POE2 travelling around the center of the skill tree

I feel like POE2 requires too many points to travel around the center of the passive skill tree. From any point close to the center, it takes about 24 passive points to travel to the opposite side of the tree. This reduces the amount of experimentation and builds we can make significantly.

POE1 only required 12 points to get across to the opposite side and some of those 12 points were also decent notables instead of just attribute nodes. So POE2 travelling around the tree takes about twice as many skill points and you get less stuff while doing it.


At minimum, I think GGG should combine/remove a few of those travel nodes around the center. Removing one from each joint between the classes will reduce the travelling by 3 points which will be a start. It's easy to do without making any other changes to the skill tree.
Последняя редакция: SaiyanZ#3112. Время: 10 нояб. 2025 г., 02:05:54
Last bumped11 нояб. 2025 г., 23:46:44
it's better to give any class the opportunity to start from any point or even from several. Ideally, make one common center from which you can move in several directions.
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Zar_Wagash#5933 написал:
it's better to give any class the opportunity to start from any point or even from several. Ideally, make one common center from which you can move in several directions.



That's probably too much freedom. Some starting nodes are also better than others (eg. Monk area) so everyone would take those.


I just want there to be more options for builds. Eg. If I want to make a spellcasting Mercenary, I could in POE1. However, in POE2 it's basically never going to be viable with the amount of travelling nodes required. Plus the ascendancies themselves feel weaker than POE1 ascendancies. So spending around an extra 24 points just to play another ascendancy is barely ever going to be worth it in POE2.
Saying you can't be a spellcasting mercenary is a failure of your imagination and determination, not a failure of the skill-tree. You are just mathematically incorrect here - the tree and skill points don't do as much for your character in poe2 as they do in poe1.

Regardless, you can easily reach enough nodes to scale your gear and attributes defensive and offensive numerical values in a large enough quantities from any starting location, for any play style, for any class.

This is a self-created issue that only exists because of some sort of efficiency-guilt which has arisen from a mental mistake of equating the poe2 tree with the poe1 tree.

They are very different and you should not treat them equally nor with the same importance.

In poe1 you get scaling AND flat values from attributes and the values of your gear affixes are not as wide in their numerical ranges. This constrained poe1 trees because if you wanted int and to scale int-related things, you absolutely needed to be in the int section of the tree. This is just not so in poe2.

In poe2, attributes only provide flat values. It's also the case that the flat values and % scaling values on gear have wider ranges than in poe1 - they go higher. It means in poe2, a larger portion of player power is coming from gear, and less is coming from the tree.

So when you need to go 12 extra points in poe2, it just doesn't matter. Go an extra 10 lol... You're not gimping your character - as long as you get the scaling and flat values you need from somewhere else, which you can, because the values can roll very high on gear. There's also nodes in every area that can benefit spellcasting and attacking as they will apply states that can be apply to both scenarios like %elemental dmg, "gain as added" or things like "damage against burning", "physical" dmg, etc.

This is the difference in the poe2 tree vs poe1 tree - in poe1 the tree is so impactful it dictates your character. In poe2, it's a bit reversed - your tree is dictated by your gear, skill / support gems, and playstyle choices.

This lack of "tree rigidity" is supposed to increase build diversity, but it is ironically also what makes the min-max, hyper-efficient "I can see the pathway to optimization" poe1 players dislike poe2. They see too many similar lanes and a poe1 mentality has them trying to pick a "best" - which just doesn't exist, because what's "best" will be dynamic and apparent when they are in game, choosing a point - not when they are in PoB, before leaguestart.

It sounds really good in theory because it takes the core of poe and cranks it up to 11 - everyone will have a relatively unique skill tree. The people who hate it are the ones who copy builds and/or can't/don't want to do the math on how to make the tree work for them based on their specific gear or the complexity + the need to be "perfectly optimal" just makes them avoid it all together because they can't immediately see the path forward, and assume there isn't one, or if there is, it's suboptimal.

Rid yourself of this poe1 tree mentality.

The gear is where the power is in poe2. Not the tree.

The poe2 tree is there to be abused and respecced continuously according to the wide range of impactful gear affixes bestowed upon you by RNGesus.

And besides - a fully optimized tree has never been required to defeat the content whether your going on or off-class in poe1 or poe2. Don't be so scared to make shitty builds lol, it's where all the good builds are born anyways.

Последняя редакция: karsey#2995. Время: 10 нояб. 2025 г., 16:28:46
There is a big circle around center of P.tree that connects all straring passive nodes.

Why is this road denied by Devs???

