{
"post": {
"title": "PoE 2 passive skill tree is looking pretty good",
"selftext": "",
"url": "https://i.redd.it/aifa89710dkb1.png"
},
"comments": [
{
"body": "it's like they're trying to add more flair to the layout while they're at it\n\ni like it",
"replies": [
{
"body": "Many new shapes. Many opportunities for C R A B",
"replies": [
{
"body": "C R A B PEOPLE\n\nC R A B PEOPLE\n\nC R A B PEOPLE"
},
{
"body": "Uber skill tree C R A B"
},
{
"body": "I don't understand this reference.",
"replies": [
{
"body": "Occasionally on this subreddit, you'll see joke builds that just draw shapes in the passive tree instead of realistic pathing. A crab is probably the most commonly drawn shape.",
"replies": [
{
"body": "Ah you know what I have seen a post about that. Thank you!"
}
]
},
{
"body": "Following skill nodes tos trace out a crab. Like a star constellation.\n\nI haven't played PoE in over then years and only here cause of some PoE2 druid hype. Is crab really that obscure?",
"replies": [
{
"body": "Yup I definitely remember seeing a post about this now that you mention it. Thank you."
}
]
}
]
}
]
}
]
},
{
"body": "Don’t worry, it’ll be through 1,600 iterations from now and next years beta. Anything you see now will likely just be inspirational for what is in game",
"replies": [
{
"body": "They said the game is done till the end of the year…. They will polish, balance etc till the Beta and release is after the 3 month beta",
"replies": [
{
"body": "Yeah right. Leagues are supposed to be done by the time they are released and yet they all get pretty significant changes the first few weeks because it's not balanced/they didn't test it at all",
"replies": [
{
"body": "Leagues are done before the time they're released. The fact they get changes does not mean anything, it's a live service game.\n\nPoE was released 10 years ago but gets significant changes every 3/4 months (new leagues). That doesn't mean it was released incomplete 10 years ago.\n\nIn fact, some of the leagues released 5 years ago get significant revamps or updates later (such as Delve), that still doesn't mean they were released incomplete.",
"replies": [
{
"body": "They aren't released incomplete, the above commenter worded that poorly.\n\nThey are often released without having sufficient time in QA, as things that testors point out will be a huge problem are often complained about extensively during launch weekend and are fixed shortly after. Example, picking up metamorph samples.",
"replies": [
{
"body": "I mean they are also often released incomplete as well. Obviously the main mechanic is there but several leagues have hinted at boss encounters that were never implemented (metamorph being one).",
"replies": [
{
"body": "Harbingers too. The name says it all but they gave us a bigger harbinger, not an actual entity. Theory says it's a dragon.",
"replies": [
{
"body": "Late comment: with their pattern of 2 league mechanic and 2 ascendancy reworks per league, I'm hoping that when they get to harbinger and metamorph that they add any cut unique encounters."
}
]
}
]
}
]
}
]
},
{
"body": "We have a 3 month beta to test it. Not like Blizzard „beta“ weekend lol, or should i say, server stress test…..",
"replies": [
{
"body": "Blizzard made like 2-3 closed betas before the open one",
"replies": [
{
"body": "Yea, i was in contact with some guys that where in the closed Alpha. It was just one.\n\nAnd everything we crotocise now was criticed in the closed alpha, they dodnt change anything, they disnt even add one more Unique, the game basicaly released the same as it was in cöosed alpha….."
},
{
"body": "Still not 3 months tf",
"replies": [
{
"body": "D4 is shit, but lets not try and pretend that they didn't have alpha's and betas that lasted far longer than 3 months. I know people who do friends and family with Blizz games and that alpha/beta alone was longer then 3 months.",
"replies": [
{
"body": "Well yeah that may be true but these definitely weren’t public betas unlike with poe2 (most likely)",
"replies": [
{
"body": "PoE 2 beta will be closed tho, but we'll have to see what exactly that means. In any case, i registeres my email on the PoE 2 website just in case that helps with getting into the beta. :,D"
}
]
}
]
}
]
}
]
},
{
"body": "I know blizzard bad and all that but I'd much prefer if ggg had their own version of PTR, yes it'd kill some of the hype for release but having to deal with game/trade breaking bugs, exploits and overpowered shit during the first week also kills hype super quick"
},
{
"body": "Name is assumptionsweird\n\nProceeds to do nothing but make assumptions \n\nThe typical Reddit irony",
"replies": [
{
"body": "Why asumption. They said the Beta wil be a whole league long……. Thats a fact…."
