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veteran
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OP
veteran
Joined: Jan 2009
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Update #2 - Stretch Goals! New tiers! Behind the scenes of a PR tour!Larian announced a bunch of new skill group ideas in their recent kickstarter update. I think a thread to serve as a focus for discussion isn't a bad idea. I'll just quote the update, and afterwards post my own opinions. Divinity: Original Sin is rife with spectacular skills, and besides the many new ones we've already planned for Original Sin 2, we want to add even more unique skills to the repertoire. We have quite a list and will let our the backers pick a brand new skill tree, featuring at least 16 skills each, from among a host of new proposals when the campaign ends. New proposals, you say! Such as?
Well, here are a few to tickle your imagination:
Polymorpher - As a polymorpher, your body is your oyster. Grow sharp-as-swords horns, poisonous tentacles (with the bonus of further reach) or even wings that allow you to dash and dive across the battlefield. You can even change completely into - what? Something monstrous, that's for sure...
Trap Master - Craft mines, place them in strategic positions and lure the unwitting enemy (or "ally") into your traps! At higher levels you'll be able to toss your deathtraps into groups of foes; taunt them so that they run blindly into your snares, and even craft bombs that you can sneak into an enemy's pocket. Tick. Tock. BOOM!
Bard - Inspire your allies to perform even greater feats of magic and carnage, then pacify, confuse or lull to sleep your enemies with songs and music. Of course, you don't have to be the party's unwavering champion. You can also weave lies into your tales, which can influence the attitude of NPCs in various ways. Sing your own praises and see them cheers you; paint your friends as cowards and see them be hailed with contempt!
Unarmed Combatant - This is for the hands-on fighters that don't want to dance around their targets, but get down and dirty by going for chokeholds and body throws. Wrestle your foes with bare fists, or go for some extra piercing power with vicious knuckles and claws.
Summoning Master - To be able to summon allies is a very powerful skill, but as a master you'll be able to summon more than one extra ally. Other skills will include redirecting incoming damage to your summons; sacrificing them to heal you, or blowing them up to wreak havoc among massed enemies.
Juggernaut - If you want to role play a bloodthirsty maniac that thrives on gore and pain, this is the one to get. Get stronger as your health drops; swing mighty great-swords or dual-wield axes; drown your enemies in spilled blood. You can even sacrifice your own hitpoints in return for massive, area-shattering blows. Beware of friendly fire though - if you even care, that is.
Guardian - A born protector, this sword 'n' board wielding warrior prioritizes a strong defense over offense. Your shield will become a wall behind which you -and your allies- can close in on the enemy unharmed. Your provocations will also turn your foes' attention toward you, but that's ok because other skills include becoming nigh invulnerable for brief amounts of time.
Alchemist - The powers of alchemy become as weapons in your hands! Throw potions like grenades; coat your weapons with poisons and curses; control clouds of steam, lightning, miasma and more; bask in the vastly superior effects of every potion you can get your hands on!
There, those are the skill groups listed on the Update page. Now for my opinions on some of them. Trap Master - I'm not so sure about this skill group. Trap classes tend to be tricky. Traps seem to be a lot better suited to a game with real-time combat. I'm not sure how well they'll work in turn-based, "Trapper's Taunt" skill not withstanding. They also only mention mines and pockpocketable bombs, which seems to be a very limited scope. In Diablo 2: LoD, I took a Trapsassin through Hell difficulty and had a blast (this was before 1.10 came out). That game didn't have mines, but it did have a few varieties of ranged trap - a Flamethrower for high damage at short range, a lightning trap for piercing damage in a straight line, and Wake of Fire, a weaker trap which sent waves of flame in a wide area. If there is to be a Trap-focused class in D:OS2, it should have more tools than just planting mines and hoping the AI will wander over them. Juggernaut and Guardian - These two classes seem to really heavily overlap with the basic fighter, in opposite directions. Let's say that they both win the top two spots for new trees. (Unlikely, I know, but theoretically possible.) What will the basic Man-At-Arms warrior class have left to do? Will some Man-At-Arms skills move to the other two trees? Will a fighter have to take both trees? Will the other two trees duplicate some of the functionality of the Man-At-Arms ones?
