Hello, I'm a Brazilian, first of all I would like to thank you for giving attention to us, and that the Brazilian community is hoping that the game will be very successful.
Regarding the talent system, I like an average system, not too simple or too difficult, where the player does something wrong in the distribution of talents, that the system itself shows that it is not advisable to do what he is doing, but also that the system doesn’t take his hand and do it all by himself, a good system doesn’t set limits but have advice from the game.
Complexo. árvore com bastante opções de builds tipo wow classic/allods online. Quanto mais opcões de builds melhor
I bring up GW1 a lot... but I really liked how much build variety there was. It was inherent in the structure of the classes, and led to a lot of innovative builds, but GW1 also mixed two classes together, which is thematically somewhat strange, like a Ritualist/Elementalist, or Monk/Warrior. There were a lot of skills for each class, but you could only equip 8(?) with one of them being an elite skill...
On the other side of that, WoW ended up patching out their build diversity. What little they had, the kind of did away with after cataclysm when they simplified the crap out of the talent system which kind of turned it into a gear BiS race ... meh
I vastly prefer diverse choices in talents and builds... it gives me a lot to explore.
Also, I should note that dev attention after release sort of adds spiciness to a game. Reworking and nerf/buffing changes the meta a lot.
Sup, well ... I think it would be better to build a talent involving improving certain types of magic, and within those certain types of magic, having choices for 1 target, several targets, and a hybrid choice, could be based on one little in order and chaos talents, both had 2 trees, one for talents and mastery, the details were only passive for the character, which you always chose from one of the 3 each X levels, and had the mastery tab, where they would come from active skills for each specialization, the talents tab were the same for all specializations, but for mastery you chose extra skills, which would be active, and your specialization only, in the mastery part, would put through a system similar to the WOW legion , in which you would unlock everything, as you were adding resources, so that all the skills you would unlock would be active.
Complexo. árvore com bastante opções de builds tipo wow classic/allods online. Quanto mais opcões de builds melhor
Allods Online, best talent tree system
Hi!
I think the example of the talent tree on WOW (wotlk expansion based, because I only played a few months after cataclysm came out and don't have grounds from that point on, to have an informed opinion) is the pinnacle of talent trees and should always be taken in consideration when making this type of game. Why do I think of these?
1 - The skill tree is easy to read and you know exactly what the skill actually does without hidden %s, hidden effects, etc -> great tooltips,
2 - It's not to exhaustive making it boring for, not hardcore gamers, but still exhaust enough for hardcore ones -> right amount of talent points,
3 - Several talent trees (3 to be exact) making it easier to distinguish PVP trees from, PVE trees and not a 1 tree fit all and in the end, it doesn't fit any -> different options for different types of players,
4 - Increasing gold payment every time someone wants to change the talent tree, but having that option, giving the newbies the opportunity to change it, not making mistakes in talent placement be a permanent negative experience -> being able to reset talents with an exponentially increasing fee
I'm sorry for giving an example of a known game, but when things are made right (imo ofc), we should learn from them and improve if possible or mimic it the best we can and not, start from scratch doing something that "might" be good or might ruin the all game experience.
Thank you
Well, in relation to the wizard's talents, I recommend having a passive talent tree that works with all specializations (if you have one), and that this talent tree, you choose a talent at every X levels, like this:
"https://i.ytimg.com/vi/9iZPLNf6Rpk/maxresdefault.jpg"
Regarding the talents of the wizard's specializations, I recommend that you call them mastery! in it, there will be talents that only buff the spells of that specialization, and in this tree of "mastery" will have the active talents unlocked, when the entire previous one is uploaded, like this:
https://static.wikia.nocookie.net/orderandchaosonline/images/5/55/Talent_tree.png/revision/latest?cb=20110506133326
I recommend that the talents of the class are related to usefulness, dps, defense, and survival, and that they are available to all mages, already mastery, will be similar to speciazalições, in which you gain the effects of the class, as your level increases , in mastery, we could have all the passive and active effects when reaching the maximum level, so that at the maximum level the mage’s masters were totally different, I recommend these mastery (specializations), fire, ice, lightning, soul, fire it would be a mastery of constant waves of dps, with explosions every given time, and cooldown burst abilities, with only constant gross damage, more damage. Ice would have fragmentation mechanics to defend the enemy, so as to cause more damage, he would try to keep enemies on top of his ice skills constantly, so as to cause more damage, the ice wizard would be a wizard who doesn’t walk, he would have to stay on the ground constantly to be able to apply the maximum slowness and freezing skills possible to amplify the damage, the electric wizard would be a wizard with high mobility, able to stun the target, thus gaining more damage against stunned targets, the same would be based totally in mobility and constant damage, it would be the best to cause constant area damage, however it would not burst very strong, and it would be more for mobility and area damage, the soul magician, it would be a mage based on controlling effects on the target to expand his damage type, he would have loads of soul, in which he would have to spend a bar of "soul" to use his skills, he would have to keep dps constantly to fill a bar and use a skill more strong, it wouldn’t be made for burst, but it would have a little and mobility, and it would have a lot of survival.