}
]
}
]
},
{
"body": "you mean leagues that 5 devs work on?"
}
]
},
{
"body": "You definitely made assumptions with their statements. They said beta will be AT LEAST as long as a league and said nothing about release. They said beta will be a real beta though and include the full game. They still have 2 acts to add and they still haven't even discussed end game yet."
},
{
"body": "Look at this guy, actually believing anything Chris Wilson says."
},
{
"body": "[deleted]",
"replies": [
{
"body": "Nah they didnt"
}
]
},
{
"body": "Yeah because you can always trust what GGG says...."
}
]
}
]
},
{
"body": "Game paused? in lower left corner? is pausing a thing in poe2? is that ultimatum tech finally coming back!?",
"replies": [
{
"body": "We know that the game is supposed to pause when we disconnect, so there's no way to cheese with logout macros, so from there it doesn't seem crazy that they would allow us to pause at any moment, so long as we are not playing in a group.",
"replies": [
{
"body": "Plenty of co-op games do this. Paused if everyone is in a menu."
}
]
},
{
"body": "It was also pasued at the map on zizarans playthrough on exilecon."
},
{
"body": "Could also just be a developer command but that would be neat",
"replies": [
{
"body": "They wouldn't bother making any kind of visuals for it if it were just a dev command.",
"replies": [
{
"body": "Not true, I have done dev work and we have had UI elements that were just for us that we disabled or removed later on.",
"replies": [
{
"body": "Depends. We don't do styles for any of it. If it were just a dev command, it would at most say pause in the middle of the screen."
}
]
}
]
}
]
},
{
"body": "Yeah it's a thing. You can also pause the game if you open the world map in exilecon."
}
]
},
{
"body": "Have they said whether PoE 2 will have masteries? Some of these wheels look large enough to have them in the PoE 1 tree, but instead have the notable in place of where the mastery would be. Obviously this tree isn’t final though. \n\nAlso neat that you get shapeshifting passives on top of the different weapon swap ones.",
"replies": [
{
"body": "In one of the exilecon panels, they said there are no masteries",
"replies": [
{
"body": "Yet"
},
{
"body": "Specifically they said it doesn't have masteries the same way as poe1. So there could still be masteries just implemented differently."
},
{
"body": "I really don't get why they're making so many steps backwards",
"replies": [
{
"body": "So they can add them later"
},
{
"body": "because they're making an entire different game.\n\nA lot of stuff they're doing poe2 stays in poe2. And a lot of the changes in poe1 since 2019 exile con, are staying in poe1. The games are entirely seperate games."
}
]
}
]
},
{
"body": "[deleted]",
"replies": [
{
"body": "They will 100% add masteries later. The only reason they don't have them now is so they can introduce them later as a \"big update\" to the game."
}
]
}
]
},
{
"body": "Looks like it'll be pretty easy to get to neighbors (maybe easier than now, not sure), but without central wheel get to opposite side will be really hard",
"replies": [
{
"body": "From what I heard, getting to a neighbor is easier, but harder opposite."
