Character Passive Pathing System - Made better. (Illustrations included)

This is a fairly simple concept that works well long as Ascendancy options do not get specialized into oblivion. When you first start a character you will see something like this.




Any starting path is available to you. This works well with how the Weapon Skill system works and how you can only move to adjacent sides once you invest into a path.

Once you choose a path. All other locations are now blocked like this.



This method allows far better Class variety without stepping on what I believe is the intended restrictions for weapons and pathing around the passive tree. Just keep Ascendancy options open ended and it should work very well while also being easy to relate to.

"Never trust floating women." -Officer Kirac
Last bumped on Jan 25, 2025, 7:18:07 AM
+1

A fairly good idea that could enable more build variety without being too crazy with the weapon swap mechanics. I like it!
I completely disagree with that because it prevents any uniqueness for our characters.

I know it's a modern trend to be able to do everything without any restriction (kill the patriarchyyyyyyyyyy) but I personnaly like constraints because it forces me to make hard choices (which includes frustration as a consequence) but think of it this way : any "god mod" in any game is fun at first but it then quickly kills the game because of the lack of implication for the player.

-> I like to not be able to become a sorceress with a bow because it doesn't feel natural. I actually can become that but it will be at a great cost, which sounds fair.

So no, I wouldn't want an open beginning because it's a treason at lvl1 of the choice you have been forced to make at the very beginning
I think it's an interesting choice but I'd rather see a more diversified passive tree than allowing people to start wherever they want. For example it would be great if the blood mage could start south close to bleed nodes or GGG can just fix their passive tree and not put every node available within the same general vicinity.
I agree, count me as +1!

I started playing PoE 2 because I was reading everywhere about interesting builds and the freedom, variety of the whole tree etc.

After 4 endgame characters I have to admit, that it was kind of a clickbait haha. Even though we can "move" sideways into a supposedly different "class" and there's definitely interesting stuff that can be done ( especially due to how gems work ), this adds that extra layer and brings us closer to "freedom".

But this gives it in practical way to try a lot of crazy stuff more easily ( without removing pathing completely which would've been a disaster :D ) .

I do understand that it's still going to be an absolute nightmare to balance though, but hey when was an arpg ever balanced, let's not kid ourselves...

Edit:

The only thing I would add as a suggestion that makes sense to me, is to also be able to "help" new people in general so the "default pathing" should still be highlighted somehow as a "proposal".

Point being whoever opens this tree and it's also their first time playing this kind of genre in general, it'd be a disaster to just let them go wild ( it's already a bit intimidating at first due to it's size, unless if we get more cash for easier respec etc ).
Last edited by mrxkon#5764 on Jan 4, 2025, 8:06:05 PM
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mrxkon#5764 wrote:
The only thing I would add as a suggestion that makes sense to me, is to also be able to "help" new people in general so the "default pathing" should still be highlighted somehow as a "proposal".

Point being whoever opens this tree and it's also their first time playing this kind of genre in general, it'd be a disaster to just let them go wild ( it's already a bit intimidating at first due to it's size, unless if we get more cash for easier respec etc ).


Nothing some well places tool tips can't handle. =D

It could default to the obvious path with "Suggested" but also have tool tips for the other paths describing a little detail about what they will get like the weapons commonly used.

I feel like this is the 'cleanest' option that could be done without making the passive tree into a mess. It's obvious GGG wants people to go a certain route with a little adjacent fun. They can still have that, making it easy to manage the passive tree and give more freedom.
"Never trust floating women." -Officer Kirac
"
I completely disagree with that because it prevents any uniqueness for our characters.

-> I like to not be able to become a sorceress with a bow because it doesn't feel natural. I actually can become that but it will be at a great cost, which sounds fair.

So no, I wouldn't want an open beginning because it's a treason at lvl1 of the choice you have been forced to make at the very beginning


I understand the class fantasy concept but eventually in any long standing RPG those classes start to hybrid and merge into other class types. For instance in your example. There's a class called Arcane Archer from D&D. Much older than this game.

AD&D started with Fighter, Paladin, Ranger, Cleric, Druid, Wizard and Rogue. Now there's a ton of classes and sub-classes. Instead of making every single class like D&D has done, they can simply open it up a little so players can find their own class style.
"Never trust floating women." -Officer Kirac
There are litteraly only 2 things that makes each class unique:
1. Starting position
2. Ascendency

Making this change will pretty much make a class just a skin for your map blaster.
It makes pretty much no sence in poe.

Also each class represents a stat/combination of stats.

Making such change will require reworking of the whole tree and each and every ascendency.

So not, this will never happen, lmao.
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Leent_j#1771 wrote:
There are litteraly only 2 things that makes each class unique:
1. Starting position
2. Ascendency

Making this change will pretty much make a class just a skin for your map blaster.
It makes pretty much no sence in poe.

Also each class represents a stat/combination of stats.

Making such change will require reworking of the whole tree and each and every ascendency.

So not, this will never happen, lmao.


Technically it's the weapon.

Starting position can travel to adjacent areas and Ascendancy has almost no specifics. Do I like that type of restriction more than PoE1? Not really but that's how it works.

Ascendancy actually matters the least right now.

If I want to make a Bow Monk I can because there's literally 0 nodes that specify I can't. Same with Mace/Staff for both Mercenary options. It would have little effect on the passive tree because it's all based on weapons which are a product of the path you choose.
"Never trust floating women." -Officer Kirac
If I'm honest, I'm not even sure why are we allowed to use everything in regards to gems/weapons with this kind of tree, now that I'm thinking about it.

Since I'm able to equip a crossbow & use gas grenade gem as a Monk and play it like a cool ninja appearing from nowhere ( hahah ), in theory, I should've been able to simply use the nodes on the tree for the grenades as well, which are quite far away for me to utilize atm.

So basically it could've been designed a bit differently and you could freely add any point you like anywhere by just having minimum point restrictions to keep it somewhat leveled and "unlock" tiered new nodes that are more powerful ( instead of pathing ) if that makes sense.

As I'm able to craft all kinds of gems and use all weapons, it's a bit misleading at the moment, or confusing for new people to say the least and I think we can agree on this.

All the "pathing" currently is just for stat nodes which could've just been a +- design to spend your points at the end of the day, not related to pathing at all.

But ok "plenty" of things could've been done differently, so that's a different story I guess :D .

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