Update - Anchor system proposal to help 'fix' PoE 2's Skill Tree 'linearity'! (GIFs + Images demo)
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Thread 'Updates' log
UPDATE - 4/24/2026 - 2:46 AM - Added new images to illustrate the Anchor system in action.
UPDATE - 4/24/2026 - 10:32 PM - Improved the art for the Anchor system. UPDATE - 4/25/2026 - 12:32 AM - Added a short animation for the Anchor system concept as if the Warrior class were to stab his sword into a Small Passive Node to create an Anchor Node. UPDATE - 4/25/2026 - 2:45 AM - Made the OP much more concise, cleaner, and easier to follow and understand (thanks to your feedback on that). UPDATE - 4/27/26 - 1:30 AM - Added a second, major NEW 'rule' (within the Anchor mechanic RULES & BALANCES Spoiler) that proves the system can be worked with and balanced. UPDATE - 4/27/26 - 1:30 AM - Changed the title of the thread to draw less attention to D4 and more attention to the actual proposal to the devs at GGG to specifically 'fix' PoE 2's own Skill Tree 'linearity' issue going on. The Triangle of Freedom... broken in one key area: ![]() The sandbox shift that Anchor Points bring proves 'linear' Skill Tree pathing = restraint. The idea here is to move away from 'trapping' players in predetermined paths and 'meta-paths'. ![]() (explained in Spoiler below)
DEMO - How the new proposed Anchor system works + GIFs & Illustrations!
This post proposes a concept for players to be able to place up to 2 of these Anchor Nodes on any Small Passive Node on the Skill Tree (except ones within 8 Nodes from Keystone Nodes).
The Anchor Points will also be available to players right from the start/Tutorial stage of the game, which then solves the 'learning curve' problem for new players. NOTE 1: Other rules can be found in the Anchor mechanic RULES & BALANCES spoiler. NOTE 2: A new counter 'rule' has been added: Keystone Nodes cannot be allocated at all when branching out from an Anchor Node. This rule proves that, yes, the proposed system here can be worked with in terms of balancing it. NOTE 3: Transforming a Small Passive Node into an Anchor Node costs 1x Skill Point. Players also do not gain the Stats from the transformed Small Passive Node itself. ![]() ![]() ![]() ![]() Note: A player's choice of 'Ascendancy' is the core of their Class's 'identity'. That is what true Skill Tree freedom in PoE 2 can look like. Still 124 Points to spend (no increase) except 2 areas to Anchor to and branch out from any Small Passive Node (EXCEPT Small Passive Nodes within 8 Nodes of any Keystone), including our default Class starting location! Critics may ask, "Then what will being a Ranger, a Warrior, a Druid, etc. mean if we are allowed to allocate up to 2 'Anchor Points' on any Small Passive Node we want on the Skill Tree to branch out from? Won't this create a Class identity crisis?" Short answer: No. The shared Passive Tree itself is the 'neighborhood' whereas a class's Ascendancy is the 'home.' That is where Class 'identity' is set in stone. Therefore, as an example, being a Ranger or a Warrior means starting with the most efficient access to specific Stats and, most importantly, holding the 'exclusive' keys to a set of 'Ascendancy powers' that no other Class can access or replicate, regardless of where players spend their Points on the tree!
Anchor mechanic RULES & BALANCES
* NEW - For 'balance' purposes: Cannot 'Anchor' onto Small Passives Nodes within 8 Nodes of any Keystone. Players who attempt to Anchor onto any Small Passive Nodes within 8 Nodes of a Keystone will receive an error message stating that the action is prohibited.
* NEW - For 'balance' purposes: If the rule above this one is not balanced enough, then Keystone Nodes cannot be allocated at all when branching out from an Anchor Node. This rule 'proves' that, yes, the proposed system here can be worked with in terms of 'balancing' it. * Cannot 'Anchor' onto any Notable Nodes or Keystones directly. * Players who attempt to 'Anchor' onto any Notable Node or a Keystone Node will return an error message saying they cannot do so, that only Small Passive Nodes can be Anchored onto. * Anchored Nodes cost 2x MORE Gold to spec out of than Nodes that branch out from your Class's starting location on the Tree. * Anchoring onto any 2 Small Passive Nodes consumes a Skill Point, changes the Node into an Anchor (art-wise), and does not gain the benefits of the allocated Small Passive Nodes. * Cannot 'Anchor' onto Small Passives Nodes (next-in-line to be connected to) on an existing Skill Tree path. Must be completely detached!
