Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
How is leveling gunna work?
ArchivedUser
Guest
I was thinking something like the sphere grid from final fantasy would be pretty cool. Like if u want a certain spell as a mage you would go down the grid to get it.
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Hence One Skill potentially opening up 4 - 5 other paths ?
Imagine 8 racial trunks, each with 8 class branches, each with 8 secondary class twigs. All of which only have skill leaves that are unlockable on their trunk/branch/twig. All of which will require multi-stat biasing to optimise the skills efficiency.
Not much point using healing skill tree build with all out DPS empowering stat build.
I often think how I would design a player build system and a distribution system where attributes empower alternate branches would be it. Massive variety, self balancing. A shallow tree using generic skills with spread power. A deep tree, highly specialised that lacks ability in every other area, but has immense potency in what they do.
"All of PoE character classes share its vast passive skill tree. Starting at one of seven distinct locations dictated by their chosen class, players can focus on the core specialities of their class or travel across the tree to build complex combinations of skills from various disciplines. Scattered across the tree are Keystone passives that drastically alter the way a character is played. Resolute Technique removes your ability to get critical strikes, but also prevents enemies evading your attacks. Necromantic Aegis grants the properties of your shield to your minions rather than to you."
In PoE you can move anywhere on the tree BUT classes that are closer to each other are obviously easier to combine because there is a core synergy between the two classes. The further you go to get to another tree the more difficult it gets because the natural synergy isn't there and you're spreading points into trees that you really don't want to along the way. The massive diversity that this applies to each character is awe inspiring as no two characters are exactly alike because you can pick different routes to get to the same trees.
I don't think the concept of one huge skill tree works with what AoC is designing though. Instead of the one massive tree though perhaps when you choose your secondary class it opens up that tree as well? I think I'm off base in this regard though because I'm sure I read somewhere that if I chose a fighter/summoner I don't simply get summoner skills but I acquire a summoner flavor. Its supposed to alter the way in which my fighters skills work but I fail to understand how class mechanics such as familiars would be incorporated into my fighter skill set with that system. I wish in a livestream they would combine two archetypes that are going to pax and really show us how they mesh together so we could get a more hands on feel for how their system is going to work.
I guess the main purpose it serves is for people to feel like they have a greater personalized connection with their own character via more customization. Makes for more combos of the same class. But are they really the same class once you start doing this. For example. Things like Shadow Priests having access to heals like a regular Priest is an abomination imo.
"All of Path of Exile's character classes share its vast passive skill tree. Starting at one of seven distinct locations dictated by their chosen class, players can focus on the core specialities of their class or travel across the tree to build complex combinations of skills from various disciplines. Scattered across the tree are Keystone passives that drastically alter the way a character is played. Resolute Technique removes your ability to get critical strikes, but also prevents enemies evading your attacks. Necromantic Aegis grants the properties of your shield to your minions rather than to you."
In PoE you can move anywhere on the tree BUT classes that are closer to each other are obviously easier to combine because there is a core synergy between the two classes. The further you go to get to another tree the more difficult it gets because the natural synergy isn't there and you're spreading points into trees that you really don't want to along the way. The massive diversity that this applies to each character is awe inspiring as no two characters are exactly alike because you can pick different routes to get to the same trees.
I don't think the concept of one huge skill tree works with what AoC is designing though. Instead of the one massive tree though perhaps when you choose your secondary class it opens up that tree as well? I think I'm off base in this regard though because I'm sure I read somewhere that if I chose a fighter/summoner I don't simply get summoner skills but I acquire a summoner flavor. Its supposed to alter the way in which my fighters skills work but I fail to understand how class mechanics such as familiars would be incorporated into my fighter skill set with that system. I wish in a livestream they would combine two archetypes that are going to pax and really show us how they mesh together so we could get a more hands on feel for how their system is going to work. I'm a visual learner and I have to see something before I can really sink my teeth into it.
"All of Path of Exile's character classes share its vast passive skill tree. Starting at one of seven distinct locations dictated by their chosen class, players can focus on the core specialities of their class or travel across the tree to build complex combinations of skills from various disciplines. Scattered across the tree are Keystone passives that drastically alter the way a character is played. Resolute Technique removes your ability to get critical strikes, but also prevents enemies evading your attacks. Necromantic Aegis grants the properties of your shield to your minions rather than to you."
In PoE you can move anywhere on the tree BUT classes that are closer to each other are obviously easier to combine because there is a core synergy between the two classes. The further you go to get to another tree the more difficult it gets because the natural synergy isn't there and you're spreading points into trees that you really don't want to along the way. The massive diversity that this applies to each character is awe inspiring as no two characters are exactly alike because you can pick different routes to get to the same trees.
I don't think the concept of one huge skill tree works with what AoC is designing though. Instead of the one massive tree though perhaps when you choose your secondary class it opens up that tree as well? I think I'm off base in this regard though because I'm sure I read somewhere that if I chose a fighter/summoner I don't simply get summoner skills but I acquire a summoner flavor. Its supposed to alter the way in which my fighters skills work but I fail to understand how class mechanics such as familiars would be incorporated into my fighter skill set with that system. I wish in a livestream they would combine two archetypes that are going to pax and really show us how they mesh together so we could get a more hands on feel for how their system is going to work.