Rufous

POE2 Skill Tree Finally Zoomed Out : r/pathofexile

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{
  "post": {
    "title": "POE2 Skill Tree Finally Zoomed Out",
    "selftext": "",
    "url": "https://i.redd.it/w8w4viinvn3d1.png"
  },
  "comments": [
    {
      "body": "It's a beautiful disaster, a constellation of confoundment, and I love it.",
      "replies": [
        {
          "body": "This reminds me of old versions of PoE 1 skill tree, where \"wheels\" had a lot of different shapes based on what they do etc. Looks kinda sick.",
          "replies": [
            {
              "body": "Wanna see a blast from the past? \n\nhttps://i63.photobucket.com/albums/h146/Orcao/PoESkillTree.jpg",
              "replies": [
                {
                  "body": "Holy shit"
                },
                {
                  "body": "crab build still looks possible"
                },
                {
                  "body": "Ahh man that's really cute, you can really see the sphere grid influence in that version.",
                  "replies": [
                    {
                      "body": "RMy immediate thought"
                    }
                  ]
                },
                {
                  "body": "wtf that looks ugly as hell"
                },
                {
                  "body": "My god that looks like complete ass lmfao."
                },
                {
                  "body": "What build version is this? Seems like 1 char only?",
                  "replies": [
                    {
                      "body": "IIRC that was back from the days of paid beta, before the official release."
                    }
                  ]
                },
                {
                  "body": "I can actually count the amount of nodes without scrolling, and that scares me",
                  "replies": [
                    {
                      "body": "it looks like several screenshots stitched together, so in game it probably required scrolling"
                    }
                  ]
                },
                {
                  "body": "woooof i played in the beta for poe1 but geeeeeze i forget this"
                }
              ]
            },
            {
              "body": "Have you noticed there are still some of them like that? Check the weapon wheels. Those are neat. I really like how it was back then.",
              "replies": [
                {
                  "body": "Yeah, I noticed those right away when they reworked the old weapon wheels, so sick."
                }
              ]
            },
            {
              "body": "Give us back the 3.13 bleed bow wheels where lioneyes reached the axe masteries too!",
              "replies": [
                {
                  "body": "3.13 was my second league and my first fulk league. I miss lacerate being viable..."
                }
              ]
            },
            {
              "body": "I still say jewels ruined the fun of the skill tree in Poe 1. The whole radius jewels slowly warped the tree into an extremely boring very samey shape and got rid of all the interesting bits.",
              "replies": [
                {
                  "body": "I disagree, i think radius jewels are great. You still have to think about what the actual skills do, but now you *also* get to consider how you modify them with which radius jewels. It adds a lot of options.\n\nWhat i don't like, though, are cluster jewels and especially Adorned. You're not really thinking about the tree as a whole, just pathing to as many jewel sockets as possible, maybe a few normal notables here and there.",
                  "replies": [
                    {
                      "body": "I agree! Jewels on the tree should affect the tree itself. Radius jewels should be the only kind of jewel.",
                      "replies": [
                        {
                          "body": "I agree with all but you shouldn't need third party websites to figure out the obscurity of what it does. I don't personally like having 15 different pages open to make sure I understand one thing.",
                          "replies": [
                            {
                              "body": "Thats a whole different problem unique to just a few items.\n\nThose items just so happened to have some very powerfull effects. But overall its a minor issue that i’m fairly confident won’t be repeated anytime soon."
                            },
                            {
                              "body": "That's a separate problem, but yes.\n\nIn a lot of games some \"increased\" is different than other increased, mechanics don't do something they say they do etc.\n\nWhen something in POE says what it does, eg \"passive skills in radius also grant 6% increased lightning damage\", the wording is generally very consistent and explains exactly how it works and i appreciate that. but then there's \"Denoted service of 6942 dekhara in the akhara of Balbala\" and like... wtf"
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "You realise you're a nerd when you see a bunch of dots and your first thought is that they are beautiful.",
      "replies": [
        {
          "body": "That’s because it is beautiful. I love that they go to the effort to add interesting shapes and artistry to what my brain will later consume as a series of numerical tradeoffs",
          "replies": [
            {
              "body": "pob devs are goig to love that yes",
              "replies": [
                {
                  "body": "The json shapes the tree for them, they don't have to manually place nodes."