Pirate-themed Skill Tree background... Just kidding...
Figured I would have fun with this. Lol. On second thought... Skill Tree background themed skins in the Shop would be pretty cool! (\(^^)/) ![]() ![]() Animation of concept (original ver. /w audio): https://www.youtube.com/watch?v=z6SCNMh70Zs Animation of concept (audio + higher quality): https://www.youtube.com/watch?v=5NUonIOChLQ _____________________________________________________
LATEST in D4 News
For those who do not follow what the competition is doing out there in the world of ARPGs, Blizzard's newest D4 - Lord of Hatred expansion (on their end of game development) has made the move where the Skill Tree system has been significantly reworked to allow for greater, less-linear customization, moving away from a strict linear path to Skills, etc. toward a more 'sandbox-style' approach.
Such a change enables players to choose their own synergies and customize Skills to fit their playstyle (e.g., turning a Fire Hydra into a Frost Hydra) rather than being funneled into a predetermined Build. This is where Path of Exile1/2 has gotten it wrong... for years! And this is coming from a veteran player. The game needs to let us, as players, break away from our single linear path that our 124 Skill Points are used on.
Talking Points Table of Contents / Addressed concerns from the Comments!
The core message here is that while Path of Exile 2 grants freedom in Weapons and Skills use, it fails by 'leashing' players to a single starting point on the Passive Tree. The Anchor System is the proposed solution to complete the 'Triangle of Freedom' in order to unlock true Build hybridization.
* The Anchor system defined Players will receive two Anchor Points to place on any Small Passive Node on the Skill Tree, except ones within 8 Nodes of any Keystone. They act as secondary branch-out locations, allowing you to branch out from distant 'neighborhoods' that does away with linear pathing. * Have the new system be a League mechanic first before a core mechanic Call it the 'Unleashed League' to keep it simple. * The silent, hidden FACT in plain sight Increasing the size of PoE 2's Skill Tree over time than it already is, moving or juggling around existing Nodes, or adding things like Sub-Skill-Trees (just to keep things 'engaging' and 'interesting') are NOT going to be good in the long-run! Promise! What will end up happening is an eventual 'collapse' due to Skill Tree size increases over time during further development. The solution is therefore not to 'ADD' too much more to the existing Skill Tree, but to work with what already exists on the Tree! Surely, I cannot be the only veteran player here who sees that happening... * Eliminating the 'Travel Tax' Currently, reaching distant Tree Clusters requires spending 15–20 Skill Points on 'filler Nodes' just to move across the Skill Tree. Anchoring removes this 'tax' and lets players spend their 124-point cap on meaningful power rather than travel. * Preserving Class 'identity' via Class Ascendancy choices Critics may fear an 'identity' crisis, but Class identity is defined by exclusive Ascendancy powers, not raw Stats! Example: A Warrior anchoring in the Intelligence sector doesn't become a Witch; they become a Battlemage! _____________________________________________________ Addressed 'CONCERNS LIST' in the comments: * Countering Power Creep (The 124-Point Cap) The Anchor System is a 'zero-sum game' because the total Skill Point limit remains 124. Anchoring also costs a Skill Point and provides no Attributes from the Small Passive Node it's anchored to, ensuring power is redistributed rather than simply being increased. * Avoiding 'Meta-Lane' Stagnation While some players/critics will fear 'everyone' will Anchor to the 'best' Small Passive Node locations, the current system already forces players into identical 'optimal' paths! Anchoring will actually break thes 'meta-lanes,' making niche, distant synergies (like Melee Ignite Witches, etc.) finally viable! * Sandbox vs. Linear Design Modern ARPGs are moving away from 'trapping' players in 'predetermined' paths. By adopting a sandbox approach, PoE 2 can transition from a game where players simply follow guides to one where they truly create Builds! * And, finally, meaningful Choice vs. Mechanical Friction Strict starting locations create 'predictable' Builds rather than difficulty. Therefore, replacing mechanical 'leashing' with Anchor Points creates meaningful choices regarding whether players choose to deep-dive locally within their Class's general location or branch out globally in another Class's neighborhood!
Q/A: Why is D4 brought into the picture here? They're different Skill Trees!
