Ok, about my opinion on the skills...
When you level up you get 1 point that you need to place in one of the following 17 categories:
--Weapons
Dual Wielding
Ranged
Single-Handed
Two-Handed
--Defence
Leadership
Perseverance
Retribution
--Skill
Aerotheurge
Geomancer
Huntsman
Hydrosophit
Necromancer
Polymorph
Pyrokinetic
Scoundrel
Summonning
Warfare
First of all, when we look at it, we can determine that if you choose one Skills, it allows active impact into your way of playing by allowing you to learn new spells.
If you choose weapon/defense, then you get a passive impact on your game play.
Which determine an immediate difference between the 2. Argument #1
We all agree to my knowledge that the way skills improve at this very moment is very weak. Most skill categories if not all of them, doesn't improve all of the spells available into said skill tree which is somewhat of a non-sens if you were to choose to sacrifice your only point to improve said skill tree.
So if we correct that and improve all spells into said skill tree, then it leads to influence user's to put more point into those. Argument #2
It is to my point of view that having all those great spells at your disposal within a skill tree for placing only 1 point into said skill tree is too strong. Therefor something should be done to diminish that awesome return. Argument #3
#2 and #3 can relate to each other. You know how? By changing how the spells behaves in a skill tree depending how much point you got in said skill tree. Projecting that a maximum 10 points can be placed inside a skill tree (read an opinion somewhere), how this could be address is either to determine that Lvl1 spell which are kind of the beginner's spell may improve up to 10, but may also stop after lvl6 for instance.
All spells as they are right now can easily be modified (or most of them) to be weaker than what they are at this moment and improving to a better spell as you increase your lvl within the proper skill tree.
An example of that is like I said earlier, for instance Backstab which is a very very good skill can at the beginning be weaker. Instead of having a range of somewhat 5 meters to teleport yourself to the target, maybe it should be 1 meter. When lvl2, 2 meters....etc lvl5 = 5 meters. Then at lvl6 it could add teleport through cloud which increase the strength of the skill.
Any damage spell can improve their damage.
Any healing spell can improve their healing.
Any counter spell can unlock more countering effect to their belt...
Now that would change the whole aspect how skill points act improving a skill tree and give this a purpose into specializing yourself into fewer skill tree...
On the counterpart, improving the value of upgrading skill tree for greater bonus will diminishes the interest into improving Weapons/Defence. People might be reluctant to put any points into these. Argument #4
What do you do with that, you separate the two from each other. Back to Argument #1. Instead, when leveling up, and this is up for discussion, you may give 1 point for skill tree, and 1 point into weapons/defence every 2 levels. Or you give 1 point to each and diminishes the bonus from it. Or you give 1 point into weapons/defence in alternance with 1 point into skill.
At this point it depends on the maximum lvl per skill tree. If its 10, then 30 lvl for 30 points meaning 3 specialization or maybe 6 spread around for good lvl1 spell but not the hight end spells....meaning you should receive 1 skill point every level
Of course, if the maximum would be 5, then it change the aspect how you would be giving points....could be alternating then with weapon/defense every level
I'd like to see maximum 10 points per skill tree, 1 skill point per lvl, 1 weapons/defense point each 2 lvl but I do not know what the end game looks like...
The number of points process is up for diagnostic, but this is the concept i'm suggesting
Last edited by AngeliusMefyrx; 03/05/17 01:39 AM.