Passive skill points MUST be increased

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Enoch#7385 wrote:
Hello Everyone,

By each update, game is getting more and more content. More classes to come and more builds to be tested.

However, please tell me if I am the only one who actually thinks that some extra skill points (currently max is 123 at lvl 100) will actually increase quality of gameplay and will provide a bit more "personal freedom" to the builds, since staying alive is getting harder and harder.

Kind regards.



Very good post.

This passive tree is truly horrible, poorly designed, and terribly sustainable.

No max health or vitality points, penalty points, many unnecessary points (beyond what's needed). Essential points too far away, no strategic points to place radius jewels.

I really want to understand. They don't go past 3 or 4 points and I read the word "stun."

It's impossible for anyone to look at this shit and say it's sustainable. A melee character with 2500 or 2800 health in the end game is a joke.

I believe they should remake this entire ocean of crap.
Last edited by Kaiserblade42#2817 on Oct 25, 2025, 11:30:34 PM
That was not even funny to read. That was sad...

Even if GGG would add additional 10 points... how many time should pass before people would complain to add more? And more? Because they are NEED that points to get an overpowered cluster!.. To take every clasters of the tree?
Last edited by PantsuFaust#0269 on Oct 26, 2025, 5:20:36 AM
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That was not even funny to read. That was sad...

Even if GGG would add additional 10 points... how many time should pass before people would complain to add more? And more? Because they are NEED that points to get an overpowered cluster!.. To take every clasters of the tree?


10 points wouldn't help them 100 points wouldn't help them.... Like power creep hit both sides, they would be in even a worse spot. They don't understand that player power correlates to mob power and would be worse off cause they already don't understand the game so the gap just increases. They want the game to stay as is with just more player power.... they're bad at the game.
Last edited by baconbyte#0146 on Oct 26, 2025, 6:43:20 AM
Yeah, a couple of more point during the campaign would feel good for sure.
I have no suggestions when it comes to the campaign, but for those that are unaware, working a From Nothing and Controlled Metamorphosis jewel into your build in end-game can help free a few more points. Or even a Megalomaniac if you have the funds.
But i do agree with KaiserBlade. This tree was and remains a horrible idea and those three jewels in no way make up for that in all possible situations
[url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
I want to see reduced resistance penalties and passive income from Campaings for Chaos Resist. So players can have more choices like rarity, damage taken X before mana etc.


Noteables are trash for the moment especially if you are crit building. I blame base crit chance suffix for general since my blood mage or some spell based skills can easily achive %80+ crit chance without effort.
I'd start with reducing EXP gain penalties at higher levels, and remove EXP lose on death so players will get access to that base 123 points in more reliable way - as I see getting another points since around level 93-94 is a slog. 123 points is not low, but the true issue is to get the last 5-7 of them.

Then, assuming there will be need for more skill points, these should be as a reward for completing some Atlas content - pinnacle bosses(Simulacrum, Xesht, Olroth, King in the Mist, Arbiter etc.), or unique maps with powerful boss, or something like.
No. We definitely don't need more skill points. 113-118 is enough for any build.
Or maybe the passive nodes are not good enough (too weak). The devs had said multiple times that they want to present us with tough choices and trade-offs where we can't have everything. Thus we are asking for nodes that feel impactful and a fair trade.
Last edited by xxn1927#3319 on Oct 27, 2025, 9:37:04 AM

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