Hmm. It’s heartening to see that things are on the table to be scrapped and redone if you don’t think they’re working as-is, rather than cling to them (although that is obviously what an alpha is for, after all).
I agree with grimnok somewhat; the old system was certainly unique, however to me it was only a “oh, that’s a mildly interesting way to go about it” rather than an “oh wow, this is really cool” type of unique. I think part of that for me stemmed from the old system suffering a form of “okay, I put points in, but not much changed” for levels at a time as you expanded your axes (yes, stats went up, but not much visual progress was made in cases where you focused on one axis first, for example). Of course, a similar thing can happen in PoE for example, however with that tree you at least have a clearer visual track of the progress made towards your notables at each level.
I also noted that a number of the nodes didn’t feel like they would be impactful or game-changing enough to be worth picking up. This combined with the axes in a way that meant I might want a particular pair of axes for certain stats but not really want many of the notables between them. Currently installing the alpha client so I’ll have to see if the nodes still feel this way in a different system. Thinking about it currently, however, I suspect even if the nodes are the same, needing to pick up nodes as stepping stones in the new system is going to feel less awkward to me than allocating axes then saving node points because you don’t like what you have access to right now.
While the new system is less differentiated/unique to Last Epoch I think it will likely be easier to use for most people, and thus better for at least new players. Complex systems in ARPG’s are all well and good, however if they feel clunky at the same time they could wind up doing more harm than good. So overall I support the change despite the loss of the unique system.