},
{
"body": "Make sense of they want to give more of an identity to a class, as they say in the druid video - starting on the int / str are makes you a tankier character which still can deal spell DMG, as opposed to what we have now, more of a class agnostic, just depending on your ascendancy to tell how you'll be playing and not much by your tree, since you can spend some points and get to the other side.",
"replies": [
{
"body": "I dunno man. To me that’s the complete opposite of what POE is about. I honestly rather they go in the complete opposite direction and remove classes all together and you just pick a character model, then where you start yourself"
}
]
}
]
},
{
"body": "Looks a lot like the early poe1 tree",
"replies": [
{
"body": "Really? The visuals remind me more of our Atlas Tree"
}
]
},
{
"body": "1st. Old School 1.0 vibes (ZiggyD [Path of Exile: Beginner's Tanky Ranger 1.0.0 Passive Skill Tree Explanation](https://www.youtube.com/watch?v=NpjsSazvjYQ))\n\n2nd thought: every class starts now from A centre, outwards first. Interesting choice by GGG.",
"replies": [
{
"body": "Reminds me of the 0.9.2f tree, they did the exact same thing before making Scion"
}
]
},
{
"body": "Rip Scion",
"replies": [
{
"body": "Already sad. :( Hate to be the sexist one, but there were already fewer female characters, and now it's even worse.",
"replies": [
{
"body": "Yeah youve got witch, ranger, shadow, and scion for female characters. most of them make it through.",
"replies": [
{
"body": ">shadow\n\n? ? ? Am I missing some meme?!",
"replies": [
{
"body": "I bet these heteros kiss girls, Genereal Gravicius grunts, his hips rapidly slamming his erect donger deep into Shadow's lean muscled frame. Sweat drips from his brow as he moans a quiet prayer before both nuts erupt, turning him into a fountain of cum, launching shadow at least 5 meters onto the floor. Gravicius smirks at the sight, \"I fuck for God, Exile. Who do you fuck for?\""
}
]
}
]
},
{
"body": "Hahahaha, good one. Almost forgot I was on reddit."
}
]
}
]
},
{
"body": "Those life regen nodes were putting in work in the [Druid video](https://youtu.be/buc4-NTomSU?si=2COVaRV7wZp-G7gA)."
},
{
"body": "Wtf are those life nodes are doing there? Didn't they said that POE2 Skill tree will no longer have life nodes?",
"replies": [
{
"body": "Life recovery?"
},
{
"body": "My assumption has always been that they just meant straight increases to health nodes, like #max or +max. I think we'll still have various forms of recovery and other life stuff on the tree."
},
{
"body": "Might be leech, recovery, regen, recoup, or some other form of sustain using a placeholder icon. I wouldn't read too much into it until they actually show off the passive tree, and even then I wouldn't care about the details until it's actually in a somewhat finalized state in beta."
},
{
"body": "They said life would mostly be added to gear., but a little would remain. I assumed at the time that the strength area would receive some and here it is.",
"replies": [
{
"body": "They did not say any life was remaining on the tree. They said 0 was on the tree. You only get life passively from leveling and gear."
}
]
},
{
"body": "Either recovery or just temporary nodes they left in for the showcase and they are still working on the passive tree"
},
{
"body": "They are life leech."
}
]
},
{
"body": "Is it just me, or the druid gameplay looked way better than anything at exilecon?\nI was a bit worried that the combo system might be a bit too handhold-y, but holy cow the druid gameplay changed my mind.",
"replies": [
{
"body": "Exilecon they really just wanted to show off the new shinies, the mobs the bosses the animations.\n\nPeople said they wanted to see some faster gameplay, so now we have a more \"built\" char, with actual links and shit too. I'll be happy if we get a mix of slowstuff showing off the fancies, and also some built chars doing big combos"
},
{
"body": "Well, Exilecon playthroughs have been made by PoE 1 \"pro players\" who decided to not read skill descriptions, just mindlessly run forward and.... die.",
"replies": [
{
"body": "My thoughts exactly. People don't understand how the combo system itself is the main damage multiplier in poe 2 instead of 6-links. Using 6 different skills to form a combo is how you do your damage, but people were trying to group up mobs and spam a single skill and then die.\n\nIn the Druid demo, you had the combos explained and we could see how fast the boss died if you do the perfect rotation."
}
]
},
{
"body": "I personally don't like the Druid gameplay they showed. I didn't notice a major difference in kill times, etc., but I'm not saying it's not there."
}
]
},
{
"body": "No masteries?",
"replies": [
{
"body": "Apparently they're cutting down heavily on the very specific stuff. So no masteries, but also barely any nodes specific to axes, swords, etc."
}
]
},
{
"body": "Impossible to tell without the tooltips, but some of the paths don't make much sense. [Why would I want to pick minor nodes over notables](https://imgur.com/oo0QFbf) unless they have a downside? But if they have a downside, why?",
"replies": [
{
"body": "We already have some nodes that conflict with each other, (more mana cost vs less mana cost, less duration vs more duration) these could just be a pairing of those type of bonuses."
