Title. Point blank.
The skill level cap is too low. Take elemental nova, one of the starting skills. If the current cap for this skill is twenty, and I want to make the most out of my tree to play a specific way, I’m going to spend half my points (most likely more) just trying to get the skill to work in said way.
Say I want to channel it and to not cast on myself. That’s 5 points minimum to get the channel effect. I also have to spend 5 points minimum to get it to cast on a target area instead of myself. There is half my skill level. Now since this skill is channeled, it also has a high mana cost. (35 mana per cast) At my current level which is just over 35 or so, I have 209 mana. This means I can cast it 5 (6 if I go negative) times. To get the mana to be manageable I spend another 4 points placing me at level 14 skill. I now have 6 points left. If I want to cap out the elemental penetration on it, I need another 3 points (mandatory for a specific element build or you will be shafted every time you meet an enemy with the “resists x” affix). This leaves me with 3 points. This means there is no point in getting crit as I won’t be able to max my crit effectiveness for this build. There is no point in really stacking ignite as 75% ignite chance would be laughable at best.
Skills cost too much to get the effect changes. If you want skills to change the way they work, you have to spend an extremely large amount of points to get to said effects. This leaves you with no points to make the skill stronger. From what I can tell on the passive tree for characters, there isn’t all the much that will affect skill output. If I wanted a poison Primalist, I have to go beastmaster and get well into max level just to make it to the poison points.
It just feels terrible to have to spend at a minimum half my points on a skill to get it to change the way it works.
If I compare this to Diablo games, you get the change effect pretty much immediately so you can see how it works, and then you bolster the skill’s damage with other stats or points.
If we compare to PoE you get the change immediately and leveling the skills gains the damage with the passive tree being mostly for defensive stats or augmenting the way the effects deal their damage or the amount therein.
It seems that in this game, I’ll spend most of my time just trying to make the skill work the way I want it and once I have that I can’t do anything else because I’m out of points. It just feels god awful. I’m ok with having the skills gated by their level. I just don’t like that I have to spend so many points to do it when they are such a precious resource.
To add to that respec’ing points is a pain in the butt. All I have to say on that as everyone can agree that this feels bad. You guys know the community is frustrated with it and there are several posts on the subject already.
TL;DR: Why the heck does it take half my freaking skill points just to make the skill work the way I want? Damage should be the thing that’s gated, not effect changes. My main character is only level 35 and even I can see the issue with the current skill level point cap.
Edit: A solution I would like to make that doesn’t increase the cap is to add items or rolls for items that say, “X skill gets the effect of level # skill_node_name” With the skill level being rolled based on tier of the affix. The affix shard would be a one shard fits all type thing that is based on character class. You would get a shard that adds or increases the tier of mage/primalist/witch/knight skill. It would only drop as one of those and when you add it to the item it would role a random skill. This would mean it would be the first thing added to an item so you can get an item with the correct skill. All skills should have equal weight to roll.