Xhavier

Passive Skill Tree is Very Alarming!

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1 hour ago, mandalore said:

Low post count plebs!  How dare you have opinions different from your rightful higher post count overlords

*cracks whip at mandalore*

"brought a raven to an ancient crow fight"

Edited by Tinnis

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15 hours ago, mandalore said:

What cracks me up is you guys bringing up points that were made and dropped years ago.  L2Necro some old posts or search the boards?  

General Worldwide Forum Rules

1. Don´t talk about religion and politics.

2. Don´t discuss with idiots. They drag you to their level and beat you with experience.

3. Don´t necro old threads! :-)

Opinions and majorities may change. This isn´t the club of 20 hardcore D&D founders from three years ago anymore. 

 

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2 hours ago, Shnoo said:

Opinions and majorities may change. This isn´t the club of 20 hardcore D&D founders from three years ago anymore.

-buzzer-  WRONG 

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There should not be any gating on Passive Training. No orders to tools, weapons, armors, vessels, etc. It should be specializing, a la Albion Online. The idea of making human vessels first or bows first or shovels last or Dwarves last is not good.

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I dislike the whole passive system since day 1 <_< And I know I don`t enjoy the farm simulator 5.7 version update concerning harvesting & crafting. ACE need to do something here and quick before open beta, because this is going nowhere without a proper active in game skill tree which is much more in-depth and rich of options to get an unique PvP build template. Yes it`s extremely boring and nothing to motivate me concerning character progression with the current system - it`s flat out failure.  And the Vessel system seems incomplete and not well thought out when it was first implemented related to result of campaign resets and dead worlds if you don`t have crafted vessel from the Necromancy tree. It remind me of the first interation of the apple system which is just annoying and rushed out. 

Edited by mythx

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On 8/6/2018 at 10:00 AM, Zatch said:

 

I'd like to train whatever I want in a tree in any order (except the master node) I choose. The trees themselves should require a smaller percentage to move on the next. An example below

In the weapons tree there are armor penetration skill nodes that increase your armor pen by (I think) 3% If I want to build my character as a penetration specialist who has root duration decrease, but forgoes extra health, raw attack power, and armor I should be able to do that. In the current system you are forced to train 75% of the tree which equates to everyone having the same skill tree except one or two minor tweaks.

Training should be complementary to character customization.

This post nails it.  Everyone will have essentially the same skill tree save for a very few exceptions.  That is called boring, that is not a sandbox.  Why even bother building a system so complex when everyone turns out about the same at the end?  I call that a complete waste of time.  That time could have been dedicated to something else. 

 

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On ‎05‎/‎08‎/‎2018 at 2:56 AM, Xhavier said:

I have played eve, even in eve the passive system seems a lot more flexible, dynamic, and progressive. Noting, that game is archaic you really start to understand the flaw and shortcomings in crowfalls current passive tree. 

Although I do understand crowfall has a deeper focus on character building through the use of  race/class/discipline  The current account wide bonuses through the passive tree are so linear and boring that the mechanic is nearly useless and actually becomes a nuisance rather then a benefit .

At it's current state you mention that it offers specialization but I believe it fails to deliver. The bonuses are to linear to offer any kind of specialization it is forced and closed off to any customization whatsoever. The requirements are to harsh for any progressive advancements and your paths are basically limited to two paths. It's restrictive and it's almost as basic as adding 1+1+1, etc. All the while it doesn't seem like there should be any reason or structure to the limiting restrictive path that it has laid out to you . 4 pips for a single node to advance seems excessive? Required 75% skill tree completion makes any specialization pointless as once you finally completed the tree at 75% your tree will be nearly identical to any other character playing the same race/class as you.

Basically as of right now there is no point of the passive tree in the first place, you might as well have a race/class overall static % gain modifier  because it would nearly be the same thing that's setup right now with the click of a single button it would give people more time to enjoy the game.

The current system quite frankly is a false sense of choice.

It's to basic boring, and nonconstructive. It seems pointless and useless. With some minor tweaks and additions it's usefulness and enjoyment factors could be greatly enhanced........

 

All in all the mechanic feels like an empty shell and it's addition to the game is negligible 

as a backer and a follower for many years I would like to see additions and improvements to this function of the game.

This post perfectly summarizes my feel about the current passive tech tree.

Edited by Franck83

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I agree that most of the customization should go with choices related to Race, Class, Major Disciplines, Weapon Discipline, Minor Disciplines, Weapons, Armor, and other gear. There is still a work to be done on race/class combo to render them all viable (any nethari templars?) but I am confident this will come in the process (we are still in pre alpha).

This being said, I agree there should be more specialization in the passive skill tree as well but not at the expanse of the whole skill system. As it is now, every branch have many subranches and you need at least 75% of them (4 pips in all skills in all subranches) to get to the end of a branch and pass to the next one. With that system, all characters look the same. I think, like some, that an easy way to open for more customization would be to open the final skill of a branch once a subranch is completed. Example:

If you choose the mankind branch you could choose to go the constitution way, the strengh way, the crafting way, or the exploration way at first and reach the end of that subranch with the final mankind skill. You would then be able to go the pure blood or half blood way but it would also be possible to continue investing in other subranches of mankind. This would open the choice to develop your crow horizontally or vertically, both having their ups and downs. Go vertically and you can really specialize in one or two things at the expanse of slower learning (it takes more pips for a skill when you go up the ladder) or go horizontally and have an all around character but less specialized.

This wouldn't require a big change in the actual system and would give a choice to the players. It would open to more diversity in the early stages of the game even if, ultimately, most character will look the same at the end, which, I don't think is a major problem ( it takes years to learn all skills).

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