},
{
"body": "They could also be niche or discrete effects. Maybe you only want to pick up ones that work with your build, or things like specific elemental resistances that you need.",
"replies": [
{
"body": "It might be that those 3 notable are different effects that you do not want to combine, so the minor node would be a way to access the center notable without taking the outside one."
}
]
},
{
"body": "No clue what those passives are, but a design like that could allow the the small passives to be say generic weapon damage and the notables to be juicy specific weapon subclass nodes or say generic spell damage but each of those notables are a specific element, etc. There are instances in the current game where small passives are better than notables like on well rolled large minion clusters and a few others.",
"replies": [
{
"body": "The passives are laid out in the shape of a chain, and the icon also depicts a chain, so perhaps it's something to do with chain skills?"
}
]
},
{
"body": "Looking at mana stickers for example, they like to take the dangling notes just for like 6% increased mana so I guess there is a use for some builds that not need the big boys and are more than happy taking the small ones"
},
{
"body": "Maybe its not that you want to pick them over the other, but if you want to pick both?"
},
{
"body": "Major nodes:\n\n* 1 % Damage with Swords. \n\n* 2 % Damage with Axes\n\n* 3 % Damage with Maces\n\nMinor nodes:\nAttacks deal % increased damage with hits and ailments.\n(just as an example)"
},
{
"body": "Wandering path of course."
}
]
},
{
"body": "hold up. I don't see any life nodes...",
"replies": [
{
"body": "They said there are no life node in Poe2 tree. From subtractum interview with Chris and Neon.",
"replies": [
{
"body": "I think they said there sre no % Life nodes just flat life nodes….",
"replies": [
{
"body": "No. It's no life on the tree at all. Life only comes from gear and passively from levels.",
"replies": [
{
"body": "I dislike it just like Chris initially did, before Jonathan and Neon convinced him somehow. I'm disappointed Subtractem missed the opportunity to ask them about that. What's the logic behind it?\n\nBecause my logic, and I guess every player's logic, says that having no life on the tree will put even more pressure on gear to have life. We won't be able to compensate for build enabling uniques with no life, by taking more life on the passive tree.",
"replies": [
{
"body": "Why do you think GGG nerfed minion passive skill tree nodes and skill gems, at the same time they added multiple minion mods to gear?\n\nThey want to remove power from deterministic things like the skill tree, while adding it to random things like gear. This makes it harder to accomplish a build, which in turn makes it slower, which GGG believes will increase player retention.\n\nDoing the same thing to life is the next logical step. It will likely suck for the players, but that’s GGG for you.",
"replies": [
{
"body": "I don't think it's necessarily just that.\n\nRemoving life from the tree also gives them a much more normalized range of life to balance encounters around. There's a much more predictable floor of player hp they can balance attacks around, which helps with their bigger focus on bosses and combat interactions.",
"replies": [
{
"body": "Except thats just for the norm of builds, builds that stack something to an extreme will still be problems they won't have great solutions for.\n\nFor example str stacking getting a bunch of life and any other benefit the can. Similar to int getting ES. Not to mention the items that manipulate the stats to also give other inherent bonuses.\n\nHaving a baseline perhaps is better, but it doesn't solve any issues completely."
}
]
},
{
"body": "Removing life from the tree means players rely on Armor, evasion, and energy shield instead, which are way more interesting. Having a more predictable level of life means that challenging encounters will be less likely to one-shot players, which helps evasion become more worthwhile. It also means that getting 150% life is no longer mandatory for every build. Your whole skill tree will no longer revolve around going after every available life node, and you can do something more interesting.",
"replies": [
{
"body": "GGG could do that, if they wanted.\n\n[Years ago](https://www.reddit.com/r/pathofexile/comments/fe5wof/unpopular_opinion_ggg_should_nerf_survivability/) I suggested nerfing survivability in order to remove one-shots from the game; GGG could use PoE 2 to reduce the amount of life our characters have and so better balance the game.\n\nI doubt very much they want to do that, though. I think they just want our characters to be weaker and to die more often. So I expect GGG to nerf survivability but to keep one-shots exactly as they are today.\n\nTime will tell."