                }
              ]
            },
            {
              "body": "Wow. It’s awesome to read that other people can see beauty in stuff like this. “Beautiful” was my first thought!"
            },
            {
              "body": "Yeah I love the starting areas especially, the shield for templar, two wands for witch and the claw for shadow look great\n\nEdit: Or maybe the templar area is a staff with the travel nodes to the top left being the shaft on second look",
              "replies": [
                {
                  "body": "I didn't see that until you pointed it out. So cool!"
                },
                {
                  "body": "i dont see the shield for the templar, just his head and super long neck"
                }
              ]
            }
          ]
        },
        {
          "body": "Like looking at the stars"
        },
        {
          "body": "Cypher: I don't even see the node. All I see is Bleed Barb, Dex Stacker, CoC DD."
        },
        {
          "body": "Spiraaaaal"
        },
        {}
      ]
    },
    {
      "body": "Certainly everything here is subject to change.",
      "replies": [
        {
          "body": "Every single league",
          "replies": [
            {
              "body": "Every single map"
            }
          ]
        },
        {
          "body": "God i miss when the skill tree got reworked from league to league. When tree's were about pathing the tree and not just going around the edge getting all the clusters.",
          "replies": [
            {
              "body": "Yes I am not a fan of the current cluster meta.",
              "replies": [
                {
                  "body": "I am. \n\nIt allows much more freedom.\n\nI would rather be forced into clusters than have to waste 30 points traveling to where the only 3 relevant stat groups are on the tree.",
                  "replies": [
                    {
                      "body": "As opposed to wasting points traveling to where you can put in your cluster?",
                      "replies": [
                        {
                          "body": "You mean the cluster nodes that are really conveniently located so that basically every build will have decent access to at least two of them?",
                          "replies": [
                            {
                              "body": "I think the issue right now is builds running the adorned, meaning that they travel to like 3+ separate cluster places.",
                              "replies": [
                                {
                                  "body": "Adorned is sort of an outlier and potentially might get nerfed a little. Otherwise, it's quite balanced. Some builds really benefit from at least 1 cluster setup, some would like more than 1, some do just fine with no cluster.",
                                  "replies": [
                                    {
                                      "body": "basically every high investment build this league uses the Adorned"
                                    },
                                    {
                                      "body": "Don't get me wrong, I love cluster jewels."
                                    }
                                  ]
                                }
                              ]
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "body": "I just enjoy change."
                    },
                    {
                      "body": "Instead our skill trees revolves around putting all those points into the exact same clusters for each archetype and now with Adorned, jewel slots."
