skill trees are an illusion. they’re effectively just a different way of presenting power which is boiled down to a few key gameplay numbers.
The equation is simple:
resource obtained = level = access to choices.
Resource gain is balanced around two things, 1 rate/viability of encounter
damage mitigation & attack power reduces X number of enemies hps to 0 before yours does.
Perhaps your choice means you can kill 1 mob in X time but 2 mobs in X*(2+Y) time.
The arbitrary part of this is how much resource gain is needed to open a choice. How many quests/mobs/whatever at whatever capped level is needed to increase your level.
2 rewards of encounter
gear obtained = rate of obtaining drop which is capped/modified by level of encounter.
this gear is balanced around odds of drop
drops have a % of total power based on range of stats/odds of drop
If you could turn off levelling, there is a limit to total number of drops you need to be as powerful as you can ever be at any given level
The arbitrary part of this is how common any given item is. This has multiple vectors in D4: level of dropper mechanism, RNG on stat lines appearing, RNG on the values on each stat line. Given equal weighting, if you have 3 statlines possible, with 2 lines per item, and 2 different values, you have a finite + predictable amount of drops until you cap drops.
So all of this reshuffling of dynamic/static/whatever choice is just feeding the “agency” fallacy. In the end it’s all just a math equation where you try to figure what increases power the fastest, by considering the arbitrary factors limiting “how many encounters to level, how frequency the good drops drop when you defeat an encounter.”
This illusion is reinforced by two absolutely dark design patterns:
- RNG “dice rolls” where things have damage ranges and “chances of occurring.”
- Nonstandard/easily parsable numbers due to percentages and arbitrary stat allotment.
Blizzard has done this since the beginning. Maybe at one point it was looked at as a nod/holdover to tabletop gaming, but it’s hard to ignore that it has this sort of stupefying effect on people trying to figure out their damage/mitigation, etc.
Instead of a weapon attack happening every 2 seconds, hitting for 100 damage every time, it hits every 1.9 seconds for 84-106 damage. That’s fine! It introduces things like haste, or procs, via distinctions of hitting slower and harder versus faster. Variety, right??? Wrong.
It pigeonholes the design into certain statlines that will obviously be superior, and encourages another dark design pattern of intentional meta shifting to keep interest. And it’s why, bizarrely, we have the first game in the history of the world to treat crit and “buckets” the way this does.
Further, this game absolutely intentionally breaks up its own momentum and flow by having you make microjudgements with intentional inventory friction to create decision pressure. The biggest diff is you can run so many more maps in POE and just throw all your drops into a huge bank to fiddle with when you’re done blasting. (base is lava). Here? You can’t escape the lava.
And the talent trees are ultimately vapid, deceptively complex.
If I do paragon1-9, that is the path that is immediately the strongest.
However, once I have 10 I am stronger if i undo 1-9 and reach a 10th in the other direction.
This loops back around to “skill/talent” agency as an illusion.
POE could set up their entire talent tree so that there are 0 dependencies. It would just be balanced around all of the possibilities at that point. It seems overwhelming (and interesting) to have so many branches and paths, but if you assess the stat gains at every single variation, it’s actually very mundane.
D4 could go to a D3 model where you choose your abilities, choose to buff them and then offset 100% of the non-ability nodes as paragon, glyph or gear power. They partially do that with +ability statlines, where some of the most OP builds use +ability on multipliers, and that 1 piece of statline is more valuable than a dozen other lines.
They could trivially reduce the power so that each level is capped at an exponential gain and the displays are what % of the cap you’re hitting for. They use this technique to make disparate levels work in groups, it could be applied to the display. If you’re fully level 1 maximum power geared with maximum talents, you’re at 100 and your display is 1. If you’re not, you’re less. If you’re fully 2, you’re 1,000 and hitting a level two is 1. Hitting a 1 (or anything at 10x+) just shows overkill.
If it sounds silly, it is, but it is the easiest way to never allow people 1 shotting things they should be for billions because some silly interaction wasn’t thought out.
You can claim that your dynamic skill choices are innovative, but it’s just lipstick on a pig as it all boils down to limiting choice based on a fixed and arbitrary power curve based on extreme outliers and expected power gains.
D4 also has those spikes, anyone can tell you how getting a specific aspect or item roll early basically overpowers you for dozens of levels, ie, the most efficient path is hitting a dungeon for an aspect unlock otherwise.
These talent trees are laughable because the power gain per node is so small they feel irrelevant.
TLDR: it doesn’t matter how you choose talents, as talents are always balanced around the arbitrary decisions of how fast and powerful you should ever be.