organized and symmetric.
The other one was a whole "clusterfuck" this one looks so pretty and not so much "in your face".

Because it looks more organized it also is new player friendly.

The more I think about this the more I like it. Let's all hope for the best.

Monday was it?
I still hope it comes friday and chris was just trolling us hard.
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zriL wrote:
It's probably more balanced, but it's so ugly.
What I like about the current one is its chaotic look.

This one looks too homogenous, there are a lot of empty spaces, each class has an awful rounded-square-like area to group its clusters. I hope some art work is planned...


Got me to thinking about appreciating looks. Perhaps I should take a pic of the skill tree now, enlarge it, put it in a frame and hang it on my wall.

Years from now I can go, "Ahhh the good ole days!"
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DeF46 wrote:
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.
The bottom line is people tend to think of percentages in terms of percentage POINTS, not percentages of a percentage.

I also LOVE the idea of listing the exact change in stat from each node.
Last edited by Strill#1101 on Jul 18, 2012, 4:06:23 PM

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