Skill tree rework feedback thread (Update 8 / Forging the Path)
Given that the skill tree was significantly reworked with update 8, this thread is for all the general skill tree feedback after the changes.
Comments: 113
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21 Apr
Gavin MergedSo we are just going to keep nerfing water aura in the ground? I swear it was crap last update. And now that we’ve got a new updated skill tree it’s even worse? I swear I’m changing classes now. The only passive heal worth getting is running double Gemini. Definitely seems right to me🫤😒
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21 Apr
Gennaro MergedHello dear devs,
the perk "dagger mastery" in the assasin skill tree is too expensive. Please lower the cost to 1 skill point per level, as all the other perks that increase a damage type (range, melee and magic) also cost only 1 skill point per level.
thank you and keep up the fantastic work! -
21 Apr
Toast System"perk "dagger mastery" too expensive" (suggested by <Hidden> on 2026-04-21), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Apr
Toast System"Water aura" (suggested by <Hidden> on 2026-04-21), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Apr
TarouI don't like how the skill points required to get all mining and logging skills have increased from 10 -> 24.
I think it's unnecessary micromanagement that each time I gather resources I have to reduce my current skill tree by 24 points to acquire mining and logging skills, and then return those skills to the combat skill tree once I'm done.
Wouldn't it be okay to make the required points for mining and logging skills negligible? -
21 Apr
Mar-EvayavePlease unnerf Shroud Filter. 15% chance for 9 seconds maybe sounds great if you do 100% of the damage. It's peanuts when you're in a group and other players are helping fight mobs, and we're often not within 20 meters of each other during casual gameplay. Even when it was 15% for 30 seconds, in emergency situations I would always have to tell them to not fight at all and stay close to me so that I could get all the hits in. And bad RNG could still end up screwing us over. This change makes Shroud Filter a waste of space.
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21 Apr
Surely Not LokiThe moving of the "Crashdown" and "Upwards Slash" skills so deep into the athlete skill tree has made them too expensive to access for skills that feel essential for two-handed weapon gameplay. I have already trimmed my character's build thanks to the new update (As in, I have had to ditch all of the ranger skills and most of the mage skills I had as supplements to my build), and I still cannot access them. And I play a character that is nearly max level/destroyed most of the shroud roots. Please consider moving them closer to the barbarian tree and/or reducing the costs of some perks.
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21 Apr
Anthony FarrForging the Path: glider updraft nerf
For the love of... PLEASE dont nerf the glider updraft. that mechanic is a lifesaver in making that cliff edge you are 5 feet too low to make.
Instead of nerfing the mechanic to a lift-over-time effect just to make your endgame mechanics have meaning, it makes a lot more sense to keep it the way it was yesterday for LOWER altitudes, and either on a scaling effect over a certain middle altitude or AT a certain altitude, have the new mechanics of slight lift over time apply.
it makes sense, given the thinner air up at altitude, and it preserves your ice climbing mechanics in the 1.0 release or whatever you got planned, but still enables the existing lands to be explored using the rapid lift mechanic that saved me a hundred near falls just because I was a few feet too low.
As it is now, this lift over time mechanic guts the skill to being completely useless. Before, tight vertical spaces like the jungles, the utility was priceless. -
21 Apr
LeeI hate the changes to Terror, 55% chance reduction, and 50% effect loss for 2x the cost. WTF.
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22 Apr
LeePlayed some more hate the Skill tree more, mages have to wast 6 points on spirit now to have staff damage. 9 points for 15% damage, 100% not worth the points. I don't like being forced into so much spirit when i don't needed it.
I swapped to a level 27 alt to see, Before he had all the blue skills Offensive skills for 76 points with 30 or so to use in other trees, Now he can't eve finish the offensive skills in the blue skills. and he gets less crit and less control for it too.
massive disappointment.
I am going to give it a week of testing. but I am leaning to putting the game away until spell changes and hope that goes better. lol With out Terror's stun you just can't cast more than 2 spells per fight. not having fun today. -
22 Apr
diviplexoNow that items and armor can boost specific skills, it would be great to have a search function in the skill tree or a way to navigate to the skill from the item upgrade list (similar to "show on map" for quests).
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22 Apr
Auren DawnstarMan you massacred Bloodletting and Terror.
Most of the other mage skill nerfs can at least be offset by the new gear bonuses, but those two skills just got wrecked...
Bloodletting costing double the skill points for not quite the same bonus, and Terror costing more as well just to be RNG on top of RNG with what might effectively be a 75% proc chance nerf honestly feels like a massive overcorrection to me.