                    },
                    {
                      "body": "this is not freedom.. it's efficiency. Clusters are only about efficiency and nothing else. This actually kills \"freedom\" and gives you just an illusion of choice, shattered as soon as you encounter your first endgame content\n\ni hope clusters won't be added to PoE2",
                      "replies": [
                        {
                          "body": "Cool, where's the bow damage by witch then?\n\nWhere can marauder get freeze prolif?",
                          "replies": [
                            {
                              "body": "there is none because there was no need for it. where's the snorkel in my Honda Civic?\n\nclusters made it possible so it stays that way. this is true it opens doors for many builds but what it does mostly it just leads you straight to the 2 cluster sockets, so you can stack your type of damage more efficiently than skill tree has to offer\n\nit's even more silly after Adorned introduction, now an endgame skill tree is just a long line connecting 3 sockets\n\nso yeah, I would rather wander around in skill tree and build constellations instead of just stacking damage in cluster jewels. we don't even know how the new skill tree will look like, maybe there will be easier access to unorthodox parts",
                              "replies": [
                                {
                                  "body": "> there is none because there was no need for it. where's the snorkel in my Honda Civic?\n\nI've never seen a more needlessly negative way to describe build diversity.\n\nAfter the first poe2 league everyone is going to figure out the \"efficient\", \"optimal\" tree anyway. Just like when every direct damage build had to go crit.\n\nYou're mad the meta exists. If it wasn't cluster jewels it would be a specific unique.",
                                  "replies": [
                                    {
                                      "body": "I'm all for the diversity for sure but I do agree it needs to be tweaked a bit.\n\nAll my builds just really seem to incorporate how to efficiently get to 2 or 3 clusters instead of actually using the tree itself. Clusters should enhance, not be the main thing in which the build revolves around. \n\nI think in PoE it's a difficult thing to balance. Buffing the nodes in the tree itself isn't exactly the solution because it'll amplify on clusters. Nerfing clusters isn't the answer either. \n\nIntroducing some opportunity cost. I really am not sure. \n\nScion Wardloop has a nice tree (and for me non-clustered) but my tree was absolutely chaotic. \n\nI know some nodes got nerfed and I haven't gotten around to tweaking it for 100% uptime on flasks and ironically the solution may be a cluster. I had a low budget build so it wasn't fully optimized but I did get it to 100% uptime.",
                                      "replies": [
                                        {
                                          "body": "Make medium and small clusters more attractive by moving the powerful notables to med/small. Then people won't be able to fit in adorned/3+ clusters.\n\nLess notables with raw damage."
                                        }
                                      ]
                                    },
                                    {
                                      "body": "I don't think you're entirely correct to state that people will figure out the \"efficient\" and \"optimal\" tree anyway.\n\nPoE existed without Cluster Jewels for a long time, and tree pathing was far from figured out, everybody sort of did their own thing or spent hours figuring out optimal pathing for their highly specific build.\n\nNot that this isn't still a thing, mind you, but for a lot of people it has become a lot more streamlined and \"simple\" to optimize your build, and it's done so in a way that doesn't really call for any creativity, which you can argue is bad for the game, especially when it means that you have to go around shopping for a bunch of specific clusters, which is a whole lot less convenient than naturally pathing out your tree to the hundreds of nodes already present.\n\nI don't care that much either way, but there is definitely a genuine point being made here."
                                    }
                                  ]
                                }
                              ]
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "body": "You mean the freedom of using very specific efficient cluster notables? To be honest I hope they never add clusters to poe2."
                    }
                  ]
                },
                {
                  "body": "Maybe large clusters should be limited to 2 or 3"
                },
                {
                  "body": "I mean there are a boatload of builds that do just fine without clusters ! It's not always the best option."
                },
                {
                  "body": "I think clusters should be one of two things and that’s making them have more unique (more variety but more specific) than the existing effects, but of similar power, or how they are often currently used when people take 12 passive clusters for just the raw power."
                }
              ]
            },
            {
              "body": "I think the problem is that the tree has become to complicated with all those special jewels depending on proximity of other nodes, etc. Like you move something a bit and suddenly nodes are no longer allocatable or you get unwanted synergies because somebody puts on a jewel half a tree away..."
            },
            {
              "body": "Clusters are just a symptom, though. In the past your gear was a mix of offensive and defensive stats on basically everything, except the weapon normally pure offense. There's so much damage and BS in the game now, though, that all gear but one piece is purely defensive, and your build decides which piece it is. That means everything offensive must now come from the skill tree, and clusters are the best offensive passives you'll get. \n\nNot to mention to run endgame content now you need one of 3 (?) specific setups to survive. Mana stacking, defiance, or progenesis, and that's still not enough half the time. All ailments/conditions are guaranteed to work on you endgame from even white mobs so you also need immunity to 10+ mechanics in your build on top of everything. \n\nI think they should really reevaluate a lot of mechanics so we can try to make interesting builds again, I'm tired of using the same templates and shoving in something with good base damage into it. Let me make something new, it's been years.",
              "replies": [
                {
                  "body": "I really don’t agree with that, weapon of course is offensive but all the other slots are a mix of defense and offense, most good items provide both. And the same goes for the passive tree, a lot of the flat life or energy shield comes from gear but the percentage scaling is almost all from the tree."