}
]
}
]
},
{
"body": "They went into the logic of it. and tree life was never, not once used to compensate for missing life on uniques. Outside of life stacking builds all players end up in the same range of % life regardless of what life rolls you may have on gear. So even though you might logically assume that players would do that, it's not something that actually happens in practice. People aim for a % on tree benchmark that doesn't change based on gear.\n\nAnd they didn't really convince Chris by talking to him as he was so opposed to the idea that he was trying to completely reverse it. Chris played the game and changed his mind.\n\nAlso, removing life is like half of the full picture. Life is a universal defense mechanic. A multiplier to all other defenses. They are removing this from the tree and instead adding multiple other defense mechanics to take its place. So every tree isn't just get \\~150% life.",
"replies": [
{
"body": "> People aim for a % on tree benchmark that doesn't change based on gear.\n\nThat used to be case, but not lately. I play SSF and I make my own builds (=adapt popular builds for my specific tastes), and I honestly don't know or care how much total % life nodes I take on the tree, as long as I get enough ehp and decent phys/ele max hit.\n\n>tree life was never, not once used to compensate for missing life on uniques\n\nThat's simply not true. The build I'm playing this league in SSF, when I switch to endgame version of it (using The Devouring Diadem and The Stampede), I'll do exactly that.",
"replies": [
{
"body": "What you do in ssf is not indicative of what the player base does as a whole which is what we are talking about. You personally can do anything you want to make any ridiculous statement true.",
"replies": [
{
"body": "It's you who's being ridicoulous, stating so confidently \"never, not once\" and being so wrong. Anyone who has a brain of their own, who doesn't follow build guides to the letter, is fine tuning their characters. And not just because of uniques; it's a common practice to balance offense and defense of your character, including life, according to your needs.",
"replies": [
{
"body": "I'm not wrong. You're just being delusional because you personally did something and thought everyone else did too.",
"replies": [
{}
]
}
]
}
]
}
]
}
]
},
{
"body": "Thats a good point"
}
]
},
{
"body": "Ok, i tought just % life nodes are gone"
}
]
}
]
}
]
}
]
},
{
"body": "I might have missed it, but is there no Scion in PoE 2?",
"replies": [
{
"body": "No Scion. They completed Nixed ascendant in favor of more distinction between each ascendancy",
"replies": [
{
"body": "Well that is just sad. It is my favorite class by far.",
"replies": [
{
"body": "Honestly imo it was a bad class being a master of none. It could potentially do anything but it just .... sucked.",
"replies": [
{
"body": "After forbidden flame and flesh jewels were added it became a contender for a lot more builds."
},
{
"body": "Wander is my favorite archetype and it does great at it. This isn’t a competitive game and havin Scion flexibility to adjust to the market is wonderful."
}
]
},
{
"body": "It would have been a different ascendancy inPoE2 anyway, so... you've lost nothing?",
"replies": [
{
"body": "Well originally it was going to come to PoE2 with 2 separate ascendancies, so they kinda did\n\nI think Scion is really cool but it makes sense that it doesn't fit into Poe2."
},
{
"body": "Having minor nodes of each of the new Ascendancies would be a new class in of itself"
}
]
}
]
}
]
}
]
},
{
"body": "Potentially pretty good. I'm really hoping the notables in the middle near the center (the ones like 5 points into the tree on what they have specced) are super generic nodes, because that looks like what you will do when pathing to other sections of the tree."
},
{
"body": "getting to the next class is actually 2 longer than it used to be. Where did all those mid nodes go?"
},
{
"body": "jewel sockets in the path to other starting areas is interesting, attributes there makes a lot of sense.\n\njewel sockets in the middle of a random path might hint at a significant shift toward early game jewels, or maybe they want us to feel like we should hunt for an endgame upgrade asap instead of waiting.\n\ni hope they have something similar to masteries, they told us they brought them to poe1 from poe2 ( do i remember correctly?) and honestly they add a lot of versatility to the game while helping making the tree leaner."
