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#11
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I played rift for a bit, and got bored of it, while the skill system wasn't bad, you could choose from from classes, and different souls, you had in total 66 points to spend once you were at max level. I didn't get a char at max level, the game became a real grind, and I joined a guild that fell apart at the seems pretty early on, for LOL. to me, you had to really put a lot of points into one class to really be effective, before branching out to the others. another issue that quickly cropped up, and the same problem exists in WOW, is balance, there were plenty of cookie crunching builds, and plenty of patches followed to try and sort out the balance and many others issues. the game dropped from my radar, I only played it a bit. and I played WOW for a while but had major issues in that game, and I still think balance between classes is still a major issue, too many classes, and not enough balance to change the masteries at this change would be a massive undertaking, and I don't think the D3 system sounds all that good either, where you skills you unlock while they level up with you, but seems that blizzard has taken away choice, again once the game ships, people will probably use one or two builds from each class, as they are the best, that really doesn't sound like choice to me. sounds like its forced. but anyway, I did like the TQ masteries, there will be 5 classes in the game, so a lot of choice, and a lot of choice in what skills points to put into the skills , as the amount of skills have been increased to 25 I think? so I would call that choice I think the issue is how fast you level, that seems to be your problem @OP, of course games will take longer to level as they go up, unless you mention WOW, where you can get to 85 in no time at all, but I have no desire to go back to that game, and a fast levelling system like that would bore me to tears but anyway, I like the TQ system, it will have choice, which is more I can say for a few games these days
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Legendary key x2 holder since 20/12/2010 (a little late, but I have a key now :) ) and debit cards now work, yippee !!!! [COLOR="Red"]Co-op Digital Deluxe Bundle[/COLOR] I have upped my pledge to $200, to show my support to the devs and GD, I hope a few more people follow my lead and KS will be successful. I want this game so badly, and I want it to rock :D Last edited by matthewfarmery; 04-19-2012 at 05:49 PM. |
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#12
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Last edited by mamba; 04-20-2012 at 02:24 AM. |
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#13
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how is it wearing thin ? How is that a problem with the skill system and not the individual skills ?
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#14
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#15
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And don't tell me that all players are so smart that they don't need that help. You could join a party and find out that none of the casters / priests has a healing configuration prepared. *facepalm* Giving them the full choice would only make matters worse. But that's an MMO. In an action RPG, players generally don't have to rely on each other so it's no big deal if someone's running with a weird-ass build. Experimenting with different skills is fun and there's just no reason to assign "must pick" skills. I'd rather be curious how far I can get with a whacky specialist build... |
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#16
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In my opinion this post hit the nail.
The only advantage of fixing what skills each character will have is that the developer can build monsters and other events knowing the players have certain tools. I imagine designing monsters for ARPG might be quite a challenge as the developers don't really know what kind of characters players will be. For this reason monsters and boss fights in this kind of game is kind bland compared to action and adventure games. But that's how the game is... It's more active in nature. It's more about your character and less about your enemies. |
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#17
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From the post, what I can make out is the OP wants to know what skills are the must have for each masteries so that he won't be severely gimping his character build because he misses those, hence the auto acquisition of core skills.
Unlike most ARPG games where each class has a few core must have skills that will significantly make the class more powerful, there are none in TQ and GD, what matter is your play style and your ability to utilize the skills you choose tothe fullest. Across the forum you can see people argue about a skill is totally useless to them while other people disagree saying it is the best thing ever created since sliced bread, that is what the developer wants to encourage. |
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#18
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Anyways, back to the original post, I don't think that the rift skill system works here, honestly, I kind of feel that rift borrowed from TQ in it's original design. I would like for GD to move a little bit away from a direct cut&paste copy of TQ's skill system, and the only way I can see of doing that really, is allow "upgrades" to be dependant on your other mastery or lack of other mastery. For example: The Hellhound, I think was the example I used before gets a cleave type AOE, now imagine for a minute, that when you went into the demolitionist tree, that changed from a cleave into a breath of fire. You could allow these skills to function pretty much identicly, but it gives these hybrid builds a sense of Identity, that honestly is lacking. So, now your Demo/Occultist went from being a demo/occultist to being a Pyromancer. It gives classes a sense of ownership of there builds that I feel is a bit lacking, and it is the one complaint I have about the system. Granted, most melee/soldier classes have better synergies with each other, but than you have the caster classes, that have none, no identity what so ever. |
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#19
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The only thing I would really appreciate to be changed is to get some "breakpoints" in the skills' levels to make them more interesting (similar to how it was with "Tiers" in Torchlight 2). I mean:
http://www.grimdawn.com/forums/showt...874#post103874 Otherwise, I love the GD's skills trees!
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--TQ:IT Death Effects Mod maker (DEM), Former ASYLUMSMOD, Masteries & Krater(alpha) Tester, Masteries Calculator maker-- Thorough GD info here: www.grimdawn.com/forums/showthread.php?p=71628&postcount=1 Best music label of all times: www.g7welcomingcommittee.com/ "Boxed Deluxe Edition" support |
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#20
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You would, if there was some randomness involved.
It's clearly not the case for GD, but a game where a wizard would be awarded some skills upon leveling up, with about 80% chance to get the fireball could be something interesting. I remember playing a 4X strategy thingy where the tech tree was a little random. Sometimes you'd get that awesome missile, sometimes you didn't. I don't remember the name though. |
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