The point here is Blizzard considered and made an attempt to improve D4's Skill Tree using their own method(s) to do so. For some reason, a lot of players here in the comments section are getting hung up on this part, wrongly assuming the OP suggests that GGG 'copy' what Blizzard did in terms of method used for D4's Skill Tree vs. consideration of change for PoE 2's Skill Tree.
Copying 'method' used vs. encouraging 'consideration of change' are two totally different things when making a proposal like this to game developers (GGG) here in the Feedback forums. I hope this clears up the mass confusion going on in the comments section :) A deeper dive into this... (how PoE 2 contradicts the freedom it gives players) ![]() The solution to fix Skill Tree 'linearity' in PoE 2 is not to give players more Skill Points to spend. The new 'Anchor' system I propose will do away with that and will allow players to place up to 2 Anchor Points on any Small Passive Node on the Skill Tree (except ones within 8 Nodes of a Keystone Node) that they can branch out from using the current 124-Point system. This will fix the 'linearity' issue when 'pathing' along the Skill Tree in PoE 2! _____________________________________________________ Quick Note: A new counter 'rule' has been added: Keystone Nodes cannot be allocated at all when branching out from an Anchor Node. _____________________________________________________ Class redistribution of 'power' is not exactly a power creep! The ceiling of power, therefore, remains tied to the 124-Point limit, yet the expression of that power becomes almost infinitely more diverse! You still have to choose: "Do I spend my 124 Points deep-diving into my local area for maximum efficiency?" Or, do I use an 'Anchor Point' to grab a distant synergy at the cost of local raw power?" The Triangle of Freedom... broken in one key area (continued...) Fixing the top corner of PoE 2's Triangle of Freedom would be, quite possibly, the single biggest gameplay change in over a decade. ![]() PoE 2 contradicts the [artificial] freedom it gives players because the triangle of logic is incomplete: X - NO freedom of Skill Tree travel ('leashed'/'limited' to a single starting point) ✓ - Freedom of Weapons to use (for any class) ✓ - Freedom of Skills to use (for any class) Verdict: PoE players cannot be 'leashed'/'anchored' to their Class starting locations forever, just like Classes are not locked out of what Weapon(s) they can equip and what Skill Gems they can use. And so, the game gives players 2 routes of actual freedom (any use of Weapons and any use of Skills) for further exploration that encourages Build creativity yet... it fails to provide that 3rd route of actual freedom on the Skill Tree where Class hybridization does not really exist. Put simply, more so than not, allowing Classes in PoE 2 to equip any Weapon they want and to use any Skill they want is nothing more than empty fluff. The game is a real big tease when it comes to 'hybrid' character building yet falls short of providing us with the Skill Tree access to really do so! _____________________________________________________ Conclusive thoughts: The 124 Skill Points has given players an artificial sense of freedom. It creates a false sense of 'bigness' that isn't really as big as it seems on the Skill Tree. So... to your team over at GGG, I ask, what will you do? Keep things the same? Or take the lid off the jar and let players build characters with true freedom? P.S. May this post serve as a true conversation piece to inspire PoE 2's growth :) Not everyone will agree, and that's OK! The new proposed system, however, will be optional for players to use in-game. Thank you for your team's time looking into this. Cheers! HeavyMetalGear When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Apr 29, 2026, 4:43:58 PM Last bumped on Apr 28, 2026, 9:56:36 PM
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So D4 proves once again it is just a reskinned and updated D3...
Took everything bad from D3 and then "doubled it" (c) Last edited by Azimuthus#1135 on Apr 19, 2026, 7:00:02 PM
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" I am in no way saying the newest D4 Skill Tree change is a revolutionary change at all, just that the game is moving in a direction of less Skill Tree 'linearity' that I believe PoE 2, at some point, should fall in line with for various said reasons since the game has a similar issue going on where we eventually hit a build creativity wall. To put it simply, D4 went from having Skill Tree 'twigs' (as the old joke goes) to having 'baby' Skill Trees that actually look more like a Skill Tree. It is not much of an improvement, imho, but an improvement nonetheless. D4's newest Skill Tree changes, therefore, can still have more meat to them. When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Apr 19, 2026, 7:13:52 PM
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First off: Your visuals are honestly outstanding. Super clean, intuitive, they translate a complex idea feel easier to understand + immediately draw you in. Can't say enough about the work you did there.
