Passive skill points MUST be increased
" That's cool it's a free world man you're allowed to be wrong. More points is just going to increase the gap between you and people who already have no problem as they'll have more points too. Mob stats would than need to be increased or nodes would need to give less. Thus you'll need to spend proportionally the same amount of points into those same things. I don't think you understand the point you're trying to make or how it would effect things.... Less points and a cut down tree baking those stats into other things be it lvl or other nodes seems like the argument you should be making if having to spend points on survivability is your problem. Like sure who wouldn't like more points without a bump to mob stats but that's just making the game easier than and they'd need to add higher tier waystones or cut the amount those nodes give to compensate for the bump in power. Last edited by baconbyte#0146 on Nov 2, 2025, 11:43:59 AM
|
|
|
At a certain point more points would create less diversity. If we don't have to make tough decisions over which nodes to take, everyone takes the same nodes.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
|
|
|
I think we should get at least 1000 skill points so we can grab the majority of skill son the tree.
But joking aside, the only valid point I see for more skill points would be to maybe add just a couple more to fill up a few "dry" parts of the campaign where it feels like the last set of +2 skill point quest reward was quite a while ago. |
|
|
Maybe a solution would be "travel points" or "attribute points" in addition to usual general and weapon skill points? This new type will be usable only for traversing to other part of the passives tree.
|
|
" This. It's like wanting them to improve drop rates or likelihood of hitting certain modifiers on a craft. It would eventually just end up with people getting the best stuff more frequently and zeroing on what is best vs having to make compromises and changes to a build based on what they drop/can afford. The more I play the more what GGG is doing actually does make a lot of sense. Also if you give people exactly what they want I am sure people will get bored even faster and end their leagues even earlier. Forcing people to compromise on some things keeps them coming back to play knowing there is room for improvements. |
|
|
give them time. eventually they'll rehaul the passive tree like they have in poe1 several times
right now things are just.....bleh. but thats kind of the name of the game for poe2 in general - SCARCITY. you don't have enough points. you don't have enough suffixes. you don't have enough opportunity to get the things you feel like you have to have in order to do damage and survive. it'll get better im sure but ya the passive tree is pretty bad and poorly optimized if you ask me. there are some nice to haves on the tree, but it would take 4-6 passives to get it so it instantly becomes a can't have. just too expensive. there are so many clusters that are point traps. useless for the amount of bonuses, or what they give bonuses to, for what they cost. im sure it'll get better but this is definitely something that needs to have a fine tooth comb brushed over it eventually. probably once all classes and weapon types have been released. one thing i definitely think should happen is make every single travel attribute point give 10 attributes not 5. 5 is ridiculously low and it literally guarantees you have to get attributes on gear/other passive investment. and usually a good amount of investment at that. it just feels bad that you can level up, travel out with passives, and still not have the required attributes to wear basic gear/equip basic skills you want to use. that should be viewed as unacceptable. if upping the attributes is a no-go, then lower requirements. trying to play a hybrid of something right now is just frustrating. Last edited by xMustard#3403 on Nov 11, 2025, 12:53:31 AM
|
|
|
Tbh I'm not so sure more points would actually increase build creativity or freedom, insomuch as it would make it more obvious which major nodes you can reach by level 90.
That might just lead to more same nodes being shared between characters, rather than fewer. It would also make the weapon spec differences less noticeable which wouldn't be a good thing. That being said, many kinds of builds def suffer from having too far a way to reach their goal. Could be slightly less traveling, or at least more shortcuts between the different parts of the tree. |
|
" I checked and seems that my EV/ES build has a total of 3 attribute mods in all their items and 1 attribute rune slotted in. Wearing Gemini Bow with 163 dex req and Ghost Dance with 80 int req. Of the 30 travel nodes, 22 are strength, rather than dex or int which I'd need. If I turned 13 of the strength nodes to dex/int, I'd need nothing from equipment. I'd still have 9 strength nodes left, almost a third of my travel nodes. Honestly if the requirements were lower, they could as well not exist, as you'd almost automatically meet them without any tinkering. It would also make the %reduced attribute requirement mods and nodes useless, which would be a shame IMO. Scarcity has its upsides, it forces compromises and creativity, or adds pressure to item mods, which means it's harder to get the perfect gear and that's often a good thing. Last edited by tzaeru#0912 on Nov 11, 2025, 9:50:35 AM
|
|
" now i want you to check being an EV/ES hybrid, using a bow, and an ES helmet. mostly because you're surely going to be using Subterfuge Mask now you need at least 163 dex for your weapon, and upwards of 115 int. more if you want to curse anything, needing at least 137 for curse to apply to everything you want. you also need to use some red support gems and generously thats all the str you need, so at least 45-50 str there. on my build i specifcally have to spend at LEAST 4 extra passives on attributes, which is an entire cluster worth of power im missing out on. these are extra, more then just choosing travel nodes. also have to pick essentially one piece of gear and roll a cpl t1 attribute rolls on it. i didn't say it can't be done. obviously it can, but its very annoying to have to spend so much on basic attributes for a build which you already are. and it is this way for every single build i've ever played in this game. attributes are always something i have to think about and consider getting, from corrupted jewels or rune sockets or whatever. honestly its to the point that + all attributes roll on amulet is like the #1 thing must have on basically any build. the value is too great to pass on. BTW in my own personal build, i specifically have to not use the highest tier ES helmet because i don't have the int required for it. if i tried to swap for it, i wouldn't have enough dex to hold my bow. its basically just at the tip cap for it much like how nearly every build only runs with a max of 78-85 resistances. you can't overcap res as easily in this game because its too difficult. it is a suffix stranglehold you need attributes, you need resistances (chaos included), you feel forced to get rarity in poe2 the way its tied to currency drops, and when all else fails you can get reduced attributes required. not to mention any defensive stats you may need/want like % armor applies to elemental or % evasion applies to deflect chance ALL OF WHICH ARE SUFFIXES. which is my point. |
|






















