Passive Tree: Weapon Specialization Disparity

Except, that by running swords, I get HP mixed in with that. Which means, I don't have to spend as many points on nodes that just give HP. Which means I have more nodes to Reduce the mana cost of my auras, and as such, run more auras.

Mace is close to RT, you're absolutely right. But that doesn't stop them from putting Mace Critical Strike Chance nodes Right there, next to RT. Or, above the templar area.

So, by using your rationale, that they are based around what they are near, why can I get Sword Life below Marauder, To the right of Duelist, and below shadow? Why can I get Mace Critical Strike Nodes right next to RT? Why can I get Stave Crit near RT? Why are there axe Critical Strike Nodes near RT? Would you RT with Axes, and still get Crit nodes? With Maces?

While I agree, that total homogenization, to the same level as WoW has, is bad for a game like this, there should at least be some form of Parity.

And Parity exists, above the Marauder Tree, Below the Templar Tree, in clusters of nodes that revolve around Maces, Swords, and Axes.

Blade of renown
Fell the Weak
Baptism By Light.

3 clusters.
6 nodes per cluster.

The only difference between the clusters (besides weapon type) is the added effect of 10% increased light radius on Baptism By Light. That's it. The rest, are carbon copies of each other, with different weapon types.

Now, am I looking for every single cluster in the tree to be like this?

Absolutely not. That would be pretty boring.

But, there are glaring quality of point differences that exist between things in the tree, not just weapon specializations. The difference being, that a sword cluster, looks pretty much like a sword cluster, no matter where you look in the tree.

Attack Speed, Accuracy, Phsyical, Life, and those two nodes that have reduced enemy block.

But Mace Nodes especially are just so random. You get some armor. You get some attack speed. You get some physical Damage, you get some elemental damage, you get some critical strike, You get some accuracy. They are really scatterbrained in their design.

Axes are less frenetic in design, but not as tightly designed as sword nodes.

Staves? I just... Well... I dont even know where you would begin to do something with them. It's honestly the one 2h'd weapon type that I have just never even remotely had an interest in building around. Up until 1.1, I had yet to see a staff roll "pure" melee stats drop for me. But that's another topic.

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