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How is leveling gunna work?

I was thinking something like the sphere grid from final fantasy would be pretty cool. Like if u want a certain spell as a mage you would go down the grid to get it.

Comments

  • I think I've seen that before. Is almost like a " Skill Tree " except for it being linear ... its more Circular ?

    Hence One Skill potentially opening up 4 - 5 other paths ?
  • ArchivedUserArchivedUser Guest
    edited August 2017

    Imagine 8 racial trunks, each with 8 class branches, each with 8 secondary class twigs. All of which only have skill leaves that are unlockable on their trunk/branch/twig. All of which will require multi-stat biasing to optimise the skills efficiency.

    Not much point using healing skill tree build with all out DPS empowering stat build.

    I often think how I would design a player build system and a distribution system where attributes empower alternate branches would be it. Massive variety, self balancing. A shallow tree using generic skills with spread power. A deep tree, highly specialised that lacks ability in every other area, but has immense potency in what they do.

  • I kinda like the idea behind the path of exile skill tree. 

    "All of PoE character classes share its vast passive skill tree. Starting at one of seven distinct locations dictated by their chosen class, players can focus on the core specialities of their class or travel across the tree to build complex combinations of skills from various disciplines. Scattered across the tree are Keystone passives that drastically alter the way a character is played. Resolute Technique removes your ability to get critical strikes, but also prevents enemies evading your attacks. Necromantic Aegis grants the properties of your shield to your minions rather than to you."

    In PoE you can move anywhere on the tree BUT classes that are closer to each other are obviously easier to combine because there is a core synergy between the two classes.  The further you go to get to another tree the more difficult it gets because the natural synergy isn't there and you're spreading points into trees that you really don't want to along the way.  The massive diversity that this applies to each character is awe inspiring as no two characters are exactly alike because you can pick different routes to get to the same trees.

    I don't think the concept of one huge skill tree works with what AoC is designing though.  Instead of the one massive tree though perhaps when you choose your secondary class it opens  up that tree as well?  I think I'm off base in this regard though because I'm sure I read somewhere that if I chose a fighter/summoner I don't simply get summoner skills but I acquire a summoner flavor.  Its supposed to alter the way in which my fighters skills work but I fail to understand how class mechanics such as familiars would be incorporated into my fighter skill set with that system.  I wish in a livestream they would combine two archetypes that are going to pax and really show us how they mesh together so we could get a more hands on feel for how their system is going to work.
  • Yeah I don't know how many classes they're gonna make but i feel if they have have a base of 5 classes (mage,warrior,rogue,priest,archer) it would be really cool to choose skills that I want in different classes that I think would be beneficial to how I want my character to be and potentially end up making a "class/character" that's unique to my play style.
  • ArchivedUserArchivedUser Guest
    edited August 2017
    gethian said:
    Yeah I don't know how many classes they're gonna make but i feel if they have have a base of 5 classes (mage,warrior,rogue,priest,archer) it would be really cool to choose skills that I want in different classes that I think would be beneficial to how I want my character to be and potentially end up making a "class/character" that's unique to my play style.
    All this info is confirmed. 8 archetypes (read base class) with a choice of any of the others as a secondary class (read flavor). That ends up with 64 different possible class combinations. Do realize that your archetype will give you your skills and your secondary class will augment those skills. For example, You roll a Tank. It has a Rush skill gap closer. You choose Mage as your secondary. You can choose to augment your Rush with different mage abilities that augment that Rush. So instead over running over to the mob, you now teleport to the mob. You will NOT be a Tank that can cast fireballs. This is where many people misunderstand how this is all going to work,which leads to people crying later. So you will still be a Tank, but with several unique to you ablilities. Will there be metas? Of course. The developers have said that they are not too worried about combinations that are too powerful as pve and pvp is all going to be balanced for groups, not 1v1. If something becomes a problem, they will adjust. But don't expect to see the constant  buff/nerf/buff/nerf cycle that other games have fallen into. But don't take my word for it, from the big sandal man himself:

  • Games never used to have skill trees.  They still did well.  They just had abilities that you could purchase every level.  Now it's like you need to have branches within a class.  Specializing in a specialization.

    I guess the main purpose it serves is for people to feel like they have a greater personalized connection with their own character via more customization.  Makes for more combos of the same class.  But are they really the same class once you start doing this.  For example. Things like Shadow Priests having access to heals like a regular Priest is an abomination imo.
  • I kinda like the idea behind the path of exile skill tree. https://www.pathofexile.com/passive-skill-tree

    "All of Path of Exile's character classes share its vast passive skill tree. Starting at one of seven distinct locations dictated by their chosen class, players can focus on the core specialities of their class or travel across the tree to build complex combinations of skills from various disciplines. Scattered across the tree are Keystone passives that drastically alter the way a character is played. Resolute Technique removes your ability to get critical strikes, but also prevents enemies evading your attacks. Necromantic Aegis grants the properties of your shield to your minions rather than to you."