},
{
"body": "What I find interesting is that there are six initial paths to take against just two on poe1's classes (except for Scion).",
"replies": [
{
"body": "I think it's just everyone is starting from the center but in a different direction depending on your class."
},
{
"body": "I believe these are the starting points of the 6 stat pairings, for example, druid/inquisitor would be starting from the place shown in the video while witch/shadow etc would start from the spots in the direction of their current starts in poe 1"
},
{
"body": "Every class only have two, they've shown this before. Because they all share the same starting position in the middle"
}
]
},
{
"body": "Why. Does this look like PoE 1 Beta? The flasks look ancient, and the tree seems quite sparse and simplified.",
"replies": [
{
"body": "My understanding from the items talk at ExileCon is that they are taking high resolution trends if the in hand 3D art for the 2D it's in inventory and haven't gotten to flasks yet"
},
{
"body": "The experience bar looks kinda outdated as well"
},
{
"body": "This was the perfect time to hire a new UI guy and a UI artist when making a new game. It just feels like a PoE patch 4.0 UI rework."
}
]
},
{
"body": "Makes it even more painful having to see all the cool stuff that is still year(s) away.",
"replies": [
{
"body": "9 months 1 week for beta so not that far away :)",
"replies": [
{
"body": "Copelium."
}
]
}
]
},
{
"body": "Looks like beta days where GGG hadnt yet learnt how to structure their tree in a way that allowed adding/removing nodes methodically and dynamically without reworking the design of the entire section of the tree. \n\nThere also appears to be life notables. This might already be a super outdated tree or GGG is just talking out their ass and changing the scope every single time its mentioned.",
"replies": [
{
"body": "or maybe they are life regen, leech, recoup, etc nodes?"
}
]
},
{
"body": "That is amazing, i love the shapes and C U R V E S, gimme more abstract painting trees!"
},
{
"body": "Is there an atlas passive tree in poe2?\n\nOr is there no such thing as league mechanic type content for there to be an atlas tree for?\n\nWonder if the game will be released just as a base game, like poe1 open beta. Or if it will launch with a big league, or with pre-existing league-type mechanics already present in the game.",
"replies": [
{
"body": "They've already said that they plan to port over most league mechanics from PoE1, but they haven't settled on exactly how they want the endgame progression to work, so no info about Atlas tree."
}
]
},
{
"body": "I dunno man. I’d rather they keep the complexity and free form of the current tree but reduce the difficulty elsewhere. This feels way more pigeon hole-y"
},
{
"body": "Too bad the gameplay looks like a slug.",
"replies": [
{
"body": "It's intentional."
}
]
},
{
"body": "So many travel nodes, yay."
},
{
"body": "For me it look like there are waaay to many small notes in certain areas, without any notables nearby. Looking at the bottom side in the jewel socket/notable attributes area. Sure, might change in the future but a nice cluster here and there would help."
},
{
"body": "It looks like an absolute mess... perfection."
},
{
"body": "guys... comeon this is starting to be a circlejerk... it looks exactly the same. Poe 2 will be a good, slow, with engaging gameplay game but lets be fair with what we know about it... Remember to never trust blindly on trailers, until i get my hands on it, i wont get hyped at all, i learned my lesson.",
"replies": [
{
"body": "It... doesnt look exactly the same though? Like the one bit of info we have is its visuals, and it looks quite a lot different. The basic structures of the layout have been removed or changed and replaced with a more stylized tree"
},
{
"body": "You know that a lot of people already had their hands on it? Some like it, some don't, nothing wrong with being hyped for it if it's up someones alley. It's fucking free to play game, no need to preorder, these \"cooling down\" voices are unecessery and honestly tiresome.",
"replies": [
{
"body": "They played a demo build with a non-functioning passive tree, no ascendancies, terrible gear, and missing months of balance passes. What they experienced is not representative of the final product or even the beta product.",
"replies": [
{
"body": "But is represantive of the goals they want to achieve. Your point boils down to: everything changes, don't care about anything before it's finished. What's the point of even checking this video then for you?"
