we could have two differente way to use talents, one for the character himself, (specs, skills, etc) and one aside only dedicated to weapon that the character use, meaning the most you playe with a specific type of weapon, the more you can access to specific spells only usable if you wear this weapon,according your class ( example, i am a necromancer , and i use a staff all time, fight after fight i earn some weapons point and i can use now a spell to summon a big mad dead cow that charge my ennemi and explode, doing aoe dammage, and only me can use this because im a necro staff user , my friend also play necromancer but he use a wand and a sword , with the equivalent number of weapon point he can buff the all partty for like 10 sec with a crazy stat then improving his haste for each party member that has took benefit from the buff) again the spells i mentionned are example, but it just to show you a way to have this feelimg that your character is unique, and of course when you unlock the weapon spell yoiu keep it for life, but only can use it when you equip the appropriate weapon
i lke the classical talent tree like wow classic, 3 specs.
Good night,
Greetings from Venezuela, from here full support and affection for the project.
Well, my opinion is that this is a delicate and complex point that can take a long time to discuss and reach an agreement, however I will try to give my best opinion on it.
First of all I have to say that I have played several but it is that many games where talents are an important part of the construction of the character, for example, Allods Online, Path of Exile, World of Warcraft and in all of them I have seen good things and bad things.
Among the good things is that if the user is given a large branch of talents to choose from to customize and make a class to their preference and taste, they will feel a feeling of progression and unique customization, since it will give the feeling that they have a unique character. and different from any other player.
And one of the bad points is that, for example, if this great branch of talents is not carefully worked at the time of the passives and bonuses that it provides to the classes, it can trigger broken classes that stand out and are far superior to others, causing their You see a chain of imbalance in PVE and PVP.
Therefore, my suggestion is to take the best of each of the aforementioned exponents and others that I do not list, but making it friendly, controlled and easy to understand but at the same time loaded with diversity. For example:
They can place within each class branches, that is, if you are Paladin, within it is the Paladin Healer, Paladin Tank or Paladin DPS, after your choice you will have at your disposal as a player a book which will be divided into two pages or tabs, one called Skills and the other Specializations.
In the Skills page or tab, you will find Lines of Skill Tiers that you will unlock and select according to your preference, that is, you will have the first line of skills at level 10 and in it there will be three skills and you must choose one of them only, then At level 15 the second line of skills will be unlocked and you will have to select again one of the three skills offered, and so on until you reach level 50 (I propose this level considering that this is the maximum at the time of the official start of the game). It should be noted that these skills are dictated according to the branch chosen above, be it Healer, Tank or DPS.
Then to feed the progression of the character and provide the player with a much greater advancement and satisfaction system aiming above all at the END GAME, when your character reaches the maximum level in this case level 50 this Specialization tab will be unlocked in which upon entering you will see a A huge tree of talents that depending on the chosen branch is Healer, Tank or DPS will allow you through a large number of small passive bonuses to enhance various offensive or defensive stats of your character and role. Additionally, allow you to enhance the skills previously chosen in the Skills tab, so that they become an evolved version of the previous one. All this controlled by an experience bar system and limited specialization levels, example, the limit is 100 specialization levels, which when leveling up will give you points of specialization that you will invest in the talent tree, said experience that can be obtained by doing various activities, for example, Battlegrounds, Arenas, Dungeons, Raids, Events, etc.
That would be my suggestion.
Good night,
Greetings from Venezuela, from here full support and affection for the project.
Well, my opinion is that this is a delicate and complex point that can take a long time to discuss and reach an agreement, however I will try to give my best opinion on it.
First of all I have to say that I have played several but it is that many games where talents are an important part of the construction of the character, for example, Allods Online, Path of Exile, World of Warcraft and in all of them I have seen good things and bad things.
Among the good things is that if the user is given a large branch of talents to choose from to customize and make a class to their preference and taste, they will feel a feeling of progression and unique customization, since it will give the feeling that they have a unique character. and different from any other player.
And one of the bad points is that, for example, if this great branch of talents is not carefully worked at the time of the passives and bonuses that it provides to the classes, it can trigger broken classes that stand out and are far superior to others, causing their You see a chain of imbalance in PVE and PVP.