The “Triangle of Freedom” is a great concept name too and the Anchor concept itself is compelling. My initial thoughts are: 1) Does Anchor concept increase freedom or risk pulling builds toward the same optimal clusters over time? Such as everyone anchors at "the best of" (so less build diversity): Best Crit, Best Life, Best Axe, etc.? If I missed it in the post, forgive me as the concept is pretty big. 2) Can D4 and POE's trees be weighted the same when it comes to impact on build?? (I don't play D4 so this is my ignorance). 3) Agree with Ascendancy being unique to class although tree is a big part of identity also. Anchoring could potentially dilute that part of each classes identity. 4) The tree has the heaviest weighting of the triangle: weapons are swap-able, skills are flexible, although tree is permanent. 5) I think the tree is designed to BE restrictive so not sure if this is a power creep issue or not. Either way, your presentation alone elevates the quality of posting in this forum. Really impressive work and think it's a neat proposal. Last edited by 600lbpanther#3839 on Apr 19, 2026, 7:13:23 PM
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Negatives
- immersion is lost ( I dont think so but people will say that ) - people will gravitate towards best leveling build and respec later - will need a complete rebalance - would be huge power Creep Skills an weapon types are the archetype not the actual class so I agree with you that class identity wont be lost. Pros - opens up more build diversity and im all for that Everyone basically gets a free scion ascendancy from poe 1 Pathfinder leaning in that direction but not the same. Overall solid post and really should be tested imo So +1 |
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" I appreciate your feedback, and I Thank You for complimenting on my work. It seems, however, that I fell short a little bit in 'communicating' the idea, and for that, I apologize for any confusion :) " The questions you bring to the table are very solid, fair questions, and I want to take a moment to carefully and thoroughly answer those questions. The proposed concept will increase both 'freedom' and 'risk', but not in the way you put it. As far concerns go for 'best of this' or 'best of that' in regard to Crits, Life, etc. on the Skill Tree? That is a mere illusion in the new 'Anchor' system. Furthermore, the 'best of' issue is already made worse if PoE 2's Skill Tree system remains the same in its current state that limits players even more with the current 'fixed' one-way, 124-point route we are given to branch out from at our Class's starting location. You see? Let me go a step further to explain what I mean... Concerns for power creep usually stems from the idea of getting 'more for less.' However, the new Anchor System is a zero-sum game because of the 124-point cap. Current Skill Tree system's 'Travel Tax' issue: Traveling across the Skill Tree is not really a test of skill; it is a tax! In other words, spending 15 Skill Points on +10 Small Passive nodes just to reach a specific cluster does not make a build 'balanced'... It just makes it feel sluggish more than anything... The trade-off: By using an 'Anchor' Point, a player is not getting 'free' power. They are spending an Anchor Point (which consumes a Skill Point, and which provides zero stats from the Anchored Node) to gain access to a different Class's 'neighborhood'. So, you still have to choose, "Do I spend my 124 points deep-diving into my local area for maximum efficiency?" "...Or, do I use an 'Anchor Point' to grab a distant synergy at the cost of local raw power?" TL;DR: To address your first question in full here, the new 'Anchor' system is not really a power creep; it is power redistribution. The ceiling of a character’s power, therefore, remains tied to that 124-point limit, YET the expression of that power becomes almost infinitely more diverse! " The worry that 'everyone will just Anchor to the best Life/Crit nodes, etc.' actually highlights the problem with PoE 2's current Skill Tree system! In its current state: Right now, everyone already paths to virtually the same 'optimal' nodes because their starting location dictates a very narrow 'best route.' Does that make better sense? The Anchor system's solution to that problem: If a Witch can 'Anchor' on a Small Passive Node somewhere within the southwestward parts of the Skill Tree, you are not just 'grabbing the best Nodes'. Instead, you are finally able to 'viable-ize', for example, a Melee Ignite build that was previously impossible. Therefore, Anchoring doesn't pull people toward the same clusters; it allows them to leave the 'meta-lanes' they are currently 'trapped' in. " Respectfully, that is another illusion. Stats do not = a Class's identity. Is a Ranger 'a Ranger' because you took five +10 Dexterity nodes? No. The Ranger is a Ranger because of the Ascendancy you chose for your Class. In other words, so long as a Warrior cannot access 'Deadeye' nodes? The Class identity remains ironclad! Allowing a Warrior to 'Anchor' in the Intelligence section of the Skill Tree does not make the Warrior a Witch; it makes him a Battlemage! And THAT is exactly the kind of 'Freedom of Skill' PoE 2 claims to champion... and yet doesn't quite do so in terms of Skill Tree travel freedom... " While D4 and