[Suggestion] Talent tree rework (Roles vs Tool based)
First off, I love focusing on team based PVE. I think Talents could have a very big hand in setting up the game to be played by teams. The current talents are to be polite though, uninspired.
The game needs a complete overhaul where talents take on the roles you see in the game. First off a solo tree that includes everything a player would need to play by themselves. if this is cool gadgets like a companion bot, or simply 1 talent taking on the role of 3 or 4 from MP.
As to the actual talents, I'd envision you doing something along Miner, Trapper, Hunter, Spelunker to name a few.
A miner for instance would have buffs that improve mining, reduce pick axe durability damage, allow for carrying more ore and stone. Trapper would be able to make interesting gadgets and traps for dealing damage or hunting without a bow. Hunter a traditional bow based hunter. Spelunker might have some limited wall climbing and no ill cave effects.
Comments: 4
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31 Oct, '21
Elissa - Producer AdminHey! The talent and tech trees are still being balanced and reworked internally as we are still in a beta, so we've got it covered, but thanks for the feedback!
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31 Oct, '21
StormfuryElissa. We understand. Just wanted to put it out there for discussion. Thanks!
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01 Nov, '21
PhoteusThe bonuses to damage alone are a little insulting. 3 talent points for 10% damage? That first point in early level is so op, how it gives you approximately 1 more damage to your 50 you're already dealing. And crit damage bonuses seem silly because they are either so low they don't matter (+2%) or you one-shot the creature anyway without the boost.
I recommend if you're going to keep damage bonuses, make the early ones more impactful. +10 base damage isn't going to break a fight, but that's closer to a 20% damage boost in the early game, which is going to feel much more impactful. Combine some of these bonuses. Long-range bonus for spear can be spear thrown distance, spear speed, and spear accuracy without having to go across 3 different talents over multiple tiers 'to throw spear good'. You often need all three to make it work to begin with.
Give each weapon a role. Bow - Long-range status effects/early hunting. Knife - close fighting/speed, Spear - close fighting/tank. Etc -
18 Jun, '24
shadowtrap2010well this is a few years later and the tools tallent is ... a joke?
the fact is that it split into separate tool is silly,
instead i think it should separate into direction instead, reducing durability loss, increasing productivity, and reduction of crafting cost.
starting there then base on that for durability you have increase durability, less dmg on equipment, maybe even using cheaper material and repair on the fly!
increase productivity: higher area hit, more dmg on gathering object, more item gather.
reduce cost: crafting stuff cheaper, repair cost cheaper?
for max level, instant break gathering target, self repairing chance?