Why PoE 1 Ascendency Tree seems more fun and bigger than our Asc Tree?



Why the new game have a smaller asc tree and more important a lot of nodes with a big "BUT" in the end?

Nodes like "Physical damage reduction from armour is based on your combined armour and evasion rating" BUT "50% less evasion rating"

"You gain spirit for every ES or Evasion on Body Armour" BUT "you cannot gain spirit from ANY Equipment"

"You gain darkness mechanic" BUT "You have no spirit"

"You gain x bonuses when picking up this remment" BUT "You can only see remment 3m in front of you and you need to almost touch then to pick then up.

"Chaos damage contributes to elementals ailments" BUT "Only one elements per time and the order is random and can't be controlled in any form"

"Life flasks are not removed when life is filled" BUT "You can't queue then"

"You gain a concoction skill" BUT "it will consume a LOT of flask charges to do almost anything"

"Double the amount of poisons" BUT "35% less duration"

"Double the Evasion from Helmet, gloves and boots" BUT "Halves Body Armour Evasion"

These are some examples, why do we have that amount of "BUT" while receiving less options to work with? Do GGG plans to expand the Asc Tree when the game launches or something like that?
Dernier bump le 24 oct. 2025 à 02:56:47
poe1 tree is better in every way which is weird because poe2 is supposed to be the upgraded better version
Dernière édition par Druidenjoyer#0031, le 23 oct. 2025 à 15:00:09
because it's early access and the game isn't done?



lol
You gain 1% more cold damage but you need to do 10 push ups every time you attack
Dernière édition par iHiems#0168, le 23 oct. 2025 à 16:46:17
The game is still being fleshed out, you are comparing something that has been going for 12 years to something that is not even 1 yet lol relax
Poe2 doesn't seem to want too much power in the ascendancy. Thats why you see crossbows and spellcasters on titan. There is nothing on that ascendancy that just says you should use crossbows or spells but its so generic and bland that you can do anything with it.

I do think they did titan really well in this regard and I think it works pretty good for what it is. There is really nothing on titan that just grabs me like rite of ruin used to on berserker before you lost stun immune and movement speed.
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Riiizzz#4801 a écrit :
The game is still being fleshed out, you are comparing something that has been going for 12 years to something that is not even 1 yet lol relax


Thats a pretty poor excuse. Reword it like this.

"they have 12 years of experience building ascendancies and leagues and this is where were at."

fwiw i dont think its completely terrible but its still at LEAST 1-2 levels behind poe1. poe1 is just too good.
Spoiler
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ReiCoringa96#2002 a écrit :


Why the new game have a smaller asc tree and more important a lot of nodes with a big "BUT" in the end?

Nodes like "Physical damage reduction from armour is based on your combined armour and evasion rating" BUT "50% less evasion rating"

"You gain spirit for every ES or Evasion on Body Armour" BUT "you cannot gain spirit from ANY Equipment"

"You gain darkness mechanic" BUT "You have no spirit"

"You gain x bonuses when picking up this remment" BUT "You can only see remment 3m in front of you and you need to almost touch then to pick then up.

"Chaos damage contributes to elementals ailments" BUT "Only one elements per time and the order is random and can't be controlled in any form"

"Life flasks are not removed when life is filled" BUT "You can't queue then"

"You gain a concoction skill" BUT "it will consume a LOT of flask charges to do almost anything"

"Double the amount of poisons" BUT "35% less duration"

"Double the Evasion from Helmet, gloves and boots" BUT "Halves Body Armour Evasion"

These are some examples, why do we have that amount of "BUT" while receiving less options to work with? Do GGG plans to expand the Asc Tree when the game launches or something like that?


There's lots of reasons, it's called opportunity cost. It's a necessary part of design. You just feel bad because it's explicitly in the wording. Having it in the wording this way enables them to keep the cost directly on the opportunity instead of having it be "built-in" in other indirect ways - it's mostly a mindset issue.

For example:

"
Nodes like "Physical damage reduction from armour is based on your combined armour and evasion rating" BUT "50% less evasion rating"


This could just as easily say "half of your evasion is now armour" for a similar effect. Most people would assume you just split evasion into two equal parts, and one is now armour.

What the wording the way it is in the tree does is explicitly maintain that distinction so that you get full scaling from increased evasion investment and not bonus scaling from increased evasion AND armour investment.
I mentioned this a few time. Majority of Ascendancy options can just be dumbed down to generic damage. It's not really just PoE2 though. Poe1 has had problems with "This is the bleed Ascendancy" or just generic number options as well. They have trouble finding a middle ground.

I've always felt Slayer and Trickster were good designs. There's enough to feel unique but not enough to define how you play them or what skills you pick. Inquisitor is about my limit.
"Never trust floating women." -Officer Kirac
It feels a bit like d4 damage on tuesdays with all the negatives thrown at you.

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