Also, not a fan of the staff damage bonus node being placed behind Arcane Concentration. Spirit is a borderline unnecessary stat without percent-based mana regen to go with it.
On a more general note: It seems like every skill costs more to get the same (or at least close to the same) effect as before. I ran out of points just trying to recreate my previous build as close as I could manage. -
22 Apr
BuzzkillOverall, it looks better, but the devil is in the details. I am SO much weaker and less diversified with the new skill tree. For simplicity's sake, I just tried to load up the same skills at the same level in my mage trees before, and I've used up all my skill points. The points I had in the Dex tree are used up in the mage tree, the points I had in the tank tree are used up in the mage tree. The points I had in the endurance tree are again used up in the mage tree. So my diversified build before is all focused on mage skills. So it is harder to diversify, not easier.
Sure, now we can use fewer skill points, or bypass some skills entirely to get deeper in the tree, but to compensate, those skills have been weakened and/or moved EVEN DEEPER to compensate. Spellslinger has been moved from the base of a tree to the top. The whole strategy of making skills weaker, but potentially stronger, makes them overall--weaker.
Now I have double jump and fewer mage skills. -
22 Apr
RyxhenSo, I think the skills that increase HP with offensive skills (Veiled Vigor, Life Essence, Athlete) need to be either buffed a little bit or reduced cost, because as it is the payout is somewhat underwhelming for the price tag. For instance, if I were at 20 Dexterity the fully leveled Veiled Vigor skill (for six skill points) grants the player 120 hp, whereas two points of constitution give 100, only 20 less hp for 4 fewer skill points, and there are two points of constitution right next to the central ring. I understand the skills aren't meant to replace constitution outright, and therefore grant less hp than constitution does, but as it is I'm not sure the payout is worth 2 skill points per rank.
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22 Apr
GrishaAlmost everything is better, with certain exceptions of course - most of the exceptions concern the number of points being invested.
But I am still waiting for "Daggers" and "One-handed weapons" to be intuitively distinguishable and not for players to have to rely on the fact that Dagger bonuses are top-right on the tree (associated with the Green colour) and one-handed weapons is in the lower part of the tree (associated with red colour) --- which is also misleading due to the fact that there are numerous bonuses that affect all melee weapons in the lower part of the tree. Either use "<something> with one-handed weapons except daggers" on tooltips or make sure tooltips about Daggers are really clear of the fact that Daggers are instant duel-wielding type of weapon(s).
I really am expecting clearer tooltips about this. -
22 Apr
LeeThe more I play the more unhappy I am with the mage changes. i do less than before.
I don't understand why this shipped before spell changes where ready to compensate.
Shroud filter, Terror, Amount of points, back stab, crit amount, Wards, all nerfed.
Can I roll back my client until the next update? -
22 Apr
windzorThe Skill Inner Fire does not seem to add more time to your time in the shroud. I got it to level 5 with double Gemini Rings and still no change.
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22 Apr
RattenbardeIs it possible to have "Skill Tree Pages"?
So that we can skill one page for Mage, one for Melee and one for Range.
Everytime, when i want to try a new build or swap to a different "class", I have to remove every skillpoint and set them again and thats annoying.
I don't care if the pages are only swapable on fire altar or every X minutes. -
22 Apr
PopPhyzzleI must say I have found that I have blown through all my skillpoints making the exact same build as before the patch and I definitely can't afford to invest in both two-handed and one-handed melee. Only one or the other. I do like the partial investment system and many of the new skills are great. It's just that somehow the math isn't mathing.
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22 Apr
QFrom the looks of things everything was just completely nerfed into the ground???? I was under the impression that at max ranks we'd have roughly equivalent power, but we're way weaker now. Please unnerf everything, the game felt fine before
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22 Apr
RichardThe skill tree needed a rework for sure but it's way worse now. it costs way more to get to what you want, there are more useless skills blocking paths then before. Just an all around bad experience trying to even recreate a previous build which is pretty much impossible. Quite frankly, they should just do away with the tree in favour of more freedom of choice because they really don't seem to understand how to make the progression functional.
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23 Apr
CaraUpdraft, Evasion Attack, and Crash Down attack.
Please revert the automatic momentum drop when cancelling a glide after triggering updraft along with the scaling height based on flight duration. This doesn't solve any combat related problems and only harms QoL by making movement less enjoyable. Removing or nerfing updraft will not prevent players from cheesing combat. Just revert it to pre 0.8.
