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"Unstoppable charge" is not going to be back. Also base flat melee damage was increased significantly (factor of ~1.5) since ToTe. I think it was mentioned a few posts behind.
The reason behind how we arranged the perks and why the middle one comes as base perk are two:
- There are not enough perks to create 3 by 3 paths for each tree.
- The hero can pick restricted amount of perks (just 3).
perkA - perkB
perkC - perkD/perkE
perkF - perkG
Total number of options:
ABC, ABF, ACD, CDF, ACE, CEF, AFG, CFG, CDE = 9 options for 3 skills
AB, CD, CE, FG, AC, AF, CF = 7 options for 2 skills
A, B, C = 3 options for 1 skill
Total 9 + 7 + 3 = 19 ways to upgrade a skill (9 complete).
perkA - perkB
perkC - perkD - perkE
perkF - perkG
Your implementation: minus 2 options for 3 skills ACE, CEF (total 7 instead of 9).
Additionally, assuming that perkC is very strong and essential, then:
- minus another 2 options for 3 skills: ABF, AFG (total 5 instead of 9)
- minus 3 options for 2 skills: AB, FG, AF (total 4 instead of 7)
- minus 2 options for 1 skill: A, B (total 1 instead of 3)
Total 5 + 4 + 1 = 10 ways to upgrade a skill (5 complete)
9 / 19 versus 5 / 10.
That is, the fact that you chose the CDE concept instead of CD/E does not significantly reduce the variety as much as the central super-skills (skills that are noticeably stronger than the alternatives).
Maybe it's not that bad, but my job is to point out potential weaknesses, and whether to fix them or not is up to you (the developers).
Usually in most perk trees the middle perk is fundamental (Offense -> battle frenzy, Occultism -> empowering spells, Defense -> vitality).