passive tree is boring and lack of options
as the title says , the passive tree feels boring
the number of passive points feel like u always need some more , u dont have the extra points to spend on cool stuff like" debuf effect reduction" or " attacking penalty reduction while moving" etc and the passive tree itself feels very small whit very small number of choices u can make and the removal of jewels slots made it even worse because now many of the unique jewels nobody needs them =/ on top of that only the left side has movement speed passive nodes the warrior tree is the slowest and lacks nodes like " reduce penalty of movement speed while wearing heavy armor etc" every one uses the same passive tree+- due to lack of options =/ 最後にスレッドがバンプされた時間 時刻 2025/07/28 1:16:23
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The passive tree is a mile wide, but only an inch deep. Biggest gripe is the negative effects that come with a lot of the desirable nodes.
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" yeap , i honestly dont understand that concept they implemented in poe 2 whit the negative passive " get x damage get -y atk speed" etc its annoying but yeah ur right the passive tree is a mile wide and and inch deep thats true . |
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the biggest downgrade in poe 2 is the passive tree. a toddler could design something with more depth
"buff grenades"
- Buff Grenades (Buff-Grenades) |
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" yeap we need more grenades passives and make their cd recover faster |
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" True story. Have that exact issue with my current build. +dmg/-atk speed nodes when I've already spent points on atk speed in other areas. Like, okay I guess fuck those points I spent on atk speed then, huh? |
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I want to see proposals. Not this is bad, this is not good. Usually that inclines something is not well understood. 😉
HC SSF. What else? Ruthless when? 最後に vestolevs#5239 が 2025/07/22 23:49:09 に編集
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" a litle bit unrelated but they couldn't even think of a grenade-exclusive support (or a notable) that would make grenade skills fire only ONE projectile at a time but make it go full oppenheimer in order to enable builds that don't want to use bombard bases because of the way grenades work, deadeye is by far the best class for a raw grenadier build, when it's not even one of the primary classes that are meant to be played with grenades. either they're totally clueless or they want players to only play the builds that are envisioned by the devs - a total lack of build defining uniques - a terrible passive tree with no depth - uninspired filler support gems that dont change the playstyle at all - extremely boring gameplay loop where you pre-stack multiplicative damage sources and setup skills to one shot bosses, no matter what build you play - half the skills being useless despite the game having a very low number of skills already maybe 1.0 will fix some of these, but I think it's very difficult for them to solve the fundamental issues of the game without a complete overhaul "buff grenades"
- Buff Grenades (Buff-Grenades) |
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What i have noticed in Passive tree so far:
1) Passive tree created to have circle design and thous is difficult to reach the other side or reaching a far passive node needs a lot to spend. Absolutely need fly over paths. 2) Small passives are way to weak and gone wasted reaching the top of them. Especially in the beginning of each class it feels horrible to spend small passives for nothing. 3) Some times a related to the build passive node is reachable through others that have nothing to do with build or even worse with class. So making passive paths benefited for more than one class or build is extremely difficult issue and need carefully design. 4) Balance between passive modifiers is absolutely non existent. Need rework couse some builds/classes feel vulnerable to elemental attacks and also defences balance is non existent. 5) Limitation of jewels after decreasing dramatically the sockets in P.tree should have been abolished. 6) Through passive nodes should have been created more paths so that builds can save passive points. 7) Passive points from Campaign should have been at least 30. 24 is too low amount especially for demanding builds. |
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With longer connecting branches of the tree (where you have to spend more points on raw stats to get anywhere meaningful), it appears they are pushing more reliance on the three main stats more.
That could be okay in some aspects, like if there were more uniques that boosted % int/str/dex or had unique stat-based interactions. I know some exist, and in fact I like the idea of strength-stacking for getting life and damage with a single stat (see the node at bottom center that gives you accuracy based on strength), but ultimately you spend way too many points on these nodes to get to farther sides of the tree. I find it really annoying and unnecessary. |
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