Portal in the passive Tree

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Direfell#7544 wrote:
Not sure this would promote diversity or homogenize the meta.

More paths doesnt always mean more options if 1-2 options stand head and shoulders above the rest.

Stuff like mace nodes are meant to be easier to reach as a warrior, same with monk and quarterstaff or any other archetype. If any class can teleport to another section of the tree it removes some of what makes the archetypes diverse/distinct.

I'd rather more unique jewels that allow builds to select unconnected nodes.


It makes some builds impossible. The druid has one single bow node with his subclass. All other bow nodes are on the opposite part. So either you spent like 50% of your points to even get in that area or that single bow node is useless and could be deleted. Even for plant builds there are better nodes...

Or other way around, a ranger that wants to go more on the plant part of the bow skill needs to use 50% of her points to get to the druid... its just not worth it.

Not to mention that GGG stated they want many different class/skill combos which atm is not really possible as you need to many points to reach nodes outside your starting sextant
If the forums were a mediaval court, it would be filled with jesters and doomsayers
I was thinking they could allow building out your skilltree from your annointment position, so you could atleast easily get to another position on the skilltree if you multiclass, but it has a slight downside with that you wont be selecting an annointment that is away from all other skills you want.
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I was thinking they could allow building out your skilltree from your annointment position, so you could atleast easily get to another position on the skilltree if you multiclass, but it has a slight downside with that you wont be selecting an annointment that is away from all other skills you want.


Could work. Its atleast less wasted points than walking all the way to the other side.
If the forums were a mediaval court, it would be filled with jesters and doomsayers
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Dovolan#6140 wrote:

It makes some builds impossible. The druid has one single bow node with his subclass. All other bow nodes are on the opposite part. So either you spent like 50% of your points to even get in that area or that single bow node is useless and could be deleted. Even for plant builds there are better nodes...

Or other way around, a ranger that wants to go more on the plant part of the bow skill needs to use 50% of her points to get to the druid... its just not worth it.

Not to mention that GGG stated they want many different class/skill combos which atm is not really possible as you need to many points to reach nodes outside your starting sextant


You've got a good point. I'm starting to get annoyed by how many travel nodes it takes to get to the clusters that interest me. Compared to poe1, it takes 20% more points to reach the far side AND the begining of that chain has many 'dead' nodes that dont connect to anything.

Spoiler


Doing the same in poe1 opens up chances to take life, resists, aoe, a socket etc

Spoiler


I'm still not in favour of portals on the tree but also cant think of another solution that isnt remaking large parts of the tree.
(and imo its starting to look very messy. the pictograph-type shapes were cool but now they are so packed together that the whole tree looks cluttered.)
"Beidat honored the pact, though Beardat wouldn't take off Doryani’s prototype."
Part of me likes this idea because I had some of my most fun this season constructing off meta weird builds, some of which worked surprisingly well (that might have just been because the game is broken easy).

On the other hand, easy jumping to all the best nodes with less cost regardless of your ascendency just seems like it could kill build diversity because we'll just see more of everyone doing CoC with max crit damage bonus builds...even more so than we saw already this season.

Why have classes at all at that point...dunno.
@Dovolan#6140
Really like this idea, and it’s something I’ve also caught myself thinking about multiple times—even back in PoE1.

Having some form of “connection nodes” or directional gateways (N/S/E/W) on the tree could meaningfully reduce the barrier to experimentation. Right now, as you point out, certain archetype combinations are technically possible, but practically discouraged due to the sheer point investment just to reach them.

What I think is especially valuable here is that this doesn’t inherently power creep builds—it mainly lowers the *entry cost of creativity*. It opens up design space rather than just adding raw strength.

Of course, there’s always a risk of unintended synergies or overly efficient pathing, but that’s something GGG already manages continuously through balance passes. In that sense, it feels like a solvable problem rather than a reason to avoid the idea entirely.

At its core, this speaks to player agency—giving people more freedom to explore off-meta concepts without being heavily punished by the structure of the tree itself. Not everyone wants to follow optimized paths, and systems like this could make self-made builds a lot more viable and enjoyable.
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I was thinking they could allow building out your skilltree from your annointment position, so you could atleast easily get to another position on the skilltree if you multiclass, but it has a slight downside with that you wont be selecting an annointment that is away from all other skills you want.


Hear hear!
Solid suggestion!

I especially like the trade-off aspect here—it doesn’t just hand out free flexibility, but instead asks you to make a meaningful choice between power (a strong, distant anointment) and accessibility (using it as a bridge to other parts of the tree).

That kind of design feels very “PoE-like” in the sense that you’re not removing constraints, just reshaping them into more interesting decisions.

It could also make multiclass-style builds feel a lot more natural to explore without completely reworking the tree structure itself. Definitely seems like a relatively elegant solution compared to more invasive changes.
I just want to turn the inner wheel, It could be limited to 2 slots, so a Huntress could start from the Warrior position, etc.
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Dovolan#6140 wrote:
For build diversity it would be nice to have like portals on each direction of the tree. Like N S W E.

Atm its a huge point commitment to just reach one side if you want to try a build. Like lets say you want a tactician that focuses on curse auras, you are on the opposite side of the talent tree and just putting one point in a curse passive will need over 20 points ro reach there.

Same for a corrupting cry ritualist, and so on.

With port zones like poe1 atlas tree ones it would be much better to try new builds and combinations.

1 thing worring about this idea

It would make much easier for people to create broken meta builds and make it way harder for devs imagination in predicting these stuff when adding new content each patch

Every league would become some type of su*k on CoC'k like 0.4.

Majority of player base will go for 1 click - run - forget - screen delete if its easy to do.

That change would will make it much easier to achieve
Last edited by Timmy2000#0228 on May 2, 2026, 5:22:53 PM

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