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#600704 03/03/17 08:48 AM
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I think this topic is worth discussing.
Current system leaves you no choice of how to skill up your character. There is always one best choice and some equally bad choices. The logic is simple: first you want to learn some new schools, then you want to boost weapon or defence. So when you lvlup after lvl 5, for instance, and you have one combat skillpoint to invest, you don't have to think about your choice, you just boost your damage or defence, depending on what your character is build for, you don't need to invest points in school. But that is not the main problem, the problem is the logic itself. When your char lvls up, you have to chose between weapon/defence/school, whereas in fact you should only chose between offense/defense. Schools refer more to skills (as something you can do, not a game term), it is more like thievery, telekinesis, crafting. I think that skill system should be splitted other way, by physical and mental nature of the skill. One-handed, two-handed etc is more about physical and learning abilities or advancing in some particular shool is more mental.

I also liked it more like in D:OS where you had growing amount of points gained with lvls and growing costs for skilling up.

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Most people can probably agree that the current way abilities and attributes work allow you to be a little too flexible with how many skills you can learn.

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When your char lvls up, you have to chose between weapon/defence/school, whereas in fact you should only chose between offense/defense. Schools refer more to skills (as something you can do, not a game term), it is more like thievery, telekinesis, crafting. I think that skill system should be splitted other way, by physical and mental nature of the skill. One-handed, two-handed etc is more about physical and learning abilities or advancing in some particular shool is more mental.


I don't think I fully grasp what your idea for the new skill system is.

I think you're saying something like skills are specifically tied to one-handed or two-handed, but can't be used by both. Even if I have that part right I don't understand how that would work for magic.

I also don't think that you have offered a compelling reason to switch away from the current system of skill-granting schools to a different system.

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If I understand him correctly, he wants to separate offensive and defensive skills from tree-skills, similar to how they split social skills from all the other skills.

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Originally Posted by Stabbey
Most people can probably agree that the current way abilities and attributes work allow you to be a little too flexible with how many skills you can learn.

I surely wouldn't.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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Originally Posted by Stabbey
I don't think I fully grasp what your idea for the new skill system is.

I think you're saying something like skills are specifically tied to one-handed or two-handed, but can't be used by both. Even if I have that part right I don't understand how that would work for magic.

I also don't think that you have offered a compelling reason to switch away from the current system of skill-granting schools to a different system.

Originally Posted by Kalrakh
If I understand him correctly, he wants to separate offensive and defensive skills from tree-skills, similar to how they split social skills from all the other skills.

Yeah, sorry for my Runglish. What I mean is that if you lvlup now you have to decide if you want to advance in weapon damage or to have more abilities, or to have more durability and you have only 1 skillpoint to decide what you want to have. And in my opinion learning new abilities should go along with boosting damage or defense, it shouldn't be a matter of choice. And also you shouldn't be able to improve your thievery or sneaking skills or leadership along with learning new abilities, this should be a matter of choice. I think the whole structure of the skill tree lacks balancing logic. You can't max bartering along with persuasion, thievery and lucky charm, that's fine, there is logic in that, but you also can't make your char tankier or more damaging with more abilities at the same time, which makes single school heroes gaining power much faster, and that is encouraging a player to max some certain attributes like str, int or finess. If you rework it, making a player max weapon or defense skills along with boosting some shool or learning a new one, that makes multiclass and singleclass hero's power gain more smoother, and this will also give a player reason to think about spending attribute points on something else (he will have option to learn new abilities and will need to max other attributes to make them work well). This makes necromancer build and tank build more viable, because a tank will gain durability or damage along with abilities. This will also make classic builds (ranger, assasin, mage, knight) more powerful, but it is possible to avoid this by one and only measure - removing damage bonus from school skills.


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