A i forgot.... becouse Devs want all players not to start from ES nodes!
The genius guys will understand what am trying to say...
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karsey#2995 написал:
Saying you can't be a spellcasting mercenary is a failure of your imagination and determination, not a failure of the skill-tree. You are just mathematically incorrect here - the tree and skill points don't do as much for your character in poe2 as they do in poe1.

Regardless, you can easily reach enough nodes to scale your gear and attributes defensive and offensive numerical values in a large enough quantities from any starting location, for any play style, for any class.

This is a self-created issue that only exists because of some sort of efficiency-guilt which has arisen from a mental mistake of equating the poe2 tree with the poe1 tree.

They are very different and you should not treat them equally nor with the same importance.

In poe1 you get scaling AND flat values from attributes and the values of your gear affixes are not as wide in their numerical ranges. This constrained poe1 trees because if you wanted int and to scale int-related things, you absolutely needed to be in the int section of the tree. This is just not so in poe2.

In poe2, attributes only provide flat values. It's also the case that the flat values and % scaling values on gear have wider ranges than in poe1 - they go higher. It means in poe2, a larger portion of player power is coming from gear, and less is coming from the tree.

So when you need to go 12 extra points in poe2, it just doesn't matter. Go an extra 10 lol... You're not gimping your character - as long as you get the scaling and flat values you need from somewhere else, which you can, because the values can roll very high on gear. There's also nodes in every area that can benefit spellcasting and attacking as they will apply states that can be apply to both scenarios like %elemental dmg, "gain as added" or things like "damage against burning", "physical" dmg, etc.

This is the difference in the poe2 tree vs poe1 tree - in poe1 the tree is so impactful it dictates your character. In poe2, it's a bit reversed - your tree is dictated by your gear, skill / support gems, and playstyle choices.

This lack of "tree rigidity" is supposed to increase build diversity, but it is ironically also what makes the min-max, hyper-efficient "I can see the pathway to optimization" poe1 players dislike poe2. They see too many similar lanes and a poe1 mentality has them trying to pick a "best" - which just doesn't exist, because what's "best" will be dynamic and apparent when they are in game, choosing a point - not when they are in PoB, before leaguestart.

It sounds really good in theory because it takes the core of poe and cranks it up to 11 - everyone will have a relatively unique skill tree. The people who hate it are the ones who copy builds and/or can't/don't want to do the math on how to make the tree work for them based on their specific gear or the complexity + the need to be "perfectly optimal" just makes them avoid it all together because they can't immediately see the path forward, and assume there isn't one, or if there is, it's suboptimal.

Rid yourself of this poe1 tree mentality.

The gear is where the power is in poe2. Not the tree.

The poe2 tree is there to be abused and respecced continuously according to the wide range of impactful gear affixes bestowed upon you by RNGesus.

And besides - a fully optimized tree has never been required to defeat the content whether your going on or off-class in poe1 or poe2. Don't be so scared to make shitty builds lol, it's where all the good builds are born anyways.



You missed the main point. You can explore other ascendancies and give up an extra 24 passives points for travelling. However that's never worth doing if you're trying to make a build that is almost as good as just starting on the other side of the tree with another ascendancy close to where you need to be.

You can also play without a weapon or boots, etc. and defeat all content. Nobody does that though.
Скрытый текст
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SaiyanZ#3112 написал:
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karsey#2995 написал:
Saying you can't be a spellcasting mercenary is a failure of your imagination and determination, not a failure of the skill-tree. You are just mathematically incorrect here - the tree and skill points don't do as much for your character in poe2 as they do in poe1.

Regardless, you can easily reach enough nodes to scale your gear and attributes defensive and offensive numerical values in a large enough quantities from any starting location, for any play style, for any class.

This is a self-created issue that only exists because of some sort of efficiency-guilt which has arisen from a mental mistake of equating the poe2 tree with the poe1 tree.

They are very different and you should not treat them equally nor with the same importance.

In poe1 you get scaling AND flat values from attributes and the values of your gear affixes are not as wide in their numerical ranges. This constrained poe1 trees because if you wanted int and to scale int-related things, you absolutely needed to be in the int section of the tree. This is just not so in poe2.

In poe2, attributes only provide flat values. It's also the case that the flat values and % scaling values on gear have wider ranges than in poe1 - they go higher. It means in poe2, a larger portion of player power is coming from gear, and less is coming from the tree.

So when you need to go 12 extra points in poe2, it just doesn't matter. Go an extra 10 lol... You're not gimping your character - as long as you get the scaling and flat values you need from somewhere else, which you can, because the values can roll very high on gear. There's also nodes in every area that can benefit spellcasting and attacking as they will apply states that can be apply to both scenarios like %elemental dmg, "gain as added" or things like "damage against burning", "physical" dmg, etc.