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addict
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addict
Joined: Aug 2013
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to be honest, trap master and alchemist do not sound very cool to me. jauggernaut, unarmed combatant and guardian sound rather boring.
my favourites list goes as follows: polymorpher summoning master bard
"I don't make games to make money, I make money to make games". (Swen Vincke)
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Support
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Support
Joined: Mar 2003
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I'd go with: Polymorpher Unarmed Combatant Summoning Master
Bard, Trap Master and Alchemist could have some decent secondary skills, but they wouldn't be trees I'd focus on first. I collected trap material in Beyond Divinity thinking I'd try them out at some point, but never did. Juggernaut and Guardian don't sound particularly compelling (not generally playing barbarian or tank builds), at least not without actually comparing the skills to the normal warrior skills. For me, they'd be an option for a third platthrough (so good thing the replayability should be high).
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enthusiast
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enthusiast
Joined: Aug 2015
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I agree that the juggernaught and guardian doesn't have that much appeal, as I think that's what you should be able to build a fighter to do. But hey, that's why we get to vote  I'd vote Polymorpher then Polymorpher and if i had to chose one more, I'd go polymorpher
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veteran
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OP
veteran
Joined: Jan 2009
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Yeah, I think that Juggernaut and Guardian would fit better as parts of the fighter tree with some additional Talents.
Personally, I'd probably pick Polymorpher and Master Summoner as those seem like they'd be the most interesting playstyles.
I did try traps in Beyond Divinity. It did kinda work, although you really have to make sure to load up on trap components as soon as you can, because even though Battlefield dungeons drop a ton of components onto you, you'll still need more than what those dungeons can give you.
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veteran
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veteran
Joined: Apr 2011
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As we got about 50% of the ideas so far (8 of the 16) I withold my vote at the moment.
Except to say I love summoning.
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veteran
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OP
veteran
Joined: Jan 2009
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As we got about 50% of the ideas so far (8 of the 16) I withold my vote at the moment.
Except to say I love summoning. Hmm? What do you mean half? I thought that the 16 number was in reference to "16 skills in this school". Did I miss something?
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old hand
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old hand
Joined: Dec 2013
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I think he's expecting them to reach the 1.35 million mark when the Pick a Skill Tree II goal would be reached. I'm not sure that means they're going to introduce another 8 though, it could very well mean we get 2 of 8 of the original proposed.
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veteran
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veteran
Joined: Apr 2011
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It may just be I fail at reading as it indeed seems 16 skills per school rather than 16 schools to pick 0_o
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stranger
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stranger
Joined: Aug 2015
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With Undead being one of the possible origins (if we get that goal), there's no reason why anyone's list shouldn't start with Summoning Master. 
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addict
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addict
Joined: Dec 2013
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- I'd say the trapmaster is a great idea in a turn based game, where you can actually use traps strategically. I never find it working well enough in real time games like Path of Exile or ( if I remember correctly ) Torchlight 2. I mean, in the end, even if the trap does good damage or gives good survvivability, it's not 'plan ahead and setup a trap' rather than another AoE damage or Aoe / single snare in the heat of the moment. Issues I could see with a trap master, and after having played DoS1, lies with how you get traps. During my first playthrough, I played an archer that I reconverted to melee assassin later, mostly because the special arrows were annoying me. I barely used them, because crafting them was tedious and I barely had need for them. I think I also remember things like lockpicks being scarce, unless that was only during the beta. God forsake that terrible memory of mine ! Anyway what I'm trying to tell is that if traps are a pain to get, it's just not gonna work. If they do not offer special effects or aren't supported by skills, they probably won't cut it. Traps are an archer best friend most of the time. Kinda like a sniper setuping claymore mines in strategic places before laying down. So yeah I feel it's a great idea to add traps to the arsenal. More variety is cool. - Alchemist : Okay, after my love letter to traps, it's not really a surprise I'd love alchemist. At heart, I'm an "engineer", you know, that steampunk class you can find in some games like Torchlight 2. The contraptions, tools, gadgets guy. So traps, 'nade, potions, it's the closest to tinkering we could get in a Divinity game. Although I'd argue that a steampunk engineer/inventor wouldn't be completely out of place. We did, after all, fight a freaking giant robot in D:OS1, and it was the oldest story told so far. However the same care should be put into an Alchemist and how he sustain his grenades and potions stock. It can quickly become overwhelming and a pain if we spend half our time looking for reagents and rebuilding our stocks in town. It can be annoying in SP, but downright unnerving for the other players in MP. I hated mixing my potions in the Witcher. Hell, I hated The Witcher 1 and 2 and can't bring myself to play the 3. And here I am saying I love tinkering and stuff, but my point is I guess it's really important to not make this necessary task boring and/or nonpractical. Also I guess potions could help create elemental lingering zones for elemental combos. Yay ! - Unarmed Combattant : Yup. Go. Yup. It's very hard to balance though. Very, very hard. I love my unarmed monk in PoE, but I haven't play enough that I reach that moment where everyone seems to agree you should definitely switch to dual wield. So unarmed combattant are special, they need either a slightly different gameplay maybe made out of combos ( not combo points ala World of Warcrarft, just regular, chaining attacks that you could fail if you can't stand your ground ). - Polymorphers are a classic. I never cared for them, but it's a classic. - Bard : I like the idea it may be a "social fighter". The smooth talker you want to start conversations. I also always loved pure support classes. I like that. And, heh, maybe that could give a REAL utility to all those music instruments we saw in D:OS1?  - Juggernaut / Guardian : have to agree too. It seems less of a game changer than the other ideas, "just"' boosting something a Warrior could already do. - Summoner master : I guess I'll skip that one : I never liked summoning things. Except my trusty 'Questgiver', the magical Deer, in D:OS1, to distract foes before being horribly murdered in two strikes. Aptly named after a Co-optional podcast with Total Biscuit, Jessie Cox, and Dodger.
