Passive Tree - Kind of Boring
" The passive reads: Mind Drinker - 2% of Physical Damage from Attacks Leeched back as Mana Ethereal knives has a cast time so it is a spell, not an attack. Attacks have attack times and use your weapon. This also explains why Wrath doesn't affect it, it's not an attack so it gets no bonus damage. There's a few "power words" that clear a lot of the internals up: "skills" are either "attacks" or "spells", "more/less" means multiplicative, "increased/decreased" means additive, "critical strike chance" applies to both attacks and spells, etc. In the Amplify case, the answer is all of the above. It applies to Auras, melee aoe (like cleave/sweep), ranged aoe (like explosive arrow), curse radius, and elemental prolif. Could keep going on the verbage in the game, but this should get you cleared up. Dernière édition par pneuma#0134, le 14 mai 2012 à 02:14:06
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While I haven't been here long enough to get super into builds and such, I really like the skill tree. I hope they don't dumb it down because it is too complicated for people to figure out.
I really love planning a path through it. I also just want to throw out there though, referencing that FFX had a more complex grid, it really didn't. http://media.gameinternals.com/ffx-sphere-grid/straightened-sphere-grid.png "Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00 |
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So, I'm slightly confused.
But what else is new ;) For exemple, I decide to play a Witch. I get a few skills that are based on elemental damage. Thus I put my points in that direction. Then I find my first curse, and I'm like: "This is awesome!" so my next few points I put in the curse direction. Then I get a raise zombie skill, and again I'm like: "This is awesome!" so I put my next few points in that direction. The only downside to the passive skill tree is that it promotes rerolling ALOT. I guess for the company this is a good thing, sinse alot of people will be compelled to buy more character slots then. For people who really focus on the RP asspect of the whole ARPG they will end up rolling a character, loving it, place points like I described op top and will end up having a high level character with all his points spread out in the most useless junk you can get. TL:DR In the beginnen of the game I don't know what skills I will love the most, so I don't know where to put my points in. Solution: Till level 20/30 or what ever number GGG comes up with, respecs are free. My Humble Opinion. - Insolence |
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" thank you for info ... it helps but what about the next person who doesn't know the key power words? I just think taking a few minutes to improve the wording on the skills would help players in planning their characters and reduce the frustration. I don't mind working hard for my character, i just want to know "How" to do the work. btw if ethereal knives don't fall under physical attacks but the damage they cause IS physical damage then what passives influence them? Not Elemental,Not physical ... only general spell increase? see it's just more confusing than it should be Dernière édition par laz000#7930, le 14 mai 2012 à 14:23:29
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I completely agree that the player should get either free respec's up until level 20,25,or 30... or a limited number of Respec charges.. Maybe 3 to start. This way they could also sell these on the cash shop. I dont want to reroll, that is my choice, I can pay cash for it.
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" QFT. I seriously spent about 4 hours trying to figure out how to build an optimal minionmancer. Would have loved to be able to experiment a little bit with the tree instead of just theorycrafting with the browser tree. |
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I think respecs of some sort in the cash shop would probably be fine. TBH, I'm not sure they're really putting enough in the cash shop to survive as things stand, but I could be wrong. On the topic of verbiage, I agree that some of the skills should be better clarified, but I do know that this is often one of the last things to be done in a game like this. It's sort of a waste of time renaming and rewriting descriptions for abilities only to have those abilities significantly change or vanish in a patch.
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It feels to me like an overall stat/benefit counter on the build planner on the website would make planning a build much easier (because you could work out what the overall benefits of different builds are in total more easily) and would help alleviate a lot of these problems.
I also don't think it would be terrible to let people respec during the first 10-15 levels for free - on the other hand, it takes so little time to get to level 15 it's pretty marginal either way. |
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I do not approve for respecs tout court.
Your decisions have to be permanent. The choices you make during level up will have consequences. There are already enough games which cater to casuals who love the respec system. But I do not want that in PoE. There are already so few games these days for the intellectually talented. But a build planner which you can print out, would be a nice feature on this site. Heart of Purity Awarded 'Silverblade' to Talent Competition Winner 2020. https://www.youtube.com/watch?v=NDFO4E5OKSE POE 2 is designed primarily for console. Dernière édition par Reinhart#6743, le 20 mai 2012 à 07:26:09
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"Wanting flexibility to figure out what stats work and which don't. Immediately called casual. Rerolling because you realize 20 levels into the game that you didn't understand the game should not be mandatory. Reolling just to test the first 20 levels of a build should also not be mandatory. I have better tings to do with the 7(ish) hours that it takes to reach level 20 (just to play with a fun new toy). IGN - PlutoChthon, Talvathir
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