                }
              ]
            }
          ]
        },
        {
          "body": "Only the nodes worth taking"
        },
        {
          "body": "Even the late 2023 beta announcement."
        }
      ]
    },
    {
      "body": "Keystones everywhere"
    },
    {
      "body": "Jewel sockets as travel node HNNGGGG",
      "replies": [
        {
          "body": "We finally have the technology!"
        }
      ]
    },
    {
      "body": "Sorry Scions we had to throw you in the dumpster for more convenient access to other parts of the tree, a worthy sacrifice (until 2.5.69.420 league)",
      "replies": [
        {
          "body": "17 nodes to get from Witch to Maruader.  I can work with that.  Stonk lady time.",
          "replies": [
            {
              "body": "> 17 nodes to get from Witch to Maruader\n\nIts actually 19 nodes, 2 nodes are hidden by the tooltip, but you can see that every starting line has 2 nodes right where the tooltip is.\n\nAnd right now it is 21 nodes, so honestly nothing changes in that regard.\n\nIts just that visually everything is closer now, but some of these ways still take lots of points. \n\nDont be fooled by the compact layout, the stat highways pn the tree right now are actually quite skill point efficient."
            },
            {
              "body": "Frost nova in to Sunder slam! New weapon set points are so interesting"
            }
          ]
        },
        {
          "body": "As oppsed to just letting her chose her starting point? \nI still feel bad, since I only play scion (4 years now), but I understand that balancing is hard..."
        }
      ]
    },
    {
      "body": "Shadow/Monk start is a bit... exotic.",
      "replies": [
        {
          "body": "🦀 ITS A CRAB 🦀"
        }
      ]
    },
    {
      "body": "That spiral patter just to the top left of the center is super cool looking but it looks like it doesn’t connect in the middle and therefore is only accessible from 3 far away routes. Seems like a good way to confuse and frustrate people.",
      "replies": [
        {
          "body": "frustration is something PoE players dearly embrace.",
          "replies": [
            {
              "body": "It's a core gameplay mechanic"
            }
          ]
        },
        {
          "body": "It looks like it connects in the middle to me, unless I'm looking at the wrong nodes.",
          "replies": [
            {
              "body": "It’s possible that it’s an issue with the resolution and how it looks on my phone. Here is what it looks like for me zoomed in.  All the other lines are very clear but it doesn’t appear that there are any in the center.\n\nhttps://preview.redd.it/jngnbxjaso3d1.jpeg?width=750&format=pjpg&auto=webp&s=128a4c4c98fed7616d18216a775e094e7ee9ce56",
              "replies": [
                {
                  "body": "Oh shoot yeah I was looking at a different one. There’s another spiral like cluster of nodes in the more bottom left. I know you said top left center initially but after scanning I didn’t see it so I just thought it was the other one. \n\nYeah looking at that one does seem kinda odd I totally agree with what you initially said now."
                },
                {
                  "body": "Perhaps it's something that doesn't make sense to take at the same time. Say MoM, BM, CI or such.",
                  "replies": [
                    {}
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Masteries gone?",
      "replies": [
        {
          "body": "Yes, they are (they talked about it in one of the interviews)",
          "replies": [
            {
              "body": "That is such a shame, they allowed for some good customization.",
              "replies": [
                {
                  "body": "A complete redesign of the tree could also warrant the removal of masteries, especially when we don't have to spend a third of our points traveling for jewels."