}
]
}
]
},
{
"body": "I don't know why people are still saying it's going to be slow. The devs and anyone on the Exilecon stream all said the builds they showed and played were not optimal at all. They had crap gear, bately any support gems and you couldnt even check the passive tree. The devs said it wouldn't be as fast as PoE1. But 80% of PoE1 is still nuts and 3x as fast as D4. \n\nLook at the Druid video. Do you really think some one won't figure out how to make that stampede skill (or whatever it was called) with cast while channeling into some sort righteous fire/walking simulator build with in the first week of the closed beta?"
}
]
},
{
"body": "GG FUCKING G."
},
{
"body": "Idk if its only me, but i see way too many small travel attribute nodes"
},
{
"body": "Am i stupid or are there like a million travel nodes ? Are we gonna spend half our points on traveling ?"
},
{
"body": "I wanted to watch the videos from gamescom. But, the druid commentator... Um umhh uh uh ummmm bear uh uh form really turned me away.",
"replies": [
{
"body": "https://www.youtube.com/watch?v=buc4-NTomSU",
"replies": [
{
"body": "That's much better. Damn, Druid looks good."
}
]
},
{
"body": "Oh god that was painful."
}
]
},
{
"body": "honestly, it looks like a bunch of bullshit travel nodes",
"replies": [
{
"body": "Most reasonable POE redditor."
}
]
},
{
"body": "looking pretty nerfed lol, there’s definitely a lot more travel nodes, ig cluster jewels will be insane for every build if they even exist anymore",
"replies": [
{
"body": "> there’s definitely a lot more travel nodes\n\nHowever, what if tattoos are in poe2?",
"replies": [
{
"body": "they’d be crazy then"
}
]
},
{
"body": "Pretty sure there are no cluster jewels. Afai remember the last passive tree image didn't have outer jewel sockets"
}
]
},
{
"body": "Spend 10 years perfecting a skill tree and gaming formula that makes your game successful. The split the player base, make new gameplay and a new tree with no campaign density and bosses you can't die.on\n\n\nRiskiest business move",
"replies": [
{
"body": "Do bosses reset in PoE2?",
"replies": [
{
"body": "Yep. If you die, they get their hp back."
}
]
}
]
},
{
"body": "no masteries? ;o"
},
{
"body": "2025 release date"
},
{
"body": "so every class starts from center in passive tree now?"
},
{
"body": "GAME PAUSED!!\n\nWill we be able to pause in PoE2?",
"replies": [
{
"body": "There it's probably just for developers for showcase. However in the official game the game will pause when you for example disconnect from game, giving you time to log back. We will see if they will really implement it though, may give a room for some abuse."
}
]
},
{
"body": "Games is paused when at skill tree? this isnt the case in POE 1 isnt it :)"
},
{
"body": "Jewel sockets as travel nodes. I like it"
},
{
"body": "GAME PAUSED"
},
{
"body": "Wait... you can pause the game now?"
},
{
"body": "The way i see, they are trying to narrow your options, you will spend more points on your side of the tree, you can't just cruise to another side line we do in poe1. But I guess it cool."
},
{
"body": "When I hover over it. I want to know how that next item affects my current build."
},
{
"body": "I am more worried about \"Game paused\" \nwhats this about ?"
},
{
"body": "Thre tree looks really nice.\n\nOrbs of health and mana looks outdated"
},
{
"body": "Reminds me so much of the materia tree in FF."
},
{
"body": "man that tree is giving me flashbacks to the Ele Buzzsaw aura stacking days"
},
{
"body": "the nodes on top of the image kinda looks like 3 mirrors of kalandra in a row"
},
{
"body": "it says game paused in the bottom left lol, i assume thats their dev client"
},
{
"body": "poe 1 alpha/beta tree was very similar"
},
{
"body": "Jewel sockets?"
},
{
"body": "am i the only one that thinks, they added much more traveling lol."
},
{
"body": "It's cool to see a lot more dual notables in the same cluster.\n\nSome of the \"bridges\" seem a bit long. Spending 5 points just to go past the +30 nodes in the middle top left seems a bit eh, but then again that will fully depend on how many skill points we'll get."
},
{
"body": "Scion died for this. :("
},
{
"body": "\"Game paused\". Does it will have offline mode then?"
},
{
"body": "Is the \"game paused\" thing bottom left just for the show case client they are using?"
}
]
}