My Thoughts on Bloodline Ascendancies And Changes I Would Make
| The Path of Exile Bloodline Ascendancies didn’t quite land for me. A lot of them feel like they were designed around niche or meme builds that very few players will actually use. Out of curiosity, I decided to reimagine what these Bloodlines could look like with a bit more focus and synergy. Farrul’s Bloodline 
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             Problem: Farrul’s current tree focuses on minions, which feels counterintuitive given that Farrul and his gear theme revolve around embodiment and predatory grace. Solution: Rework the tree to emphasize: Bleed synergy Melee attack power (attack speed, physical damage, etc.) Evasion and Elusive bonuses (I’m not going to break down every single node — just outlining general design direction here.) Lycia’s Bloodline 
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             Problem: The heavy emphasis on Heralds will push everyone who wants to min/max into Herald-based builds. Solution: Replace Herald nodes with something broader — for example, an aura that emits from the player and grants allies within range a buff like Unholy Might or extra Energy Shield Recoup. That keeps it thematic but more flexible. Delirious Bloodline 
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             Problem: Misty Reflection is unlikely to see much play — it just doesn’t seem impactful. Beyond that, I’m not a fan of GGG’s growing tendency to tie ascendancy power to skills that require heavy player investment just to determine whether they’re even viable. If a new skill concept is worth exploring, it would be better introduced as a skill gem, where players can experiment freely without sacrificing ascendancy points. Solution: Replace it with a node that grants movement or action speed. It fits the Delirium fantasy better and gives a meaningful power boost. Catarina’s Bloodline 
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             Problem: It’s another minion-heavy ascendancy, which is a bit one-note. Solution: Catarina’s identity is rooted in death and corruption — that’s fertile ground for more interesting mechanics. One branch could still support minions (Umbral Army, for instance). Another could involve temporary death immunity (e.g., “cannot die for six seconds, once every few minutes”). A third could revolve around self-sacrifice — dropping to 1 HP in exchange for a replenishable blood shield gained through melee damage. That would capture the necromantic theme without defaulting to “more minions.” Aul’s Bloodline 
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             Problem: Most nodes feel underwhelming. Giving up all charges for small aura buffs (especially on weaker auras like Anger) doesn’t feel rewarding. Precursor’s Release also demands too much for too little return, and the ascendancy even lacks a full third section. Solution: Focus the design on auras and stat manipulation. One branch could enhance a chosen aura while offering some mana reservation efficiency. Another could allow selective stat increases at the cost of another (or both). The third could tie into Aul’s Delve theme — darkness, blindness, and stealth. For example: “Enemies within 10m are Blinded; you gain increased Stealth.” Olroth’s Bloodline 
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             Problem: It’s entirely focused on Ward, a mechanic many players avoid — and crafting Ward gear is currently frustrating since it’s not available through the workbench or Harvest. Solution: Add an alternate defensive path for players not interested in Ward. Example: “Armour from equipped gear is increased by 50%.” Introduce a way to craft Ward on gear — it would open up the mechanic to far more players. King in the Mist's Bloodline 
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             Problem: The concept is fun, but the single +1 Ring slot feels limiting. Solution: Let players choose which slot to expand: +1 Ring, Amulet, or Belt slot. It would open up tons of creative possibilities — imagine the builds with dual amulets or belts (Headhunter/Mageblood combos, anyone?). Yes, it’s strong, but it’s also exciting — and fun should count for something. Trialmaster’s Bloodline 
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             Problem: The nodes feel weak overall. Solution: Buff the entire tree. If players are willing to corrupt eight pieces of gear, that level of commitment should come with big payoffs, not big downsides. Remove the penalties and make the bonuses purely positive. Additionally, enhance Vaal skill performance — these are supposed to feel powerful and risky, not middling. Let the player really feel the cost and reward of embracing corruption. Oshabi’s Bloodline 
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             Problem: Honestly, none — this one’s in a great spot. Solution: Keep it as-is. The design feels thoughtful, and while losing Rage is a noticeable cost, Adrenaline is powerful enough that it still feels worth taking. Closing Thoughts Overall, the Bloodline system has amazing potential — it just needs a bit more identity and balance between creativity and viability. Each lineage should feel like a meaningful extension of its source, not just a collection of gimmicks. Last bumped on Oct 28, 2025, 1:22:09 PM |   | 








































 
                        