                },
                {
                  "body": "Jonathan has explained why they became redundant in PoE2. The reason escapes me."
                }
              ]
            },
            {
              "body": "Good."
            },
            {
              "body": "Finally, I hated them"
            }
          ]
        },
        {
          "body": "Initially yes"
        }
      ]
    },
    {
      "body": "It feels like the old days. I miss when the passive tree got major shakeups."
    },
    {
      "body": "The aesthetic design is interesting. It feels similar to the atlas, especially things like the Maven nodes resembling her head piece",
      "replies": [
        {
          "body": "[deleted]",
          "replies": [
            {
              "body": "I think also a lot of the radius jewels causing some nodes to be aligned slightly nearer/further. Stuffs like Timeless Jewel, Thread of Hope, Unnatural Instinct, Might of the Meek, Impossible Escape etc. There's so much to balance tbh."
            }
          ]
        }
      ]
    },
    {
      "body": "Is that Lina from Dota2?"
    },
    {
      "body": "Starting points seem much closer to each other than POE1, curious if all the starting notables are bad and the best nodes are off screen",
      "replies": [
        {
          "body": "Already have been"
        }
      ]
    },
    {
      "body": "Hnnng I want to theory craft so bad, this tree looks like so much fun"
    },
    {
      "body": "this isnt a forest anymore"
    },
    {
      "body": "https://preview.redd.it/767uhc479r3d1.png?width=1074&format=png&auto=webp&s=2e3ec18d662f6076966ed5c19c589ed4fbd4313f"
    },
    {
      "body": "Thank goodness in the universe of ARPGs there is PoE for us homo sapiens who like to think",
      "replies": [
        {
          "body": "Yeah, it's one of the few where after 2 weeks you can see more than 2 builds being played.\n\nIt's the main draw to POE I think, the near infinite variability.",
          "replies": [
            {
              "body": "even within the same build there's a bunch of variety. It's pretty cool whenever i look at someone's archmage skilltree and it lookes completely different than mine"
            }
          ]
        }
      ]
    },
    {
      "body": "300% increased confusion compared to poe1's tree.\n\nall the \"lanes\" are not straight, yet they still exist, also there are a lot of clusters that connect 2 different points of the skill tree, but they don't seem to offer very distant jumps aside for the 3 confettis on the center left of the picture.\n\npotential for funny pictures and animal shapes is immense."
    },
    {
      "body": "I mean...  \nAt this point they're just flexing on D4\n\nDidn't count but seems like there are more passives here on this section of the tree then the whole atlas tree",
      "replies": [
        {
          "body": "To be fair to d4, seeing an image like his might be off putting to a casual player, which is clearly the market they were going for (for better or worse).",
          "replies": [
            {}
          ]
        },
        {
          "body": "The thing that really gets me is that d4 released with . . . 2 optional modifications to each skill, and 1 mandatory if you want one of the optionals. How many does PoE have? There are 206 support gems. Not all work with every skill, but normally  you can pick up 5 supports, and there are ways for 6-?11? Supports. Then you have Keystones, a few of which impact certain skills significantly. . . .\n\nYeah, 2 is plenty! /s",
          "replies": [
            {
              "body": "I don’t think this is a fair comparison.\n\nMost supports distill down to “more damage” which isn’t very interesting.\n\nIMO all damage multipliers supports should be removed and only ones that change behaviors should stay.\n\nApparently GGG agrees as that’s exactly how it will work in PoE2\n\nSome supports have a section “does not work with…” that’s longer than the actual description of the support.\n\nIt was an intentional design decision in Diablo 4 that skills didn’t need 5 40% more damage multipliers and player power comes from more varied sources.\n\nFor example there’s legendary aspects, which functionally act as support gems by modifying a skill, you can have one on every gear slot and are on average more powerful than a support gem.\n\nYou can link arc with added fire, decay, brutality, void manipulation, and chance to flee — you have 200 support gems but by and large most will do nothing or actively hurt.\n\nIt’s not like anyone told you when looking at the skill tree “this is where you make all the customization of your skills happen” — you are putting on blinders from expectations of how PoE works and imo that’s frankly a very limited way to view things."
