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But as youre only playing pve then it doesnt matter in the slightest as pve will still be easy despite inefficient build.
But if you want to optimize a little bit then you just pick 2 paths and mix em and thats plenty lol. Making this sound complicated.
Edit: biggest problem is certain passives are must haves atm.
-Sanguine mastery
-Embrace mayhem
-Dark enchantment
-Flowing sorcery
-Elemental resistances
Edit: in the notes currently. All the passives appear to just be getting a stat increase with no real changes. If they gonna compete they need to be less specific. I mean why run Ice or blood magic when you want the storm passives to be utilised? Great I am now stuck in a single element loadout.
They're also adding caps, so we probably can't stack movespeed to insane levels (like today) and just cheese it in pvp.
The new system actually makes min/maxing both less important (because you can't stack certain game-breaking stats as high) and easier to do (because you can now choose your stats on gear instead of relying on random rolls).
Win/Win
I like playing at a relaxed pace, solo, offline, occasionally joining my partner on their server (which my god, is currently a hassle and a half, most of the time getting connected takes ages and there isn't nearly enough benefit to having multiple players).
As things are, battles feel rewarding. I don't want to try hardmode. I don't like being boxed in and forced into a strategy that isn't fun.
I hate min-maxing. I do enjoy resource gathering, I am partial to decoration mechanics, I love customization (both in terms of player build freedom and housing options). I wish they'd combine workstations, let me change their appearance to match castle decorations so I can hide them around my base.
I'd much rather they add endgame content and activities, expanding on what you can do in the world as opposed to imposing nerfs. There isn't enough replayability value.