Tweaks to the Passive Skill Tree
Edit: Thank you to whoever moved this from Suggestions to Beta Passive Tree/Keystone Feedback. ^_^
First off, a very solid job on the 9.12 patch. However there are still a few spots on the "Attribute Highway" that I would give the AXE. Basically, if the attribute does not link to anything that is not a none-basic attribute (+10) then it is not a highway, it's a roadblock. Thus the less roadblocks the better! I did not highlight the 2 immediate road blocks next to each classes starting node because I think they are there for balance reasons to slow down anyone that just wants to spring away. I'd like to repeat that these are just my thoughts, you folks could be waaay ahead of me on these, or have your own balance reasons for keeping them, just giving some feedback. Anyway, attached are 8 images with some small feedback to potentially add more to the skill tree. There could be more spots to hit, I just took these 8 off a quick glance that jumped out to me. It might be easier to drag each image to your desktop and examine them there as the scroll bar to go to the side is at the bottom of the final image rather than each individual image. Images
Spoiler
P.S. Enlarge the new text for items, its a very nice change, but it seems slightly to small in my opinion. Last edited by Waves_blade#0878 on Sep 9, 2012, 11:38:56 PM
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Agree. This is what I thought was actually happening in 0.9.12 but I suppose I was mistaken. I hate taking those boring attribute nodes. Just eliminate everything suggested above - people who need those attributes for equipping purposes can always get them somewhere else - for me there is never a shortage of these.
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" They did eliminate plenty of them though. I myself noticed a higher amount of available PST-points to play around with than before. Just pointing out a few spots to eliminate or change, and some spots that have a lot of room left to put stuff in. |
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+1 to this. Very nice suggestions that I believe should be implemented.
Also, regarding pathways to the outside ring, not all builds utilize charges, and I'd probably say a good portion don't. Having another pathway without going through a +charge passive would be beneifcial, or shunt the +charge passive off of the original spot and replace it with another attribute passive or attribute notable of the +30 kind. For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224 |
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I agree partially.
I disagree with removing some of the double-"non-fitting" stats. My Marauder needs the two dexterity nodes underneath his start-point to wear certain equip early on. The ranger also have two strength-nodes next to his lower starting-point, so he can wear certain items. What you could do is group this two nodes together and make them a +30 Node, but some builds just need this nodes. The only nodes that bother me actually are next to Armor-Master (they could combine the two strength-nodes), the Dex-Node above Twin Terrors, the Int-Node in your second-picture (this one is still there) and the Middle. There are the... let's call them "entrance-nodes". They look nice, but they just slow your progression. But some of the other nodes might be balance-choices to make it a bit harder for certain classes to reach specific points. |
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