No, that cant be the solution chimp. Too...crude. besides, thats only one small detail, not the whole of the problem here.

Granted Stabbey, granted.
(although i find Madora very useful with Str 8... and she does use two handers...)
And sure... big two handed blunt, crushing weapons are missing a lot.


***


As for the overall main conundrum of this thread...

I think i figured it out.


The way this new setup works is this:

The manner in which weapon skills and the "Skills" (that name should be changed, seriously) now work or function has been simplified very much.

They dont give you any sort of special ability or anything, just incremental increases in damage, by 10%. And the "Skills" only give you more slots for the "skills" by increments. # slots, 5 slots, 7 slots...

:falls asleep:


:zzzsZZzz:


:snorr:


HA! WHAT! WHO!? ... oh...


I didnt see that before because what they do is hidden until you invest points into them, and even then all the Ui shows is just one or two steps of it.
So i expected that future higher levels will include some of the abilities that were present in the "Way of the -", in the previous setup.


While actually, these specific abilities of all these "skills" and former "Way of the -" skills... were moved into Talents.

Which is not the best thing one could do.

It certainly improves the talents, but it makes raising the specific "skills" rather bland.
On the other hand... if this serves as requirement for specific Talents (as it does in some cases) then the whole thing is better, overall. Even if it means that Talents are now more valuable then skills...


The Scoundrel (should be Rogue really...) skill doesnt give any unique abilities for example.
Just gives you 3 rogue skill slots, 5 rogue skill slots, 7 skill slots, yadda, yadda, yadda...

:yawn:


...



That really, really looks very uninteresting and non - engaging.

BUT,...

The positive thing about these "Skills" (the name should be changed... really) is that they affect Talents.

They open talents.

Yet it does not say so in the skill description in any way. And it should. Thats important too. Especially now when Talents are the most valuable and best features of the game.

Because then people would think, - "ok... if it put another point into this specific "skill" here, im going to get two more skill slots, im going to get specific unique talents to open up and become available..." - etc, etc...

- and there should be etc:

Which should be all the before mentioned things like:

Decreases of AP costs, increases of damage for specific spells, maybe even increases in other stats such as range, size of the AoE surface...ETC.
Maybe even lowering the requirements for specific elemental spells or fighting skills.

So, a Pyromancer with three points in that elemental magic would be able to get the Firefly (changes as i suggested previously) a bit earlier then a some hybrid build that naturally did not invest so much points into Pyromancy.
Or some other high level spell.

Because investing points into Pyromancy would decrease the requirements for the spells of that school? (that has to be done carefully, of course - not to make it unbalanced or too easy)


While a specialized Fighter would be able to get some specific skill a bit sooner, compared to the hybrids.

I would also increase the requirements for Crushing Fist and Bull Rush warrior skills because they are very powerful stuff for lower levels - which would balance all this out instead of making crazy overpowered fighter specialized classes too early.



Yes?



YES.