PoE 2 Passive Tree: Should We Build Our Own?
I know this topic may be controversial, since the passive skill tree is one of the core features of Path of Exile and has become the game’s trademark. Still, please hear me out until the end.
I will use the minion build as an example. The developers stated that they don’t want classes or ascendancies to dictate how players should build their characters. That’s why we don’t have something like a strict “Necromancer” that clearly points towards minion builds. However, the current layout of the tree makes all minion-related nodes clustered at the top. As a result, trying to build, for example, a Mercenary (Dex-based class) around minions feels very inefficient. Of course, as the game evolves, we can expect more minion-related nodes spread across the tree. But this leads to a different problem: clutter, duplication of nodes, and reduced readability. Many “copies” of the same mechanic would have to be scattered around the tree, which doesn’t feel elegant. That’s why I’d like to propose a few possible solutions. Let's use the current skill tree layout divided into the traditional STR/DEX/INT sections as baseline. ![]() SOLUTIONS: 1. [EASY] FREE CHOICE OF STARTING POSITION (independent of class) Players could start at any starting node they wish, regardless of their chosen class. Simple enough, easy to implement. 2. ROTATING "RINGS" OF THE PASSIVE SKILL TREE Allow players to rotate sections of the skill tree so that desired archetypes (like minions, crit, or totems) can be positioned closer to their class starting area. ![]() 3.MODULAR SKILL TREE (build your own from predefined sections) Players would assemble their own personal tree by choosing from predefined chunks (e.g., minions, crit, melee, totems) and connecting them together. ![]() Conclusion Each idea has trade-offs, but I think it’s worth discussing before the tree becomes too bloated with duplicate nodes. What do you guys think? Would you like to see something like this, or do you prefer the current system? ขุดครั้งสุดท้าย เมื่อ 24 ส.ค. 2025 08:36:20
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I think your ideas could be a fun league or so to try a year or 5 down the line. But current Passive Tree just isn't iterated on enough is all. I'm looking forward to seeing how things stand after 0.3.0 hits and gear and mana and gem requirements are all lower and the tree is much denser. (After the free weekend is over ofc. I don't want to imagine the stress of fighting the servers to relax w/ a game.)
1)Not just start anywhere, but have access to all starting nodes. 2)Might be a bit tougher to make work in code. 3)Sounds brokenly fun. Could even do a version where chunks are unlocked via special loot drops/NPC, for that extra SSF challenge. Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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Everyone would start in the monk section. Could you imagine a titan in the monk tree area? Where you can actually get power charges and use the lightning slam skill properly?
แก้ไขล่าสุดโดย Lonnie455Rich#2087 เมื่อ 23 ส.ค. 2025 18:54:15
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" And wouldn’t that actually be fun? :D Of course, if you started in the monk area you’d still lose access to mace and slam nodes. Right now, you can travel there, but it’s very inefficient. The point of my proposal is that the tree would be rebalanced accordingly, so you wouldn’t just get “free power” without trade-offs. It’s more about giving players flexibility in their starting point while keeping overall balance intact. At the moment, if you want to build a Titan with a quarterstaff based on evasion and ES, it’s extremely difficult. |
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" He means that Titan in the Monk's area will be insanely strong, and he is not wrong. Basically if they will add an option for Titan to start wherever he wants, he will be a go-to ascendancy for many hit-based classes. แก้ไขล่าสุดโดย grynnder#7112 เมื่อ 24 ส.ค. 2025 05:19:54
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There is always the option of cluster jewels like in PoE1.
I wasn't a super fan due to burden of knowledge but it did allow clusters of nodes in locations they normally would not show up. |
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