            },
            {
              "body": "And PoE2 is going to eventually allow us to have up to 6 supports for \\*all\\* of our active skills? It's gonna be crazy.",
              "replies": [
                {}
              ]
            }
          ]
        },
        {}
      ]
    },
    {
      "body": "Gyatt"
    },
    {
      "body": "https://preview.redd.it/rdbbdejhjq3d1.png?width=148&format=png&auto=webp&s=a3ed4a7bb67b8945cd59294ff0ff6e8adcb22f64\n\nI think they may have to review this one ![gif](emote|free_emotes_pack|sweat_smile)"
    },
    {
      "body": "I can’t wait to path inefficient ways! Seriously"
    },
    {
      "body": "It's hideous 🤢. The tree looks great though"
    },
    {
      "body": "Seeing as there are pretty shapes now, and that some of them (looking at you, intelligence/dexteritery side) seem to be a crab (I only really noticed after one other commenter mentioned it), are we going to have Wraeclast's version of ZODIAC SIGNS? \n\nI can see mentioned before Crab, there are also things seeming to me like Scales (int starting area), Scarab (int/str starting area), Triforce (there's pyramid shape on the upper left part). I can't see the rest of it, but once we get the whole picture I'm sure loremistress Noodle can figure out how it all fits together."
    },
    {
      "body": "LOGIN"
    },
    {
      "body": "Ah fuck I'm gonna chim"
    },
    {
      "body": "It kinda looks like each elemental branch are shaped in a way that fits them. Lightning nodes are zig zaged(bottom right), cold is wavy(mid left), and fire is a circle with red background.   \nNow I'm not sure these nodes are actually these elemental types, but it kinda looks like it!"
    },
    {
      "body": "Never read the first one, not gonna start reading now"
    },
    {
      "body": "This looks so sick"
    },
    {
      "body": "Seeing as there are pretty shapes now, and that some of them (looking at you, intelligence/dexteritery side) seem to be a crab (I only really noticed after one other commenter mentioned it), are we going to have Wraeclast's version of ZODIAC SIGNS? \n\nI can see mentioned before Crab, there are also things seeming to me like Scales (int starting area), Scarab (int/str starting area), Triforce (there's pyramid shape on the upper left part). I can't see the rest of it, but once we get the whole picture I'm sure loremistress Noodle can figure out how it all fits together."
    },
    {
      "body": "Wish there was less small nodes :/"
    },
    {
      "body": "It looks beautiful"
    },
    {
      "body": "Holy shit that is the definition of ordered chaos. Love it"
    },
    {
      "body": "This is what the sky looks like without light pollution"
    },
    {
      "body": "https://preview.redd.it/kf35mce8qu3d1.png?width=1080&format=pjpg&auto=webp&s=f865973a30f81a2c8cc5f0d577c31a7225fcd380",
      "replies": [
        {
          "body": "For some reason I can't put text with the image. But what's going on here? Kinda just branches off, or is this a visual error?"
        }
      ]
    },
    {
      "body": "Used to be really into Poe, kinda fell off like 5 years ago and as you guys know it's a lot to take in especially when a bunch has changed so I had a hard time getting back into it.\n\nfirst I've heard of poe2 is this post and I'd love to get back into a game like this with a fresh start. anyone mind giving me the briefest rundown of any notable things new and any speculation on release dates? Would greatly appreciate.",
      "replies": [
        {
          "body": "poe2 basically started off with them trying to improve/remake parts of poe1, but as they continued development they realised it would be limiting to make so many changes within poe1, so they decided to make a new game.\n\n6 new character classes, new skill gem system, new character models and animations, wasd movement, new campaign, new end game, pretty much new everything. more interesting combat, more bosses, better crafting, better drops.\n\nthere is a poe2 website with a bunch of trailers. should be a good place to start. beta should be 4th q of this year. it will run until launch.",
          "replies": [
            {
              "body": "Finally got back on Reddit, appreciate you taking the time brother! looking forward to this"
            }
          ]
        }
      ]
    },
    {
      "body": "Exciting stuff honestly.\nCannot wait to spend hours pathing in the pob"
    },
    {
      "body": "All those points for 10% spell damage?"
