Passive Skill Tree Planner/Roadmap

There should be a way to mark the passives you want to adquire in the next levels. The tree is massive, and sometimes you lose a lot of time thinking about the next steps. And in the endgame the leveling is a little slow, sometimes you forget what you would select, or have to make adjustments do the build, etc
Maybe implement in a way that the points you mark glow wider but fainter, so when you lvl up you know exactly what you will select.
And then, maybe have a "Point Planner Count" on the top to know how many skill poins your plan takes.
For some players, like me, that dont like to search things about the game online, having this built-in would help a lot.
Last bumped14 дек. 2025 г., 06:07:40
Wow, only one suggestion in two years, huh?

Yes, this game really needs some kind of in-game basic skill planning system like any of the "skill planner" websites.

While I was pleased to see POE2 adopt radically progressive new things like player vendors and WASD movement, I see it is unfortunately still infatuated with the idea of this unnecessarily obtuse skill tree that arguably adds comparatively little depth for how much complexity it adds.

GGG probably isn't going to change it at this point, but at the very least there needs to be a simple node highlight system so we can easily plan out our paths.

The base code for following and highlighting nodes is already in game, assuming the game is coded sensibly. Ideally, there'd also be a standardized in-game encoded text string that we can share between players and other planner sites, letting players easily copy-paste builds right into the game.

If players have to frequently refer to outside tools to better use a core function of the game, that's arguably a user experience fail.

I'm legitimately surprised that this team of supposedly experienced game developers didn't bother putting in such a basic QoL feature in POE1, much less the sequel.

This thread is nine years old, and it even suggests an even more low-effort implementation:
https://www.reddit.com/r/pathofexile/comments/59heb1/ingame_skill_tree_planning_should_this_be_a_thing/

But I'm sure someone will try to justify somehow that this would devalue the game, like how POE1 players tried to justify manually picking up gold as some kind of deep game design with intentionally planned "opportunity cost" or something equally inane. Can't have casuals ruining POE2 with their skill tree hand-holding!
it infuriates me to no end, yet we just have to suck it up like its fine like the battered wives we are just because for these problems theres usually some sort of third party tool that they feel would obsolete it unless it directly inconveniences them like before async trade, when in reality theres no competition or wasted effort in doing so, and that those tools mostly even exist because these problems arent addressed ingame in the first place or should serve as supplementary anyway, not the solution itself since theyre called third party for a reason, and implies a certain degree of omniscience to be aware of their existence in the first place.

My bets are on that we‘d end up getting something as barebones bare minimum of an implementation of this before we‘d even get the ability to pull up either gem-cutting menus at will or loot filters in-game. Like those change how much items matter or our interactions with them somehow apparently.

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