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#1
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Table of Contents
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#2
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Each mastery is designed around a fictional theme that gives it a flavor and eventual nostalgia beyond simple numbers and efficiencies. It contains skills large and small that provide different utility and tactical options that together, depending on where the player invests points, culminate in a particular gameplay style.
Some of the skills in each mastery are there more for thematic reasons than utility. Others have a certain situational utility that some players will love and others will pass on. Some skills may only be really useful when they are paired with skills from another mastery - but then they really shine. Modifiers allow you to tune skills in different ways according to your style. One or two skills are often the "big guns" of a mastery but need little guns to offset them. Some masteries have a bunch of medium guns instead. Some skills aren't the most useful or powerful but they're just fun. [1] __________________
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#3
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Players will be able to combine any two masteries to explore powerful synergies that exist between their skill trees and experience the varying gameplay styles of each build. It will be impossible to max out all the skills, so there will be plenty of experimentation to find the best way to allocate your points. [1] You will receive 3 skill points per character level [2] and be able to reclaim spent ones. [1]
The masteries are designed to expand over 75 levels with room for 9 skill tiers. [3] The skill pages tier from left to right instead of bottom to top. [4] You allocate skill points to the mastery bar to unlock the higher tiers. [5] Most masteries will offer both damage increasing and crowd-control type skills at tier 1. [2] Most skills have 12-16 normal levels currently and all skills have 10 "ultimate" levels. [6] These are levels beyond the normal cap that can be accessed through +skill equipment. [7] The number of levels for some skills might be reduced due to the large number of skills in each mastery. Currently each mastery has 25 skills [6], which results in more different build possibilities. [8] Masteries can be played in very different ways, the exclusion of a number of skills from certain builds is to be expected. This will have less impact as it would in TQ given the larger number of skills per mastery in GD. [9] __________________
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please read: Tips and Best Practises for using the Forums Last edited by eisprinzessin; 07-29-2012 at 11:07 AM. Reason: updated post with information from 'From zero to hero?' |
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#4
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Crate plans to release with 5 masteries. [1] They'd love to make more slots but think 5 is already fairly ambitious given that skill creation was the most time consuming aspect of design / implementation on TQ. [2] Maybe they have to scale back if things aren't coming together. Creating masteries is one of the most time consuming processes on the design side of things and it can be difficult to predict exactly how long it will take. Since Grim Dawn is essentially stuck with whatever masteries it releases with (you can add more but not remove existing ones) the developers want to make sure they are really happy with what they are putting out. [3]
Thus far they've been working on the combat, demolition, occult, nightblade and arcane. [3, 4, 5, 6] Additional masteries will be introduced through downloadable add-ons. [1] The developers would love to get up to 10-12 skill masteries, or more! [5] They probably begin on another couple of masteries by the time of the release. It wouldn't be very long before some more could be released. Other themes under consideration are summoning / demonology and vampirism. Although, in this case they wouldn't be a traditional neck-biting vampire of folklore but rather a person who was altered as a result of exposure to aetherial energy and has the ability to sense and control the life-force of other beings. [3] They also want to create an alchemist at some point, probably for an expansion. [7] You need to figure out which thematically overlapping skills ideas should go where. Initially a bunch of poison related skills were on the occultist but those might be better for the alchemist. The alchemist could have been more fire oriented with exploding potions and such if not for demolition. You can see how quickly this turns into a tangled mess of difficult, interrelated decisions. [7] Skills will probably not be added to existing masteries through download content due to balance reasons. The only way that would really work is, if most of it was planned out ahead of time but then just didn't ship with them. An alternative would be to ship with the full mastery completed but lock the top tiers until the expansion. This might actually make some sense given that the levels will probably need to be capped at something reasonable for the scope of the first release. The final call on this will be made after everything got in-game and you see how it plays out. [8] __________________
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please read: Tips and Best Practises for using the Forums Last edited by eisprinzessin; 10-01-2012 at 05:48 PM. Reason: added/updated info on Nightblade and Arcane |
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#5
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![]() In the imperial army, Soldiers are trained to survive in the most hellish conditions and hold the line against the deadliest enemies of the empire. Soldiers are oriented toward close combat with sword and shield. What they lack in outright damage-dealing, they make up for in endurance and self-sufficiency. [1] About half of the skills in the Combat mastery are passives. [2] Mentioned were:
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#6
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![]() Sappers are the pyrotechnic engineers of the imperial army, their primary duty: blowing stuff up. Fighting best from a distance, Sappers engage enemies with guns and a wide variety of fire and electrical traps, bombs, and ammunition. Whether the target is hard or soft, Sappers have the right explosive for the job and they deal out massive damage with an insane zeal. [1] Demolition is sort of similar to a military shooter style engineer. It has plenty of grenado, sachel charge, and shotgun action but no mechanical pets. [2] It has almost entirely active skills. [3] Mentioned were:
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#7
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![]() Once hunted by imperial forces in an effort to control arcane power and knowledge, Occultists wield diverse powers granted to them by the three witch gods and rely heavily on the eldritch creatures they are able to summon. Along with summoning, their arcane repertoire includes blessings, curses, and offensive spells that inflict damage with poison, acid, and chaotic energy. Occultists excel with neither sword nor gun but can use either to augment their offense. [1] Mentioned skills were:
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#8
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The nightblade mastery plays a lot faster than combat but is much more fragile. [1] Details were revealed in Grim Misadventures #5: Dance of Shadows.
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#9
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The skills of the Arcanist haven't been fully defined yet but the developers are planning it with some big nukes. [1] In the preview video you also see its spell Maiven's Sphere of Protection. [2, 3]
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