Also revert or buff the evasion attack warping speed. Part of this game's combat identity was the fast paced combat, and while nerfing normal attack warping makes sense, the entire purpose of evasion attack was mobility. Old evasion attack both felt nice and was actually enjoyable in combat. Playing a slower clunkier version of Dark Souls isn't fun, and that's what these nerfs force players to do.
Finally, please give an option to change the keybind for crash down attack. It's annoying trying to trigger upwards slash and then crash down only to accidentally trigger a heavy attack.
Thanks. -
23 Apr
ZanshooI feel like this update is to force people to specialise and bring friend in the adventure to be more efficient as a complementary team.
First you need to think about solo players, so creating a quick change for skill tree is a must :
Like 5 pages of the same skill tree that you can customise and switch at a flame altar.
It will permit people to have multiple gameplay with the same character and help solo player to navigate every task in optimal manner.
Second, fix the stability of multiplayer if you want to create a need for multiplayer ! -
23 Apr
AlexIt's a pretty big rework of the skill tree, but I'd like to make a suggestion: items that add a point to a skill should also unlock level 1 of that skill if it hasn't been opened yet. Otherwise, upgrading armor becomes pretty much useless.
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23 Apr
ZadagrI feel like all abilities that activate on crit(Bloodletting, Terror) should be guaranteed at max level because even with the best possible crit chance it is still like ~60% with one weapon that has 5 precise. It usually far less for most weapons, staves only get like 5-10% max. Also, there are other crit skills that work like this like Chain Hit, Mass Destruction, and Battle Heal.
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24 Apr
EldrynEnjoying the newest update so far a lot with my friends!
One thing we all noticed is the Pickaxe Specialization seems to only be hitting Natural Terrain (Stone, Dirt, Farm Soil, etc.) We're unsure if this is intended, but it would be cool to use it on metals, gems, etc. and get bonus materials when using it... -
24 Apr
FireHey everyone,
I noticed that in the new skill tree, the skill Inner Flame is supposed to grant 6 minutes plus additional time for Miasma, but it only gives 6 seconds. This issue has been happening since the update. -
24 Apr
voidtoshoI like the general structure of the skill tree but copying a couple of things from Path of Exile (2) would be very beneficial. Firstly: search! Search is sorely needed, there are way too many nodes to not have a search function.
Second: attribute highways. In PoE the attribute nodes (strength, dexterity, intelligence) make up highways between that lead you from area of the tree to another one. Adding this to Enshrouded would an amazing improvement. And having them locked behind some specialized nodes right now is just a waste of skill points. I don't want some assassin or tank skills just to get some endurance and constitution. All attribute nodes should be accessible without needing other skills. -
24 Apr
LeeOk Point Cost and Terror again, ( i know toast, i know)
Some End game gear (very end game) has points of Terror that makes it a bit more viable like it was pre patch. But for the rest of the game it feels bad. Not as fun.
Actionable Feedback, Devs please, add Terror to mage armor from rare wold drops (rather than crafted armor) at each level/area starting in the Blackmire. This would let players who like Terror enough to go grind for it, to do so. If you already have and I just have not found them this play though, disregard,
On skill cost, Devs please, reduce the cost of the 1st point in a skill that can be upgraded. for example, 1 / 2 / 2 rather than 2 / 2 / 2. This would let players better navigate around the skill tree.
On the trickster Skill Tree, Let us skip Arcane Concentration, connect Terror and blood letting to spellslinger Many of us value 5 points for something else and now we feel like we have less agency over our build. -
24 Apr
BexiusGood changes:
- More skills
- Skill levels, so that a skill can be bypassed with low cost
- Gear affecting skills
- Some skill position changes: double jump in the middle, wet dog closer to the center, dagger skills in the assassin tree...
- The whole skill tree is more expensive, so it forces players to specialize more instead of picking whole trees
Bad changes:
- Some skills heavily nerfed (bloodletting, terror, shroud filter) and relying on luck/chances
- Some skills are more expensive now (again bloodletting, terror...) with even less effect
- Damage specialization at the end of the tree (spellslinger)
- Blunt damage at the 2h melee tree and cutting/piercing damage at the 1h tree
- Expensive and unefficient skills blocking better skills (all those one attribute per 2 levels of the flame and increase health 2p per attribute)
- Mining/felling skills too expensive
Suggestions:
- More utility skills (moves, combos)
- Put skills that increase attributes / dmg at the end of the trees -
24 Apr
BexiusThe effect of some skills are too low and don't scale well with players and enemies levels: water aura, radiant aura, chain hit, mass destruction, bash...
