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View Poll Results: Commit to a full tree or swap between single skillz?
I like the idea of choosing one tree vs. another and having more possible builds 161 73.18%
I think it would be more interesting to invest in two single skills and switch off during battle 29 13.18%
either one sounds cool to me! 30 13.64%
Voters: 220. You may not vote on this poll

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Old 11-01-2010, 07:34 PM
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Default Combat specialization?

I'm currently considering to skills for the soldier class that would be mutually-exclusive toggled buffs that would confer either more offensive or defensive attributes. Working names are Bulwark and Vanguard.

Question is, how involved should they be? I'm currently on the fence as to whether they should be full skill-trees each with 2 modifiers or just single skills.

Option 1 (full skill trees) is cool because I think it would generally cause players to want to follow one path or the other due to the skill-point investment it would require to fully spec in either tree, thus promoting more possibilities for different soldier builds.

Option 2 (single skills) would allow people to more easily invest in both and switch between them during combat based on the situation.

What say you?


It's funny but I think writing this all out already helped me make a decision. I'll see what you guys have to say though.
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Old 11-01-2010, 07:39 PM
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Depends what the synergies provide. If it was something like say, the defense tree provided essentially what the Battle Awareness tree provides in TQ, probably not worth separating it, but if it was as useful as the death chill tree.... Not that the deathchill tree was defensive, but it was very useful, whereas the Battle Awareness line was more like...meh, one point in base, max mid synergy, 3 points in top synergy.... 8 points rather than the maximum of 18 or so..

I personally loooove synergistic skills, provided the synergies are worth getting. Like in Storm, the ice shard tree was AWESOME and perfectly done, albeit it didn't scale well enough. Also having it point heavy and making it a "one or the other" type aura would truly give that feeling of following a dedicated path, making each build quite unique, while the other could max both and be the jack of all trades when the moment arises, which isn't bad, but imo gives less of an immersive feeling.
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Old 11-01-2010, 07:41 PM
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Wtf?! how did you write so much so far...

The one thing I am afraid of with this is that having to choose between an offensively or defensively oriented tree could result in a melee character that is too skewed in one direction or the other when they really probably need a combination of both offensive and defensive bonuses.
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Old 11-01-2010, 07:42 PM
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I never cared much for skilling skills that were only situational. That's the reason I hardly touched Spirit Ward + Spirit Bane and never even tried Circle of Power in TQ.

I'm not a big fan of choosing a path within a mastery either, as they forced you to choose, effectively removing the diversity of a mastery (like the trance aura's in Dream).

Sorry, can't be of much help here, I never like choosing the lesser evil.
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Old 11-01-2010, 07:44 PM
Tarnsman Tarnsman is offline
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I personally like option 1. I always like creating single tree or mastery characters but is generally turns into an odd ball build since multi tree/mastery classes tend to be so much more powerful.
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Old 11-01-2010, 08:08 PM
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Quote:
Originally Posted by yerkyerk View Post
I never cared much for skilling skills that were only situational. That's the reason I hardly touched Spirit Ward + Spirit Bane and never even tried Circle of Power in TQ.
I agree with those situational skills 100%. But I get the picture medierra is talking about general boosts to either offense or defense, that doesn't involve any sort of defense/offense against specific type of creatures, thus making them more viable option in general in compared to the ones you mentioned.

I think I'm leaning towards the single skills in this situation since I love having something else to do with buffs than clicking them on when I start playing and... yeah, that was it. Switching them effectively during fight seems more dynamic and strategic element to me. Like when you're pinned down badly you could switch to defensive mode for maximum survivability.
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Old 11-01-2010, 08:15 PM
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Seems like that would work a lot like Dream's Trance aura's. But I always choose one aura and went with that. There wasn't much choice involved either, as it was already evident which was best for which specific build. So, for every specific build I already lost 2 skill choices. Sure, skilling all trances could give an advantage in specific situations, but it would feel to me like the character was less complete. But that might just be my personal issue with mutually exclusive skills.

But since I don't plan on playing close combat warriors anyway, so my opinion doesn't matter too much
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Old 11-01-2010, 08:48 PM
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Well, I think dropping the exclusivity-skills down to 2 and maybe make both of those more useful even at lower levels could help a little. Also if they are not tied to any specific builds, it would help also. Getting good defensive or offensive bonuses has use for every build, and to pretty much every situation I think. It's just a matter of choosing one of two, no need to think of any too specific stuff.

I dont know really, I think there was only one really good trance in TQ anyway, never had difficulties of choosing. I think this could be a whole different story.
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Old 11-01-2010, 09:08 PM
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These will be similar to the Dream trance skills except that those were just meant to provide somewhat different abilities to suit various builds, not really be situational.

In this case, I think the skills would work better in either case since they are more strongly favorable to different builds / situations.

I think I generally agree with the majority of people so far that it will be more interesting to have two full skill-trees where players typically select one or the other depending on their play-style / build. I am not sure though whether to be concerned about the automatic loss of 3 skills from the mastery for whichever tree you don't choose. I think if we're going to have masteries that can be played in very different ways, the exclusion of a number of skills from certain builds is to be expected. I also don't think this will have as much impact as it would in TQ given the larger number of skills per mastery in GD.
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Old 11-01-2010, 09:13 PM
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Option 1 sounds like the deeper option and also the most interesting, so #1 vote from me.
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