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Thread: Implement skill tree

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    Default Implement skill tree

    I personally don't understand all the skills are locked to certain classes, it makes the game quite stagnate to me. There are only so many builds one can make and the way it's setup now I can choose where I want to place my stats, but I cannot choose the skills that result from those choices? It makes me wonder why offer any choice at all... why not just force us to choose a class and make that class always plug points into their respective (expected) stat? Coms get STR, Engis get INT, and Ops get DEX, period... no choices, no takebacks.

    I'd like the ability to be able to choose from each of the 33 skills no matter what class I am, we can only have 8 mapped at this point anyway. Just as I have the choice to place a stat into INT, DEX, or STR, I should have the ability to choose between Force Hammer, Wither or Mind Wrack as my first skill. Choices are what makes games different and fun, but the way it's going it's only a matter of time before everyone has the same build. This game needs diversity and since the characters all look the same why not add a bit of spice to the system!

    As it stands, why even bother adding INT to any build besides the Engineer; checking out the Guide to Auto-leveling by CanonicalKoi, an Operative gets 1 point of INT added every level but nothing to STR? Seems strange to me but that's the suggested build by STS, am I missing something here? What does INT actually do if not just buff spells, do Ops have spells that need buffing? Maybe INT helps with area-of-effect (AoE) damage, but wait Coms have AoE cannons not Ops. *stares confused into space* All I'm saying is if I'm dumping points into something that is going to increase a certain aspect of my game, shouldn't I have access to the skills that utilize it best? If I want to go on a STR spending spree with my Op, shouldn't I be able to taunt for aggro? If I increase my INT on my Com, can't I heal the party with my new found intelligence? What is fueling me at this point is that PL has hit a wall at 61, every capped Avian I know has the exact same skills, no matter if they're a warbird, intbird of plan old dexbird... shouldn't we be avoiding this on our second go?
    Last edited by Gluttony; 10-09-2011 at 12:42 PM.

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    Senior Member Nourish's Avatar
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    If the skill tree your talking about is what I'm thinking I'd LOVE that!
    Nourish 36 Engineer | Glu 36 Commando | Tacticz 36 Operative

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    Tournament & Ladder Leader Silentarrow's Avatar
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    I agree that we need skill trees, I don't know if I want all classes to be able to use the same skills though. What I had in mind is that each class could take two paths.

    Op- Damage-Dodge
    Mando-Tank-Beserker
    Engineer-Healer/Buffer-Damage

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    Quote Originally Posted by Silentarrow View Post
    I agree that we need skill trees, I don't know if I want all classes to be able to use the same skills though. What I had in mind is that each class could take two paths.
    Why wouldn't you want all classes to have access to all skills? Why should only Engineers be able to heal the party? Have you ever been in a party where the Engi states something like, "Use stims, I need my mana to cast other skills" and then refused to heal you? Why shouldn't each player be able to diversify themselves into something more? Perhaps access to all skills is a bit much, but I think that access to some based on where stat points are allocated should at least be considered. If I spend everything on INT with a Com class, I don't even get a group healing spell? That doesn't seem right.

    How about making it based on the points you spend, each 2 levels you gain a new skill. Which skill is based on where you spend your points but obviously the class skill is offered no matter what. So a Com hitting level 2 is first asked where they want to place their stats, choosing DEX will allow them to choose between the skills Force Hammer and Mind Wrack. Every two levels the cycle repeats until they have their skills set in place.

    I understand that this idea basically allows on player to replace any member on the team even if it's not their original class, but I just get tired of trying to make the best commando in game, I'd rather make the best all around player possible. Each class is bogged down by their basic parameters, there are plenty of skills that I dislike on the commando and thanks to only being able to choose 8 of them it's not a big deal. There are other skills I find awesome, but dislike the class as a whole. I'd just like to see some overlap, we already have class specific weapons with no overlap the skills being locked to classes just seems like a bit double slap to the face.
    Last edited by Gluttony; 10-09-2011 at 01:00 PM.

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    Tournament & Ladder Leader Silentarrow's Avatar
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    I just think each class having access to all skills will be overpowered. If a person maxes both the ops and mandos critical hit spell they would have 100+ crit!