Therefore, my suggestion is to take the best of each of the aforementioned exponents and others that I do not list, but making it friendly, controlled and easy to understand but at the same time loaded with diversity. For example:
They can place within each class branches, that is, if you are Paladin, within it is the Paladin Healer, Paladin Tank or Paladin DPS, after your choice you will have at your disposal as a player a book which will be divided into two pages or tabs, one called Skills and the other Specializations.
In the Skills page or tab, you will find Lines of Skill Tiers that you will unlock and select according to your preference, that is, you will have the first line of skills at level 10 and in it there will be three skills and you must choose one of them only, then At level 15 the second line of skills will be unlocked and you will have to select again one of the three skills offered, and so on until you reach level 50 (I propose this level considering that this is the maximum at the time of the official start of the game). It should be noted that these skills are dictated according to the branch chosen above, be it Healer, Tank or DPS.
Then to feed the progression of the character and provide the player with a much greater advancement and satisfaction system aiming above all at the END GAME, when your character reaches the maximum level in this case level 50 this Specialization tab will be unlocked in which upon entering you will see a A huge tree of talents that depending on the chosen branch is Healer, Tank or DPS will allow you through a large number of small passive bonuses to enhance various offensive or defensive stats of your character and role. Additionally, allow you to enhance the skills previously chosen in the Skills tab, so that they become an evolved version of the previous one. All this controlled by an experience bar system and limited specialization levels, example, the limit is 100 specialization levels, which when leveling up will give you points of specialization that you will invest in the talent tree, said experience that can be obtained by doing various activities, for example, Battlegrounds, Arenas, Dungeons, Raids, Events, etc.
That would be my suggestion.
You are very detailed in your posts, that is awesome :)
As for the progression after level 50 like a mastery system, I totally agree that it will bring more end game content and keep players grinding their way to greatness. Also, bring more diversity in the class builds.
To me its pretty simple as others mentioned before i would like to see decent talent tree for each class focused on different types of gameplay but make it easy for everyone and most important to be easier to balance in between them do not make the mistake that wow blizzard does which is system on top of a system on top of a system and then never really get closer enough to be balanced.
- Simple talents not to overcomplicated to balance.
- No hidden stuff
- I dont care if there has to be a payment to change in between talent trees but do not make it scalable in price. FREE OR CHEAP.
- To me a talent tree is like an specialization of a class so for example if you are a fire mage there should be 2 ways to be fire mage with pvp talents and pve talents all in the same tree of talents and use this method with every talent tree of any class. Should be easy and cheap to change in between pvp and pve talents and a bit more expensive to change in between diferent specializations.
Also i would like to talk a bit of gearing or equipment i think there should be pve gear with bonus for pve and pvp gear with pvp bonus.
Hi!
I've always been in love with mmorpgs and recently heard about this project and I have to say that it looks good and I appreciate that the developers are so open to listening to their community.
One of the ideas in the talent system that I liked the most was in Blade and Sould, which allowed you to improve skills by choosing different effects (for example, a skill that hits and deals damage can be improved to apply a slow effect or a bleeding, a heal that can be improved to heal stronger if the target is stunned or apply a small dot whenever he heals...)
Here some example:
https://static.wikia.nocookie.net/blade-and-soul/images/a/a4/Skill_trees_02_Skill_Window.jpg/revision/latest/scale-to-width-down/900?cb=20150916182533
Perhaps adding the possibility of evolving skills even in a more simplified way (2 possible choices per skill would be enough) can give a lot of play when it comes to focusing your character to be more support or pure dps or something hybrid.
These skill upgrades should be easy to change (perhaps in safe areas). I think this system would give a lot of freedom to how you want your character to use their weapons according to certain encounters.
In addition to this, it would be nice to add some kind of talent system.
In all this, there is something very difficult to achieve.
A healer can only heal, apply enhancements to his allies and that's it?
Or a healer, can he do all those things and also actively participate in a battle? both pvp or pve.
The pure healer can be boring, although it is a decision of who likes that type of character, if you could participate more and better,
it would be more pleasant when playing.
Qué no sea demasiado complejo
Quizás al nivel máximo en algunos calabozos según el jefe indicado para la clase que lo tenga que matar le otorgue una habilidad propia del jefe pasiva o activa, está tendría qué ser dada a través una misión de por ej: el maestro de clases. Así vamos aprendiendo más habilidades en el nivel máximo y seguimos progresando a parte del equipo
Last edited: 2021-05-28 21:39:56