The Brotherhood of norD is love, the Brotherhood of norD is life.
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stranger
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stranger
Joined: Jul 2014
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Can anyone explain to me if all of those 8 schools of magic will be added to the game upon reaching the stretch goal 850K$ or just only the one?
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Support
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Support
Joined: Mar 2003
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One skill tree will be added, and a second at $1.35M. No further stretch goal have been announced yet, but there could be a third skill tree added at some point.
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old hand
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old hand
Joined: Aug 2014
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Polymorph has lots of opportunities to synergize well with competitive questing and roleplaying. Imagine disguising yourself as a chicken or something to see what your buddy is up to, and then ambushing him at the right moment. Of course, once people become familiar with the skills, it'll be less sneaky, but it'd be useful on the first playthrough at least.
Fan of the bard tree (obviously :P). Then alchemist and summoner, and most of the other trees sound meh. Everything has potential, but the likes of unarmed and guardian sound quite difficult to balance/keep interesting.
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enthusiast
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enthusiast
Joined: May 2013
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veteran
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OP
veteran
Joined: Jan 2009
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No, john, I will NOT go there to post. There is NOTHING wrong with posting discussions on the forums, that is what they are here for.
User voice is a terrible place for discussions, it's only a popularity gauge and not a very good one at that.
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stranger
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stranger
Joined: Mar 2014
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It is quite a raw material to judge any skill tree. Anyone can imagine a couple of "new" classes and make several phrases to describe them. Interesting to know, if there was any consideration about new skill trees among developer before kickstarter company. My dull thoughts about some of listed skill groups: I think, the most interesting skill tree is juggernaut because: - It won't make battle very long (quick kill, quick death). Long battle can make game boring when you play with another 3 friends. - It brings new game mechanic, based on helth bank. Now there is no such bank for spells in D:OS (like mana in other games), we have cooldown instead. With juggernaut it will be able to make powerfull skills without cooldown (but with cost of some percent of maximum hp). In fact, even old skills from fighter tree without cd (but with hp cost) can make this class more interesting. Or at least with minimal cooldowns. - It can be usefull both in competetive and cooperative mods. Juggernaut can be combined with some other classes (healer, slayer, etc.) I think, the least interesting tree is Trap Master. I suppose it will be just another version of ranger without arrows, but traps. Fire trap, ice trap, charm trap etc. The main problem - lots of battles will end before you can use traps. It is far easier to throw fireball in foe. Another one, how trap master will defeat player, who sudden declare war? Theoretically, it can. Practically, depends on realization. By the way, Summoner has similar problem. It is far easier and faster to throw fireball (expecially in pvp), and summoner requires some time to prepare to battle. On the other hand, developer can allows to summoner to has one permanent creature. Polymorpher can change himself. But what will be changed in gameplay? For sure, player will get new character model and attributes. Probably, he will be able to get increased attack raneged, changed damage type (fire, ice, etc. - hello, ranger). May be he will get skill "stone skin" and become a tank. Do you rememer polymorh spells and abilities from D&D? They can be efficient, but not so interesting, in fact. Bard. Developers can easily make this class very popular. They simply should allow it to declare war with friend whenever he wants, and forbid such ability for other classes =) Due to Bard is very charismatic asshole I think, developers shouldn't spread skills on new skill trees, but include in existing one. It will bring more variety to the one, very first, walkthroug of the game. Do you want sharp-as-swords horns? You should become fire magic master and burn out small village. By the way, I've made such suggestion about character appearance And i want to play with somethink like inventor from Arcanum of Magic Obscure. Ranger depends on crafted arrows, May be evolve this skill tree and allow it to craft some unique staff, like automaton =)
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addict
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addict
Joined: Dec 2013
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No, john, I will NOT go there to post. There is NOTHING wrong with posting discussions on the forums, that is what they are here for.
