this post was submitted on 20 Aug 2025
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time to line up for the slop!
I think that one is a good design decision. If you play a life based build in POE2 you don't have to waste half of your tree on life. That's one of the most creativity-stifling parts of POE1: every class has like 2 or 3 templates for trees that you have to start with, sets of life nodes that you have to grab. Every life based build has a similar shape near its start (grab all the life nodes near your start) then there's a few variations of which other life clusters you grab based on what direction you're pathing to. In comparison, POE2 has a lot more freedom because you actually invest in stats that are specific to your build (unless you're ES then you're in the same situation as POE1). The main thing holding back POE2's tree, IMO, was the way many nodes are pure pathing nodes that have no reason to exist except to make paths between parts of the tree longer; they're adding a ton of new nodes this patch so that problem will be reduced.
I agree with you regarding the 1 weapon type per skill restriction. It's very creativity stifling, and it means unique weapons are very pigeonholed into specific builds since there are a limited number of skills that work with each one. That could also use being more like POE1.