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coolster50

Archetype Skill Tree Suggestion

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As per Blair's Challenge:

 

 

 

What you can do to help!

Suggest more STATs you would like to see for the Archetype trees.

Suggest more pieces of gameplay you would like to see for the Universal trees. (Or heck, even a mini skill tree)

 

 

 

I've been thinking, what if Archetype's Skill Trees were split into 5 distinct lines

 

The Fitness Line:

 

The Fitness Line would increase your Heal Pool, In-Combat Health Regeneration, Out-of-Combat Health Regeneration, Resource Pool, In-Combat Resource Regeneration, Out-of-Combat Resource Regeneration, Stamina Pool, In-Combat Stamina Regeneration, Out of Combat Stamina Regeneration, and/or Reduce the amount of Stamina used when Sprinting. (Some Archetypes would be missing some Resource Skills if it doesn't apply; like Duelists, Templars, and maybe Druids). This skill would then split into 3 mini-lines which would focus either Health, Resource, or Stamina before converging on a “Fitness Mastery” Skill, which would greatly boost all of these stats.

 

The Survivalist Line:

 

The Survivalist Line would slightly decrease the rate at which your Food Meter ticks down, increase your Warmth Conversion, and increase the amount of Healing that is applied to you. The line would then split to cover each of the stats before converging into a “Survivalist Mastery” Skill, which would greatly boost all three stats.

 

The Weaponry Line:

 

The Weaponry Line would increase your Attack Power, Attack Power when X Weapon is Equipped, Critical Hit Chance, Critical Hit Damage, Weapon Efficiency, Minimum and Maximum Weapon Damage, Support Power, Healing Modifier and/or Proficiency as an Unarmed Combatant. (Support Power and Healing Modifier would only appear for support Archetypes) Due to the amount of possible skills, this tree would not be structured in the same way as other trees. The Tree would split into two distinct lines: a DPS one, and a Role-Specific one. The DPS line would increase Attack Power, Weapon Minimums and Maximums, etc., whilst the Role-Specific line would increase skills the apply to that Archetype's role. For example: Skills that increase Projectile Lifetime and Velocity and Skills that increase Weapon Efficiency would be found here. All end routes would then converge on a “Weaponry Mastery” Skill, which would greatly boost all of these stats.

 

The Speed Line

 

The Speed Line would increase your In-Combat Movement Speed, Out-of-Combat Movement Speed, In-Combat Sprint Speed, Out-of-Combat Sprint Speed, In-Combat Mounted Speed, and/or Out-of-Combat Mounted Speed. (Some Archetypes, like the Legionnaire, may be missing the Mounted Speed stats) This line would split into Movement Speed, Sprint Speed and Mounted Speed before converging on a “Speed Mastery” Skill, which would greatly boost all of these.

 

The Armor Line

 

The last and final line is the Armor Line. The Armor line would increase Physical Mitigations when wearing any and all armor, Elemental Mitigations when wearing any and all armor, Organic Mitigations when wearing any and all armor, and/or Armor Class when Leather, Mail, or Plate armor is worn. This line would split into Leather, Mail, and Plate before converging on an “Armor Class Mastery” Skill, which would greatly boost all of these.

 

 

 

Of course, not all Archetypes will follow this formula (The Ranger and Stalker, for example, might have an extra line for their arrows), and other, more interesting skills (like the Myrmidon's “Hook Em!” or the Ranger's “Military Training”) can be sprinkled in each Archetype's specific skill tree, but I believe all Archetypes' skill trees should have those stat skills.

 

PS: Image for visualization. If you think this looks crowded, you haven't seen the Armor Competency tree :P

 

VxHLtrq.png

Comments, Questions, Concerns?


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You Can't Be A Genius, If You Aren't The Slightest Bit Insane.

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How would this effect the length of time it takes to get to promotions?

 

IMO, If you reach the end of a single line, you unlock promotions

 

But the Devs have thrown around the idea of training 50% of the tree before promoting


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You Can't Be A Genius, If You Aren't The Slightest Bit Insane.

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I would like to see something that would change or improve abilities in archetype skill trees. It's kinda boring that all nodes gives just damage, stamina, health or armor. We do have combat principles for that.

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This could be part of the 3 years from now problem solution, but things are all in place mechanically already for an alchemy line.

 

Create mirror nodes that allow you to craft potions for skills you already possess. So it takes you 

 

Learning the skill

Learning the parallel alchemy skill

Gaining the Mats, (should require different quality of mats for each level of difficulty)

 

Create a basic Alchemy line that crafts the base mats.  For example

 

Grub+Parchment => Grub Ash

Meat+Tin => Blood Tin powder

 

Blood Tin powder + Grub Ash =>  Potion of Blood Thirsty (Knight only, Increase Critical hit chance)

 

See image

 

http://crowfall.com/en/news/faq-skills-and-skill-trees/

 

So the alchemist would need to be a knight, who has that skill fully trained, and who has also trained for the "Potion of Blood Thirsty".

 

Knights that already have the skill will gain no benefit from the potion. No ability stacking.

 

Sorry if you think this is stealing your thread.  I figured that it would be better to put all the skill tree suggestion ideas in one thread, rather than dozens of separate ones.

Edited by KrakkenSmacken

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