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    Senior Member Fac3bon3s's Avatar
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    They would have to restructure the entire game if this was to be implemented. UI would have to be changed, gear stats would change. So many things. I'm not sure this is really feasible. Remember a large portion of the STS market is younger children. Can't make it overly complicated for them. I like silents idea. Each class has its own second spec. But really that already exists anyway's. Combat engy, healing engy, destruction op, solo op, tanking comm, dmg comm. Just depends on what skills you choose.
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    Quote Originally Posted by Silentarrow View Post
    I just think each class having access to all skills will be overpowered. If a person maxes both the ops and mandos critical hit spell they would have 100+ crit!
    That would be one possible build, but think of the skills that they are passing up on, also the cooldown would make them pretty much useless during the times they are not fully buffed. To every yin there is a yang, if one wants to go all out on buffs then so be it. Your point is noted but makes me think that players could pretty much specilize in whatever they wanted, all debuffs, all heals. Perhaps some skills should only be class specific, but even looking at them now I don't see too much overlap that would break the game's dynamic.

    Quote Originally Posted by Fac3bon3s View Post
    They would have to restructure the entire game if this was to be implemented. UI would have to be changed, gear stats would change. So many things. I'm not sure this is really feasible. Remember a large portion of the STS market is younger children.
    Don't the kids already have PL, isn't SL for a bit more mature audience? Besides there is already an auto level, can't they just use that and get what they get if it's too complicated. It would be like a tutorial all the time, choose stats, now choose skill based on the stats you just picked. If you fail at first, respec and try again, read a guide or just plain play the hand you've delt yourself.

    It's just an idea in the end, PL has hit an obvious wall and the sooner SL implements something to prevent that the better.
    Last edited by Gluttony; 10-09-2011 at 01:10 PM.

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    Senior Member Fac3bon3s's Avatar
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    Quote Originally Posted by Gluttony View Post


    Don't the kids already have PL, isn't SL for a bit more mature audience? Besides there is already an auto level, can't they just use that and get what they get if it's too complicated. It would be like a tutorial all the time, choose stats, now choose skill based on the stats you just picked. If you fail at first, respec and try again, read a guide or just plain play the hand you've delt yourself.

    It's just an idea in the end, PL has hit an obvious wall and the sooner SL implements something to prevent that the better.
    I think the metaphorical wall you are speaking of is why they have announced Dark Legends. SL will be the new PL by next year. And Dark Legends will likely be more violent in nature.
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    Quote Originally Posted by Fac3bon3s View Post
    They would have to restructure the entire game if this was to be implemented. UI would have to be changed, gear stats would change. So many things. I'm not sure this is really feasible.
    Guess you were right and this was a fail idea for an already established game, but it seems that they have implemented it right from the start with DL. I just hope that it is done right because having to tweak the system on the fly would be difficult (as previously mentioned). I'm am happy that this idea has taken flight. There are plenty of threads about it but here are a few words from the article to support this new addition (typo included): You no longer pick your character from a selection of classes, but instead use a specialisation tree to choose how your blood sucker will fight.

    Read the entire article HERE. That's right, I am just bumping an old and dead thread of mine just to say that I'm glad a suggestion I made way back when was heard (not to try to take credit for it, just to point out that STS is watching)... besides, I stole it from various other RPGs that I've played over the years. So think of something you really want to be implemented in game, wait 5 months and poof, new addition to the game that STS remembered and waited for you to forget about.

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    Yeah! That's why i keep posting in this section from time to time..

    Understanding, that little will be changed in the current game, but sure that STS aren't stupid to waste the power of crowdsourcing so we can see our suggestions in future releases

    Thanx for proving that and rising the motivation, Gluttony!
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    It should be as follows: there are three trees. healing, damaging, and tanking. from any tree, you can pick any skill currently unlocked to you. all the skills are unlocked as you level, three opening up every time you hit a certain level. Lets say your an operative, and you follow the healing tree a little bit. you learn the skill empathy (same as engineers) and you can be a dmage dealer, and also a healer. and so on and so on. this would allow many more possiblities to the aspects of combat.

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    Quote Originally Posted by Silentarrow View Post
    I just think each class having access to all skills will be overpowered. If a person maxes both the ops and mandos critical hit spell they would have 100+ crit!
    Isnt that the whole point? its all in favor of becoming an overpowered player who could DEMOLISH everything. and yeah i know the pvp aspect would be totally overun.

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    Senior Member iAmPain's Avatar
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    even tho i havent read all of those things, i clearly know that "Skill tree" means more "Skills" to make and those new skills needs to have new animations and sounds etc. it will be a hard work for the STS.im not disagree'ing just a lot of work and the game might get slower or some sort of thing
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