A Closer Look at the New Passive Tree!
" Indeed, and funny enough, I acknowledged that very thing by saying: "Not a whole lot, and if what Chris says about us needing to take less life nodes to get the same effect with the base life changes...could work out well." I was not basing anything in what I said other than pointing out that there could potentially be a 6% loss in life the cluster...a simple observation and my comment relating to what Chris said about life shows that I am not disliking the change. In fact, it will probably end up being a good change (assuming GGG gets the life thing right) since that means you'll gain BOTH life and mana instead of having to split up points to get both...quite a win-win in that situation. There is plenty of merit of basing things off of what we see, so long as we CLEARLY understand that these changes thusfar are not final and can change. With that in mind, posts like the OP and mine are made not to just analyze every little thing and find flaws/dislikes/likes/whatever, but to make observations on the data we have now and spark DISCUSSIONS. It is true that those discussions may very well lead to things that will not end up being true in the end, but so what? What is so wrong with wanting to bat ideas back and forth and make visual observations? Perhaps even in those observations we may come across something that actually may end up being a concern? Just because we might not know all of the data, GGG certainly knows more, and yet they might simply overlook something that COULD be a concern. It could be a cluster that is potentially misplaced, a notable that they may not have meant to scrap but accidentally did, etc, etc. Us bringing up these things in a DISCUSSION that they could very well end up reading in that case might make them go, "OH SHIT! We DID do <xxx> and didn't mean to, and might have missed it given how much other stuff we have on our plates! Better change it now!" Now, I'm not saying this is going to happen, but it's something to consider, and you shouldn't be so quick to dismiss these types of posts and discussions just because you personally find them to be a 'waste of time' from your perspective alone. Again, from my perspective, you're wasting your time trying to state 'obvious' things, and it's just as valid in my eyes as what you're saying. What I and others do here in these kinds of topics may very well not mean much in the end, or it could very well mean quite a bit depending on what happens in the future. Just as the changes are not final and could change, there may very well be things about the tree that ARE done and ready to go, and we may end up observing and talking about those even if we don't realize it from what we have. |
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Carry on. It's amusing you.
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" Indeed, I very much will. ^_^ *smooches* |
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Good job sir.
Keep PoE2 Difficult.
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You know how there's guys who go "GGG never listens!!!!!"...
The week after they added the trap nodes to the tree, I made a dedicated Trap character that made use of them to test them out. I noted how the wide strung-out positioning made the dedicated trap nodes kind of a dumb thing to use exclusively. They were fine, but only if they were near your primary damage source. Which was Fire% for Fire Trap, Lightning or Projectile% for Lightning Trap... but using say Lightning Trap and Fire Trap on the same character was inherently weaker than focusing. You still had a fire damage guy or a physical damage guy like any other wizard. Now Clever Construction and High Explosives are in a closed fork cluster. If trap nodes are now exclusive to Shadow and Ranger, and her trap nodes are just as efficient, it'll be a very reasonable character to make now. Just saying. Maybe Totem nodes have a little more chutzpah added to them, too. (Opie I think the nodes next to Elemental Domination are still Spell Damage%. It seems like they want to open options up a little more, at least at the start, instead of forcing a linear element.) Last edited by LimitedRooster#5890 on Aug 2, 2014, 2:30:04 PM
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I'm curious what this means for EK's future, with all the new Elemental Damage nodes instead of Spell Damage.
Might be Witch-only now, or back to Scion. [3.22] 💀The Grim Reaper💀 - Hexblast Poison Mines Assassin
https://www.pathofexile.com/forum/view-thread/3347191 [3.22] ❄️⚡CantripN's Hadoken! - Lightning Conduit / Crackling Lance / Arc Permafreeze⚡❄️ www.pathofexile.com/forum/view-thread/3229590 |
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" The Physical Damage nodes at the Shadow starting location will affect EK. It's also likely that the unknown green nodes involve Projectile Damage in some way. Have you made a cool build using The Coming Calamity? Let me know!
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I find myself wondering if those ES nodes at the witch start might actually be hybrid life/ES nodes in the same way that the marauder gets hybrid life/armour nodes to start with. The colour is off for something that includes life, but maybe they don't have a hybrid life/ES icon yet.
(Granted, mixing life and ES is heresy, I know I know) Moving Hex Master and Whispers of Doom so far apart looks like a bit of an indirect nerf to curse specialists, since now you have to spread out a bit to get both of them instead of anyone close enough to the cluster with points to spare being able to pick them up. Curse effect nodes would be nice, though! ...And you know what, I still want a +20 Str/+20 Dex notable in the middle of the starting witch tree. |
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" Don't feed the trolls, Tana. Good analysis. VI Last edited by ConanTheGamebarian#5995 on Aug 2, 2014, 4:29:12 PM
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Thx for the effort meridin.
I just hope my built doesnt get nerfed unintentially. I use daggers and i understand the slight nerf to the daggernodes but the rest of my built isnt op :p If they increase the number of nodes needed to travel to my keystones and daggernodes to much i can start selling my gear. Guess one needs to be a bit lucky. ING: "MeneaterMildrid" or "WICKEDSICKmoves"
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