    In PoE you can move anywhere on the tree BUT classes that are closer to each other are obviously easier to combine because there is a core synergy between the two classes.  The further you go to get to another tree the more difficult it gets because the natural synergy isn't there and you're spreading points into trees that you really don't want to along the way.  The massive diversity that this applies to each character is awe inspiring as no two characters are exactly alike because you can pick different routes to get to the same trees.

    I don't think the concept of one huge skill tree works with what AoC is designing though.  Instead of the one massive tree though perhaps when you choose your secondary class it opens  up that tree as well?  I think I'm off base in this regard though because I'm sure I read somewhere that if I chose a fighter/summoner I don't simply get summoner skills but I acquire a summoner flavor.  Its supposed to alter the way in which my fighters skills work but I fail to understand how class mechanics such as familiars would be incorporated into my fighter skill set with that system.  I wish in a livestream they would combine two archetypes that are going to pax and really show us how they mesh together so we could get a more hands on feel for how their system is going to work.  I'm a visual learner and I have to see something before I can really sink my teeth into it.
  • I kinda like the idea behind the path of exile skill tree. https://www.pathofexile.com/passive-skill-tree

    "All of Path of Exile's character classes share its vast passive skill tree. Starting at one of seven distinct locations dictated by their chosen class, players can focus on the core specialities of their class or travel across the tree to build complex combinations of skills from various disciplines. Scattered across the tree are Keystone passives that drastically alter the way a character is played. Resolute Technique removes your ability to get critical strikes, but also prevents enemies evading your attacks. Necromantic Aegis grants the properties of your shield to your minions rather than to you."

    In PoE you can move anywhere on the tree BUT classes that are closer to each other are obviously easier to combine because there is a core synergy between the two classes.  The further you go to get to another tree the more difficult it gets because the natural synergy isn't there and you're spreading points into trees that you really don't want to along the way.  The massive diversity that this applies to each character is awe inspiring as no two characters are exactly alike because you can pick different routes to get to the same trees.

    I don't think the concept of one huge skill tree works with what AoC is designing though.  Instead of the one massive tree though perhaps when you choose your secondary class it opens  up that tree as well?  I think I'm off base in this regard though because I'm sure I read somewhere that if I chose a fighter/summoner I don't simply get summoner skills but I acquire a summoner flavor.  Its supposed to alter the way in which my fighters skills work but I fail to understand how class mechanics such as familiars would be incorporated into my fighter skill set with that system.  I wish in a livestream they would combine two archetypes that are going to pax and really show us how they mesh together so we could get a more hands on feel for how their system is going to work.
  • gethian said:
    Yeah I don't know how many classes they're gonna make but i feel if they have have a base of 5 classes (mage,warrior,rogue,priest,archer) it would be really cool to choose skills that I want in different classes that I think would be beneficial to how I want my character to be and potentially end up making a "class/character" that's unique to my play style.
    All this info is confirmed. 8 archetypes (read base class) with a choice of any of the others as a secondary class (read flavor). That ends up with 64 different possible class combinations. Do realize that your archetype will give you your skills and your secondary class will augment those skills. For example, You roll a Tank. It has a Rush skill gap closer. You choose Mage as your secondary. You can choose to augment your Rush with different mage abilities that augment that Rush. So instead over running over to the mob, you now teleport to the mob. You will NOT be a Tank that can cast fireballs. This is where many people misunderstand how this is all going to work,which leads to people crying later. So you will still be a Tank, but with several unique to you ablilities. Will there be metas? Of course. The developers have said that they are not too worried about combinations that are too powerful as pve and pvp is all going to be balanced for groups, not 1v1. If something becomes a problem, they will adjust. But don't expect to see the constant  buff/nerf/buff/nerf cycle that other games have fallen into. But don't take my word for it, from the big sandal man himself:

    Sooo a fighter/summoner doesn't get to run about with familiars. If additional abilities from the secondary class aren't assimilated into the primary class then its not really 64 combos. Its 8 Archetypes with 8 slightly different flavors. Considering the options that PoE, Crow fall, & even a dinosaur like archeage have this system is shallow and underwhelming.
  • Looks similar to skyforge
  • DarkTides said:
    Looks similar to skyforge
    I thought that too. I guess it depends on how the skill tree is designed. 
  • Negative aspect of skilltrees is having to continually redo them because the introduction of 1 new item can throw everything off and require a new cookiecutter build that absolutely everyone is going to gravitate towards because of min-maxing.
  • DarkTides said:
    Negative aspect of skilltrees is having to continually redo them because the introduction of 1 new item can throw everything off and require a new cookiecutter build that absolutely everyone is going to gravitate towards because of min-maxing.
    Eh maybe. I mean lets say you get an item that has .5 second stun chance on hit effect. But your kite for your class is based around "bound" cc instead of stun cc. Since bound & stun are classified as two different CC's then it would dependent on their interactions based on the system rules of how CC is effected with each other. 
  • Yeah I played skyforge and I really liked their whole ascension atlas or whatever. I just thought it would really fit with the whole idea of the node system that's gonna happen in ashes of creation. The only downside with skyforges assension atlas system is that you couldn't take skills from other classes only continue to learn the skill within its class atlas.
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