User voice is a terrible place for discussions, it's only a popularity gauge and not a very good one at that. What's more, these here skills are official ideas from the Larian team, which make them quite difficult to discuss via the website dedocated to community ideas. And I tend to agree : I've been put off quite quickly by User Voice. There are a few good ideas but mostly it's rubbish - and yeah, I'm being not very nice here but let's face it. When you see "adult mode - extra gore, nudity, profanity" at the top of the voted suggestions, all is left for you is to lament. Fortunately, it doesn't mean Larian will take those things into account. A few very nice suggestions are even hidden here and there. It's just that... It's kind of heartbreaking to see people asking for things that goes entirely against what Larian's games are. So yeah, "official" matters, or at the very least "officially adopted" suggestions, should be discussed here on the forums. IMHO, of course.
The Brotherhood of norD is love, the Brotherhood of norD is life.
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veteran
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OP
veteran
Joined: Jan 2009
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I wonder if Larian plans on changing how skills or the 菟reset class system in D:OS 2 works. Because I知 looking at some of the proposed new possible skill groups and have noticed some things which don稚 quite seem to mesh.
For instance, the Juggernaut has 堵et stronger as your health drops as a feature. But in D:OS 1痴 system, that kind of thing wasn稚 done with skill-granting abilities, only Talents.
If, as we presume you can build your character the same way as D:OS 1 any way you want, then what does that mean for that feature? Would it be a Talent, forcing you to spend a Talent point on that class feature? Would it be tied into the Juggernaut ability, changing how skill-granting abilities work? Or would it be part of a preset 笛uggernaut class, and tied to that preset no matter how you alter its stats?
Other class groups have similar things. Trap Master mentions being able to craft bombs. Bards can do things outside of combat, Alchemists can get bonuses from potions.
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apprentice
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apprentice
Joined: Sep 2015
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It is hard to judge on this topic without more concrete information. I think that in multiplayer, supportive specs (which I don't remember in detail) will be considered even less desirable (4 single not even competetive players). This can make some choices more strategic for the first playthrough. You need to cooperate for more resources and time to craft, have more team-value out of it...at the cost of less fighting/solo ability for yourself. To prevent this, Larian might merge crafting with trap master/alchemist or make them add-on trees (with little cost in return) or give free points across similiar skills on every levelup. Then you gain some "obviously unique and irreplacable reward" for skilling that way.(On the other handside your friends will want to use your crafting skills and might cooperate then via contracts so its actually not underpowered in any way). Polymorpher: sounds like there can be a lot of utility and diversity in this skillgroup. Hiding as a pet, flying onto new areas, breathing under water. Hence my favourite (and I want to be a manticore! because its overpowered).
Trap Master: There is some shenanigans possible like smoke grenades and immobility traps amidst a city (and no one knows who placed them...). Unfortunately, traps work best if you know your environment well. Now that discovery is an important part of the game whatever I can imagine works in special scenarios only (you are about to activate the alarm in a heist, assassinations of people you already know,...). It will at least take a lot of time to pull off.
Bard: Bards are nice at the way dialogues work in D:OS. Combat-wise they need to be strong against single enemies (bosses ofc) and when competetive questing occurs. You can work around that.
Unarmed Combat: I cannot imagine what it offers over other fighting skills. Might be quite innovative. And it might be boring as well. I have no idea.
Summoning master: Summons have been really strong. Moreso since APs are being reduced. Also it sounds like it will have little interactions with other skills. It all depends on what those summons will do (which might be anything).
Juggernaut: The idea of a low-health-high-reward warrior might have a lot of synergy with other skilltrees, because you need to keep those characters alive. You can heal them, juggle with them strategically so they do not get hit, you might give those same characters protective skills as well and you need to make sure there is as little harm from area effects as possible.
Guardian: Tanking has its own limits already set in stone. So if it is possible to play the game without them, these skills are in heavy danger of being irrelevant, unless they can do a lot that is not tanking, but crowd control and magic(al shielding). They might work if you can avoid movement or mitigiate insta-death effects in boss battles. But then again, they are still (not 100%) feats of convenience. IDEA: Guardians can active/passively block arrows directed at others and enemy movement.
Alchemist: Alchemists can be considered extremely diverse, even including nearly every skill that might be included into the Trap Master set. The only tragedy might be when Both Trap Master and Alchemist get the most votes. Just because of its limitless possibilities this one is my other favorite.
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