The reason is that enemies' hp increase with levels is much higher than the attribute increase, as attribute skills are chosen first at lower levels. Either add more attribute points at the end of the trees or make those skills have more effect per level.
Elemental resistance skills are too expensive for their small effect (4% per 2 points).
All those skills that affect some radius have had their radius heavily nerfed, and it feels weird that skill levels affect radius (as in single player, for healing/protection skills is useless). It would be better if there was both a radius and effect increase with the skill level. -
24 Apr
Joao LimaI think the skill tree changes were on the right direction on opening multiple paths to reach certain nodes.
But at the same time it didn't, the paths opened don't actually help, and reaching some key nodes is much more expensive now. In general, progression got way worse.
And I'm not even going specically talking about the mage tree, which again got nerfed with it's key nodes costing waaaaaaay too much to reach. Before you had to be around lv25 to get the key nodes to get a mage build running, now I believe you have to be lv30 or even higher due to the increased costs.
Now, really talking about mages. The requirement to ovespecialize is a big step back. New equipment gives specific bonuses to elements which goes totally agains the game spirit on using the enemy weakness against them. Now you lose big damage if you don't specialize, and are borderline useless against heavy resistant enemies. -
24 Apr
SykeYou can't get Brute without first getting an unrelated skill if you want to be a one-handed mace/hammer user. It would be better to put it in the back in the Warrior tree and then switching brute out for something that's specific to two-handed hammers similar to Titan Edge, but for hammers (Titan Hammer, maybe?). Now if I was to rearrange the skill tree I would place Battle Heal in that little space between Veteran and Swift Blade. I would have Slasher, Brute and Thrust all side by side with Brute in the middle of the three branching down to Constitution and Strength. I think it's important to remember not everyone does multi-weapon type builds and if there's a perk for a specific damage type that's shared between one handed and two-handed weapons it needs to be able to be unlocked independently of perks that are specific to either because gamers hate wasted skill point allocation.
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25 Apr
aelfkinsBarbarian - 'Gain one point of Strength for every two levels of Flame', should be between the Barbarian tree and the Warrior tree, so that one handed melee players don't have to waste 5 points buying two handed melee skills.
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25 Apr
Thorsten R.Search function for skills inside skill tree ui.
Skills are avaiable on items now and I don't know, what skill is for what use. So I have to go into the skill tree and must search the skill name. That is anoying time consuming. -
25 Apr
yourname MergedIf you're using Mana, there shouldn't be a time charge to gain/get an altitude boost. Choose one or the other, maybe even a talent choice. ( mana or time )
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26 Apr
KalEl8180Honestly, I just do not understand. You've built an entire massive farming mechanism around archery, and over the course of the last 3-4 updates you've completely crapped on archery making it completely unviable to play.
I've said it multiple times/places... PLEASE give Archery/Ranger builds some love because right now end game damage for a ranger is a fraction of what melee and mages can do...
1. Double Dexterity damage boost from 5% to 10% (may need tweaking). This would in general provide more equitable damage scaling compared to other builds.
2. Make Multi-Shot toggleable.
3. Add charged shots that utilize Magic (also toggleable) as an optional skill.
4. Add a quill (and related item for mages) that unlocks mid tier (towards the end of Revelwood). Replace the useless "Q" bind with this, no sane player uses that anyway.
5. Arrow retrieval!!!!! -
26 Apr
George MergedSetting aside the boring laziness of +some small % dmg nodes, so many skill tree nodes fail the test of "is this even better than a basic 1 strength (or whatever primary stat)".
Barbarian Path - 5% dmg increase only with two handed weapons. Is it better than 1 strength - obviously NO
Slasher - 10% dmg (for 2 skill points) but only with slashing weapons. Is it better than 2 strength - obviously NO
Crash down force - 20% dmg (for 3 skill points) ONLY if you double jump, attack while in the air and moon is blue. Is it better than 3 strength - obviously NO
etc
I honestly don't know what the devs are thinking (not rethorical). This is so obvious. -
26 Apr
Juan V MergedSince beast master already has bow nodes make a ranger class that shares with best master and make assassin a dagger class build with throwables such as explosives , water balloons, oil balloons, stun grenades(to build up stun in mobs) and add a skill node that will let elemental daggers react to that (water +electrical dagger/ice) (oil+fire based daggers) and sneaking nodes then let the sneaking nodes share with ranger nodes Incase they want to go the ranger dagger route.