This is the difference in the poe2 tree vs poe1 tree - in poe1 the tree is so impactful it dictates your character. In poe2, it's a bit reversed - your tree is dictated by your gear, skill / support gems, and playstyle choices.

This lack of "tree rigidity" is supposed to increase build diversity, but it is ironically also what makes the min-max, hyper-efficient "I can see the pathway to optimization" poe1 players dislike poe2. They see too many similar lanes and a poe1 mentality has them trying to pick a "best" - which just doesn't exist, because what's "best" will be dynamic and apparent when they are in game, choosing a point - not when they are in PoB, before leaguestart.

It sounds really good in theory because it takes the core of poe and cranks it up to 11 - everyone will have a relatively unique skill tree. The people who hate it are the ones who copy builds and/or can't/don't want to do the math on how to make the tree work for them based on their specific gear or the complexity + the need to be "perfectly optimal" just makes them avoid it all together because they can't immediately see the path forward, and assume there isn't one, or if there is, it's suboptimal.

Rid yourself of this poe1 tree mentality.

The gear is where the power is in poe2. Not the tree.

The poe2 tree is there to be abused and respecced continuously according to the wide range of impactful gear affixes bestowed upon you by RNGesus.

And besides - a fully optimized tree has never been required to defeat the content whether your going on or off-class in poe1 or poe2. Don't be so scared to make shitty builds lol, it's where all the good builds are born anyways.



You missed the main point. You can explore other ascendancies and give up an extra 24 passives points for travelling. However that's never worth doing if you're trying to make a build that is almost as good as just starting on the other side of the tree with another ascendancy close to where you need to be.

You can also play without a weapon or boots, etc. and defeat all content. Nobody does that though.


I see your point loud and clear, and I'm telling you that your point is equivalent to pointing at a bus route map of New York vs a subway map of Shanghai and saying that a routes between two arbitary stops that you've deemed equal is better because it's 2km shorter on one of them.

You're seeing 24poe2 > 12poe1 and saying it's bad because number bigger in poe2.

It's a false equivalency for an argument on which you're basing an incorrect conclusion.

The poe2 tree offers much more flexibility due to the dynamic nature of attribute pathing nodes and availability of scaling clusters across more than one locale.

The "spell dmg" clusters are not located in an "int" section where everyone who casts a spell needs to go to scale spell dmg and get int.

The opportunity costs associated with the tree are not as expensive in poe2, nor are they the same kind of costs - more power comes from gear, which any character on any class can equip.

Your circle problem is not only not a problem, in the event a circle around to a starting area was the most optimal path for a character in poe2, then they would likely experience less leveling friction from "off-classing" due to the ability to dictate attributes along that path, and they'd also hit alternative scaling clusters along the way to compensate.

There's lots of issues in poe2 but off-class restrictions because of the tree are absolutely not one of them - it's a better tree for off classing than poe1.
If you really believe that 24 passive points are not that important to builds in POE2, lets see your defense and dps before and after. Use science to show it's not important by removing any 24 passive points of your choosing from your current skill tree and show your defenses and dps before and after.
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SaiyanZ#3112 написал:
I feel like POE2 requires too many points to travel around the center of the passive skill tree. From any point close to the center, it takes about 24 passive points to travel to the opposite side of the tree. This reduces the amount of experimentation and builds we can make significantly.

POE1 only required 12 points to get across to the opposite side and some of those 12 points were also decent notables instead of just attribute nodes. So POE2 travelling around the tree takes about twice as many skill points and you get less stuff while doing it.


At minimum, I think GGG should combine/remove a few of those travel nodes around the center. Removing one from each joint between the classes will reduce the travelling by 3 points which will be a start. It's easy to do without making any other changes to the skill tree.



I kind of agree with you SaiyanZ. It does feel just a little too restrictive.
I'm guessing you desire this for the ascendancies associated with the other start locations (so rather than missing 24 points, you're missing out on an alternate ascendancy), and not because you want that aesthetic/look/voice of those characters for that part of the tree?

I would love if GGG allowed you to change your character skins (like the new goblin ones..) to have more variation in character appearance.

At the very least, the have to be careful to maintain balance between the ascendancies and their respective passive start location, and perhaps offer some slight variation of node types in each part of the tree.. (some caster nodes in the Mercenary area?) I don't know what the answer is =)
Последняя редакция: WhisperSlade#0532. Время: 11 нояб. 2025 г., 23:47:30

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