    },
    {
      "body": "So basically, same ridiculous rubbish that's impossible to balance so everybody just one shots everything. Good to know.."
    },
    {
      "body": "And just think, with another weapon on swap you can have TWO builds in one which automatically swap weapon and skill tree on use 👀"
    },
    {
      "body": "I'm so ready to buy a PS5 for this game holy shit"
    },
    {
      "body": " Humongous"
    },
    {
      "body": "My brain hurts",
      "replies": [
        {
          "body": "Equip a better brain?",
          "replies": [
            {
              "body": "I don't have the int requirement for that"
            }
          ]
        }
      ]
    },
    {
      "body": "I love they kept the chaoitic tree desing instead of making it simplex."
    },
    {
      "body": "These Ovals are tilting me and I dont know why."
    },
    {
      "body": "I sincerely hope they do something utterly utterly insane with the passive tree in the sequel. If they don't I feel it will be a wasted opportunity to blow the lid off of video gaming all together..."
    },
    {
      "body": "YES PLEASE"
    },
    {
      "body": "Can't wait to study them and come up with weird ideas for builds"
    },
    {
      "body": "This looks like light work compared to Poe 1 tree"
    },
    {
      "body": "God I love the chaos."
    },
    {
      "body": "What is this? And where can I find it?"
    },
    {
      "body": "God I hope they have recommended builds of some kind in game to get people started.\n\nThis gigantic tree is a newbie nightmare (and me who has played hours of PoE).",
      "replies": [
        {
          "body": "When I was new it was a wonder and one of the reasons to keep playing. It does a great job of giving you up front what to expect",
          "replies": [
            {
              "body": "When you're new the tree is dead simple. Just look a few points ahead of where you currently are and spot the next notable that seems good for what you're doing. It's only the endgame optimizers where it gets insane. I get people are overwhelmed for the first couple minutes looking at it but I think everyone eventually settles in on the \"just look a few points ahead\" strategy and finds it manageable."
            }
          ]
        },
        {
          "body": "The skill tree was the reason number one I was excited to try this game back in the day.",
          "replies": [
            {
              "body": "It's all fun and games until your build sucks and you can't progress far if you're new and don't really know what you're doing.",
              "replies": [
                {
                  "body": "Sure is. Then again, what the point of having to make choices when all choices lead to success?"
                }
              ]
            }
          ]
        },
        {
          "body": "I think one of the \"noob friendly\" things that they've talked about is hiding portions of the tree so that it's not so overwhelming to look at when you first start playing.\n\nSimilar to how when you first get to choose gems, they'll sort them into classes so you can pick ones with the default/simple synergies but advanced players can unhide the whole set to be able to choose from everything."
        },
        {}
      ]
    },
    {
      "body": "Don't forget that it will be possible to save a skill layout and alternate them depending on the damage element you deal, for example",
      "replies": [
        {
          "body": "Only specific no. of nodes on the Skill tree can be allocated to primary and secondary weapon sets; the entire tree is not swappable.",
          "replies": [
            {}
          ]
        }
      ]
    },
    {
      "body": "*2 leagues in and I'm just getting past the ptsd of opening the current tree the first time."
    },
    {
      "body": "Looks like much lower travelling cost but more specific small nodes into notables and I think I like it."
    },
    {
      "body": "This really reminds me of how the tree used to look back in 2013, so many things in close proximity and all bundled up."