(So it would be:
\Beast Master/\Ranger/\Assassin/)
Also add a node that allows you to throw the granades in a double jump that way they can stay mobile with daggers and build the mobs stun meter -
26 Apr
Juan V MergedI've been thinking about a way to make the classes feel more distinct. Basically, we could move all the bow skills over to the Beast Master tree so it becomes a dedicated "Hunter" class. This leaves the Assassin tree free to focus entirely on daggers and a new "Saboteur" playstyle centered on gadgets.
The main hook would be adding throwables—like flashbangs for stuns, water balloons, and oil jars—that you can toss mid-air during a double jump. It would create this cool elemental combo system: if you drench someone with a water balloon and then strike with a lightning-enchanted dagger, it could trigger double damage or a chain-lightning effect. Same goes for oil and fire daggers causing explosions. The goal is to move away from just standing there and attacking, and instead make the game reward you for staying mobile, using stealth, and mixing different elements to cause chaos. -
26 Apr
Juan VI've been thinking about a way to make the classes feel more distinct. Basically, we could move all the bow skills over to the Beast Master tree so it becomes a dedicated "Hunter" class or make a Ranger class. This leaves the Assassin tree free to focus entirely on daggers and a new "Saboteur" playstyle centered on gadgets.
The main hook would be adding throwables—like flashbangs for stuns, water balloons, and oil jars—that you can toss mid-air during a double jump. It would create this cool elemental combo system: if you drench someone with a water balloon and then strike with a lightning-enchanted dagger, it could trigger double damage or a chain-lightning effect. Same goes for oil and fire daggers causing explosions. The goal is to move away from just standing there and attacking, and instead make the game reward you for staying mobile, using stealth, and mixing different elements to cause chaos. -
26 Apr
RozpachPlease rework "Martyr" skill. It doesn't provide any direct value to the player who is taking it, so it's completely useless when playing solo, but it's not much better in multiplayer, since the only way to get use out of this perk is to die, which isn't exactly fun or rewarding.
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27 Apr
OmagThe Skill "inner fires" is not working. Specifically, the skill is supposed to add 2 minutes in the shroud per level, however, it seems to be adding only 2 seconds in the shroud per level. This significantly impacts the game play. Please address this issue. Thank you in advance.
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27 Apr
GeorgeI don't think I've seen a worse skill tree in a game. Most nodes are balanced to be worse than a basic +primary stat nodes which are just connecting nodes in other games.
And then you have absolute garbage skills like Ricochets where the devs didn't even think what numbers it would take for the payoff to match equivalent dex nodes -
27 Apr
rabb1t(Haven't read comments)
Just tossing in my wish (again, suggested back at early access start) for like 15-20% more talents. I love the new pathing and how things branch now, so that's a great improvement. But I still feel like some areas are kind of lacking.
Like in games like this I tend to play more of a 'Paladin' type. But to me that doesn't really exist in Enshrouded because typically Paladins are known for auras, or bursty heals, as well as being somewhat tanky. It seems like burst heals just don't exist (I've tried all of them, currently up to lv 35 and I never see my HP bar really move), and the auras are not only difficult to get to, but seem to be 'when hit', which doesn't work at all if you parry or block. And there doesn't seem to be much in the way of 1hd/shield options. I'd love increase block value perks, or increase parry window perks. In terms of casting, things are scaling off of Int, which for a heavy melee build Strength would be better. Maybe some Str based auras? -
27 Apr
BigBusBaI’m just getting into the beastmaster/Ranger build and I really like the ability to mix two handed melee with the beastmaster build. Right now I can do things that will give me really high strength, dexterity, and endurance, but doesn’t give me a lot of special attack options, basically just basic melee attacks and the bow. In the Beastmaster specifically I would like to see a “beast” slot so you can assign a slot for your assigned beast. Also Id like to fly, teleport, or sprint with the beast and not lose it. Also, if we could level up the beasts, and if they had special attacks or synergies, that worked well with the beastmaster, that would be awesome.
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27 Apr
Toast System"Beast Master/Ranger/assasin rework" (suggested by <Hidden> on 2026-04-26), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Apr
Toast System"Ranger and assassin skill Tree Rework" (suggested by <Hidden> on 2026-04-26), including upvotes (0) and comments (0), was merged into this suggestion.
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27 Apr
Toast System"A lot of skill tree nodes are terrible when comparing to a basic 1 strength node" (suggested by <Hidden> on 2026-04-26), including upvotes (1) and comments (0), was merged into this suggestion.