Hybrid nodes

It does seem like there are already hybrid areas in the highways, especially in the middle of two classes. There are a few areas of the Templar where there are int nodes followed directly by str nodes.
I'd like to reiterate an idea, that has been discussed before:
fast tracks
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Azhubham wrote:
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Sairony wrote:
It would be cool with "fast-tracks" on the grid, paths which perhaps have a bit weaker nodes but very quickly takes you to a different area of the grid. This would open up more complex builds, but perhaps make it a bit harder to balance.

I like that idea.

These tracks could be placed at the skilltree's outer rim, encircling all the tree's 'branches' (~class-areas), consisting of two to three (or more?) low-attribute nodes (e.g. +1 int, dex or str) between each branch.

It shouldn't be too easy to reach another class's powerful nodes near their respective starting location, since the 'rim-node's' connection points are supposed to be placed near the tree's outer nodes.

Additionally these nodes could be bordered with some background-art, surrounding the tree.

ms paint example

(pre-edited tree image taken from Headhorr's tool: Offline Skilltree)
http://www.pathofexile.com/forum/view-thread/21203

These 'fast-track' nodes could be hybridnodes (+5int/+5dex etc.) instead of low-attribute nodes.

Since there already are attribute 'highways' linking at least adjacent classes, I am not thoroughly satisfied with Sairony's/my foregoing idea.

But maybe fellow beta-members/devs reading this have some futher thoughts?
[The Prison] Crawl a text-based dungeon - http://www.pathofexile.com/forum/view-thread/26299
"
Azhubham wrote:
I'd like to reiterate an idea, that has been discussed before:
fast tracks
"
Azhubham wrote:
"
Sairony wrote:
It would be cool with "fast-tracks" on the grid, paths which perhaps have a bit weaker nodes but very quickly takes you to a different area of the grid. This would open up more complex builds, but perhaps make it a bit harder to balance.

I like that idea.

These tracks could be placed at the skilltree's outer rim, encircling all the tree's 'branches' (~class-areas), consisting of two to three (or more?) low-attribute nodes (e.g. +1 int, dex or str) between each branch.

It shouldn't be too easy to reach another class's powerful nodes near their respective starting location, since the 'rim-node's' connection points are supposed to be placed near the tree's outer nodes.

Additionally these nodes could be bordered with some background-art, surrounding the tree.

ms paint example

(pre-edited tree image taken from Headhorr's tool: Offline Skilltree)
http://www.pathofexile.com/forum/view-thread/21203

These 'fast-track' nodes could be hybridnodes (+5int/+5dex etc.) instead of low-attribute nodes.

Since there already are attribute 'highways' linking at least adjacent classes, I am not thoroughly satisfied with Sairony's/my foregoing idea.

But maybe fellow beta-members/devs reading this have some futher thoughts?


Sounds weird, but it's interesting. I like all ideas based on hybrid notes, and this can add more strategy values. I believe, this idea can evolve by replacing static hybrid by random hybrid nodes which can be only "identified" by spending skill points on this nodes. After respec point, new random stats will be generated.

There can be big chance to generate nodes like "+5 str, + 5 int" and smaller for better effects, with 5-10% for power nodes and 1-2% for secret Keystones.
Last edited by Skelecross#0407 on Mar 11, 2012, 4:00:57 PM
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Skelecross wrote:
I believe, this idea can evolve by replacing static hybrid by random hybrid nodes which can be only "identified" by spending skill points on this nodes. After respec point, new random stats will be generated.

i dislike random it's always so unfair.
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unk wrote:
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Skelecross wrote:
I believe, this idea can evolve by replacing static hybrid by random hybrid nodes which can be only "identified" by spending skill points on this nodes. After respec point, new random stats will be generated.

i dislike random it's always so unfair.


If random it's always unfair, then all items in game are bad. :)
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Skelecross wrote:
If random it's always unfair, then all items in game are bad. :)


well atleast 99.9% of'em :p /sarcasm

you can allways weight in average items then you would end up with 90% trash 9.9% useable items and 0.1% good items :D
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devilevilgod wrote:
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Skelecross wrote:
If random it's always unfair, then all items in game are bad. :)


well atleast 99.9% of'em :p /sarcasm

you can allways weight in average items then you would end up with 90% trash 9.9% useable items and 0.1% good items :D


So we can have 90% trash, 9,9% useable and 0,1% good random nodes. Looks fine. :P
Last edited by Skelecross#0407 on Mar 13, 2012, 5:31:29 AM
"
Skelecross wrote:
"
unk wrote:
"
Skelecross wrote:
I believe, this idea can evolve by replacing static hybrid by random hybrid nodes which can be only "identified" by spending skill points on this nodes. After respec point, new random stats will be generated.

i dislike random it's always so unfair.


If random it's always unfair, then all items in game are bad. :)

i say unfair not bad ^^
same go for item drop

somthing like you can have 10 realy good random node in a row or 10 crapy one ><

you can turn to a godly build just from luck is unfair imo
(and this would create a huge market of orb of regret to reroll random node)
What do you guys think about hybridising effects and stats?
For example a low +accuracy & +2 dex in one node, so that you can slowly gain stats for requirements for equipment, but still have the option to go for full strength nodes of you need them?
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GaaaaaH wrote:
What do you guys think about hybridising effects and stats?
For example a low +accuracy & +2 dex in one node, so that you can slowly gain stats for requirements for equipment, but still have the option to go for full strength nodes of you need them?


We have already some nodes with hybridized effects and stats.

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