Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Skill-Tree
Bapfi_Boandl
Member, Alpha Two
Skill-Tree
Reference:
The difference between the wiki-graphic and the ranger-2-update.
Discussion Topics:
-freedome of choice
-in depth skilling
-visuals (so far)
-accessibility and understanding
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0
Comments
I couldn't wait to invest all my points in passives regarding the weapons i am using. Allowing me to boost my char to its limits while only using one or two active abilities. Now it looks more like the passives are restricted to the active abilities and the weapon choice.
Yes, the ranger-skill-tree has more in depth skilling for active abilities, which changes the ability itself. Isn't it easier and less time consuming to balance all 64 classes while using the wiki image? Do you really need to skill the various active abilites into your liking. Can't they change themself by using another subclass. What are subclasses for, if not for that? Also I couldn't see the passives regarding my char... Maybe I missed it, did I?
For the visuals: Yeah, they said they work on it...Despite that, it looks like any other MMO-Skill-Tree. If you look at the wiki-image you can see all possibilitys at the same time which leads to the last topic: accessibility and understanding.
One small window for all your possible skill-point-investments: great overview. simple to understand. straightforward. Fast decision making possible while restricted to the easiest. Compared to that we have the ranger-skill-tree. Well, it is quite the opposite: several tabs; a maze of abilities with several starting points and overall clunky as hell. Also it triggers the image of using unnecessary points on the way to invest in the thing you want later...
Summory:
In my opinion they have gone overboard with the ranger-skill-tree. Why wanna complicate things if easy is the better/faster option...
Yeah exactly, it's always confusing to see a full tech tree if you didn't add the skills one by one during several weeks )
But as I do not have the game to hover the mouse and read the skills and think what to choose, I cannot estimate how hard is to get used to it.
At least the 2nd version looks more interesting, like a puzzle
i dont know where the starting point of the 2nd tree is T_T i think its at the bottom but im not sure omg
no those are like..."get this first to unlock this one" arrows
please feel free to add more...
For me it looks like there are more than one starting point. select a active and then passives
I'm fine with the talent tree as long as it has structural sense to it. It should have options to start on whatever branch you want. As long as there is something good to work towards eventually.
There you can build up the class and skills according to your level, and see how your skills will look like in the end
Amazing topic you brought up....
Well, the way I can express my feelings about it is.. As a competitive player who loves PvP, I always strive to create the best setup for my character. Having a dedicated tool instead of tinkering with the in-game skill tree is much more efficient. Furthermore, it enables people to continually innovate, sharing their builds. By doing so, you naturally gain a deeper understanding of your skills and how they perform in PvP.
it wouldnt. you still want to test your builds and try them out to see how they feel nd if they are effective. a calculator would just help you with the theory.
also not everyone would be interested in that "exploration" aspect. it isnt a bad thing.
i also want a calculator. hell, i might even make one myself xD
Passive Skills are round.
Kinda difficult to demonstrate Passives.
But, yes... seems like now you have to spec into the associated Active Skill before gaining access to the Passive Skills.
I'd have to see what the updated Skill Tree looks like for Cleric to know how I feel about this change in the UI.
(Because I played Cleric in Alpha 1)
Both of the above trees are clearly stand-in UI. I'm sure they'll make an intuitive tree.
I liked PoE's skill tree lol
It allowed for better customisation option however, if a game has no class structure other than skill tree's for class definition it creates a more linear meta as controversial as that sounds especially with re-specialisation options being allowed liberally. I do prefer some baseline structure to class identity ironically.
But in games like Elden Ring, those class choices are essentially starter kits providing baseline ideal weapons, armour and focus items providing access to early abilities provided by a free level jump amount. I for one pick the wretch.
Skill tree's should allow you to relatively choose/start where you want so you can focus on creating a build more suitable for your playstyle within the class regardless of the masses going to levelling guides (they'll be out before release 100%).
This creator reiterated some interesting points in their recent video about how many points we could potentially be acquiring as they quoted steven about getting skill points through milestones. One at 25%, 50%, 75% and new level. Hypothetically, we could be getting 200 skill points to spend by the time we're max level.
https://www.youtube.com/watch?v=4MYBkW0d8z4
look at a PoE skill tree, players will figure it out, keep the complexity in, and the meaningful choices
Agreed.
Weird how gamers have become discouraged because of game depth. It's almost as if mainstream gaming has created a problem.
Based on the last showcase, the devs are taking more of a direct approach in Ashes. Your choices buff specific abilities or change how it's used ie. Omnidirectional disengage. They're not going to be able to fill up a 1300 slot PoE style skill tree that way, but that's ok. Also remember Ashes has several additional layers of customization which includes skill choice, gear, the augment system, skill tree, weapon skill tree, AND a universal skill tree.
But, I think there were some that were the same for every Primary Archetype.
There was a separate tree for Passives and a separate tree for Actives.
I think it's likely, I probably would have been choosing Passives that would support my Actives, so this update to the UI could be more streamlined and might save us some Skill Points.
But, again... I'd have to test it to know.
POE skill tree is awesome, whatever game does anything close to it gets bonus points from me.
Idea of the tree in AoC looks cool, I'm expecting it to be larger with more levels, etc.