PoE are different beasts, the evolution of the ARPG genre is moving away from 'trapping' players. The sandbox shift 'Anchor' points will bring: Blizzard (the creators of D4) finally realized that 'linear' Skill Tree pathing KILLS longevity! Hear that into silence, folks, for whoever is reading this! PoE’s Skill Tree is iconic because of its scale, and yet that scale is wasted if roughly 70% of it is 'off-limits' to certain Classes due to the 'Travel Tax'! (as mentioned earlier within my answer to question No. 1) The developers over at GGG, therefore, should not fear the comparison! You guys (and we, in the PoE community) should lead the way in showing how a massive Skill Tree can be a true sandbox, not just a series of long, one-way hallways! " As for the Skill Tree being designed to be 'restrictive'? Well, to that I say, restriction which creates friction is not fun. There is a difference between meaningful choices and mechanical restrictions. In other words, being 'leashed' to a Class's starting location point does not make the game harder... It just makes it more predictable. You see? So, by completing the 'Triangle of Freedom,' PoE 2 moves from a game where you follow a build guide to a game where you create a build! BOOM! Final thought on all this: IF the goal of Path of Exile 2 is to remain relevant and to be a premier ARPG, it cannot be afraid of its own Skill Tree! The 124 Skill Points are the guardrails! " I thank you, again, for your kinds words, for your time, and for your questions :) HeavyMetalGear When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Apr 19, 2026, 10:21:23 PM
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" Thank you :) The biggest thing about the new 'Anchor' system for the Skill Tree is it will keep the Skill Tree both interesting and 'engaging' for many years to come on auto-pilot! vs. the developers having to constantly ADD more nodes, etc. to keep it interesting. As far the 'power creep' goes (which is actually a bit of an illusion), I would like to reiterate what I responded to 600lbpanther#3839 with by saying, "The new 'Anchor' system is not really a power creep; it is power redistribution. The ceiling of a character’s power, therefore, remains tied to that 124-point limit, YET the expression of that power becomes almost infinitely more diverse!" Followed also by, "So, you still have to choose: "Do I spend my 124 points deep-diving into my local area for maximum efficiency?" "...Or, do I use an 'Anchor Point' to grab a distant synergy at the cost of local raw power?" And the final takeaway, "The worry that 'everyone will just Anchor to the best Life/Crit nodes, etc.' actually highlights the problem with PoE 2's current Skill Tree system! In its current state: Right now, everyone already paths to virtually the same 'optimal' nodes because their starting location dictates a very narrow 'best route.' The Anchor system's solution to that problem: If a Witch can 'Anchor' on a Small Passive Node somewhere within the southwestward parts of the Skill Tree, you are not just 'grabbing the best Nodes'. Instead, you are finally able to 'viable-ize', for example, a Melee Ignite build that was previously impossible. Therefore, Anchoring doesn't pull people toward the same clusters; it allows them to leave the 'meta-lanes' they are currently 'trapped' in." Ultimately, to put it all into better words, the 'Anchor' system for the Skill Tree introduces such a vast degree of modularity that the traditional 'best-in-slot' meta becomes a thing of the past. While the current game state allows players to reach an 'optimization ceiling' relatively quick, the new system will ensure that 'best' is no longer a singular destination. Instead, players will instead be presented with a nearly infinite array of top-tier configurations. That will then shift the focus from finding the solution to choosing your solution. When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Apr 19, 2026, 10:36:28 PM
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The new D4 skill tree has actually made it even less like a POE passive tree by removing passive-like nodes and instead focusing on skills alone.
We already have gem system for specific skills in POE. Not really sure what the point of this thread even is, sorry. |
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" I was going to say the same thing about all the trees look the same. Just a big loop around the tree filling gem slots etc So very valid - I personally believe it would be a solid change for the game. Hopefully they consider this or something along the same lines. |
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Current iteration of POE2 passive tree is complete garbage I've said that before and I say it again. Unnecessary complexity without meaningful quality. Just large amount of sometime awful nodes you never gonna pick up because its a waste of a points for such miniscule upgrades. Like "5% increased chance to poop once in a full moon while crab starts whistling on the top of a mountain during winter rain. 25% reduced amount of burps you can make"
Plus like half of the points you spend on solving attributes. My 0.4 leaguestarter: Lightning Spear Amazon
https://poe.ninja/poe2/profile/default_mp3-9394/vaal/character/fava_amazonls |
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