    },
    {
      "body": "[deleted]",
      "replies": [
        {}
      ]
    },
    {
      "body": "I love it. First of all, it looks cool. And second, I see many new \"paths\" in the wheels or clusters. (Hard to call them wheels anymore now that they have all different shapes)\n\nAn examples can be the ninja-star bottom left, which has points for three elements and is accessible from outside as well.\n\nWe also see asymetrical wheels, which I don't believe are in the game in that form rn? Like top left we see a notable is accessible in 2 points, yet the other notable of the cluster is accessed in 3 points."
    },
    {
      "body": "It looks beautiful :D"
    },
    {
      "body": "Glad to see that some things will never change."
    },
    {
      "body": "I like how quick it is to path to adjacent start points."
    },
    {
      "body": ".....I'm so happy...."
    },
    {
      "body": "So... That Templar/Monk side...\n\nIs it Darth Vaders helmet, a space ship or ancient Epgyptian headress?"
    },
    {
      "body": "Love how the \"zoomed out\" imagine doesnt even show the full skill tree"
    },
    {
      "body": "So.Many.Notables.\n\nWhat the fuck?"
    },
    {
      "body": "Good to know spell damage increase made it in"
    },
    {
      "body": "That one spiral line needing an extra skill point, it better be good"
    },
    {
      "body": "Looks same but different but still same to me"
    },
    {
      "body": "Wait a minute. Does every class start in the center now and branches out? Or else this skill tree is massive."
    },
    {
      "body": "I am a fan of this unified starting circle. \n\nMaybe there could be a bonus if you touch the starting point of another class?"
    },
    {
      "body": "Beatifull chaos."
    },
    {
      "body": "Yes but does it spin! :p"
    },
    {
      "body": "UI looks like it was built for consoles, sad."
    },
    {
      "body": "Did I imagine that they said that they didnt want incsonequential travel points that grannen small bonuses? Such as damage, resist etc? I'm almost certain but this tree basically looks just like poe 1 tree."
    },
    {
      "body": "Is it just me or does it look even more extreme or maybe “packed” than PoE 1?"
    },
    {
      "body": "So much possibility, so much room for innovation. I'm glad they didn't fuck this part of the game. Hot take but what I've seen this far has felt like they were making a game more welcoming for normies. That's what shit like Diablo is for 🤷🏿‍♂️"
    },
    {
      "body": "Looks like jewel sockets will be a lot scarcer than in PoE1"
    },
    {
      "body": "Keystones everywhere makes me wonder if we're even going to have timeless jewels. I'd personally be okay not having to play the seed calculator game as long as we can get some of those replacement keystones somehow.\n\nAlso F that non-connecting spiral on the left. Those notables better be crazy to justify 5/6 points each lol.\n\nI guess the 12 classes share the 6 starting points, 2 each?"
    },
    {
      "body": "Zoomed out and there's still more on the tree 👀 wild"
    },
    {
      "body": "The best part is that it's only the upper half of the tree,the one whit int base.\nWant to see the str part of the tree."
    },
    {
      "body": "You won’t be able to see the corners when looking at half the required screens you’ll need\n\nSomeone please remind them we want to be able to move and resize windows on pc"
    },
    {
      "body": "I love complexity. But am I the only one that was hoping for a slightly more simplified or easy to understand skill tree? PoE's biggest barrier to entry for new players was the intimidating skill tree."
    },
    {
      "body": "This is going to give every new player an instant brain aneurysm. I love it."
    },
    {
      "body": "This makes me moist"
    },
    {
      "body": "\"Kingsmarch\"\n\nGuild name, or perhaps faction name???"
    },
    {
      "body": "cant really go off much with skill tree yet.\n\ni feel like this will be the thing that changes massively during the beta."
    },
    {
      "body": "Looks bigger than the current tree"
    },
    {
      "body": "Pretty"
    },
    {}
  ]
}