0.4 Fate of the Vaal Bingo Card
![]() The Passive Skill Tree(PST) is a major theme since it ties to a lot of things on making your build. Build Terminating Conditions, aka, Spell Totem needing power charges to be used AND no options on the tree to scale it, other than picking an entire Ascedancy for it. Not the only thing this happens to, even with uniques & other items helping builds generate those charges. Damage Convertion Scaling also falls into this, as the Wolf form does primarily cold damage(80%+) and that side of the tree has next to NONE increased damage: There's 4 nodes for inc cold damage, between Warrior and Druid Theres no nodes for melee damage. No nodes for increased attack damage. No nodes for increased damage of those stats while shapeshifted. Has a lot of rage nodes tho that gives increased, oh it's increased physical damage, the one that doesn't get scaled because the skills innately convertion 80% and more of my phys to cold, so they are only 20% as effective. The above section also is part of the lack of damage scaling in PST, specifically the generic type, where for example you can get Increased Physical Damage nodes in places, that would boost: The plant skills The wind skills Attacks Physical spells on the witch side And so much more, at the cost of, ''making people's trees look the same'' which already happens because there's so few relevant nodes to scale damage. Build Terminating Conditions aren't just conditionals that need to be satisfied, it's also the Lack of Damage Scaling in conjuctrion with Uninteresting Stats. Like increased Stun Build up. Increased Damage against Immobilized enemies. Increased damage if you've recently Shapeshifted. These all feel like placeholder nodes made from Reactionary Additions to ''the passive skill tree on that side feels empty'' Filling up the passive skill tree with stats that don't help faciliate a wider variety builds and don't even impact moment to moment gameplay in maps, as you'd rather kill the threatening enemies faster rather than stun/freeze/pin them, with the game providing barely functional tools to do such Crowd Control in a satisfying way. I am already using my abilities to deal damage to the enemy, i'd rather use one skill to kill them ASAP rather than land a stun/freeze and then use a damaging ability. Might as well use my damaging ability twice in that time-span. Which one of many reasons combos feel terribly unfun to play. It doesn't feel rewarding to press 2 buttons to do 2 different things, crowd control-damage, in a second when you could just damage-damage in that same time and have more effect on the game. In a tight corridor, killing enemies frees as more space for me to move, freezing them doesn't get me out of a tight spot, it just stops some incoming damage. Movement isn't even an option unless it's specific skills, like Escape Shot, which DOESN'T EVEN LET ME LEAVE IF MY BACK IS TURNED AGAINST A WALL!! Rather spam Lightning Arrow to kill a small guy that gives me enough space to dodge-roll out. The reward for comboing is not a reward, it is not more than the sum of the parts used to create it, it is expected, it is the norm and skills that deviate from that norm and feel incredibly good to play are the deviation that gets snuffed out every patch, for you don't feel punished doing just 1 thing really reeally well. In the final note, support gems are still fallen to the way side as they are too specific in which skills they can support, it is not a choice what gems you choose, the game has decided for me, I am just pretending there's much of a choice. Let more damaging supports co-mingle between Spells and Attacks. Make sure that gems provide a bonus or change the function of a skill for a trade off, don't make them like Pinpoint Critical and Supercritical, where the end number is the same. Do not make ''plant support'' for the 3 plant skills in the game. Zuletzt angestoßen am 23.12.2025, 15:53:09
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