Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Skill Tree Design Feedback

Skill trees (weapons, class, and stamina) are pretty underwhelming.
Weapon skill trees are extremely boring. I like the idea of working a status effect into my weapon finisher, keep that, but add more gameplay altering things. For example, I wanted to mess around with a melee mage with a sword. If this is designed to be viable (from Steven) then what is the point? It gives physical damage (probably some magic ones out there) which doesn't help spells at all and I have zero skills with it. Adding an active skill tied to the weapon tree, or even 2, would go a long way to making this feel much better. So if you're a ranger/mage/cleric with no melee abilities you can get some, or a fighter can grab melee passives like current implementation and maybe pick up bow actives etc.
Class Skill Speaking from a fighter/mage tester this past weekend, class skill trees feel okay. The good: lots of skills to choose between at each tier to tailor your build. The bad: not enough skill modification choice. I'd really like to see more "choice nodes" for skills.
For example, the fighter "Lethal Blow" has a passive which let's you generate mana/health from executes. This is good, but why can't I tailor it for my party when I have a bard/cleric by adding a choice node with the current for "Max damage bonus is active if you or your target are below half health". You could say "well just don't take the node if you don't need the regen", you're right that's and acceptable answer, but not a good one IMO.
Stamina trees are boring, being able to pick 2/3 of the node in a tier is also too much. Add another column of 3 to each tier. Some ideas: Passive increased movement speed (maybe only while slowed), increased block rating in the first X seconds of starting a block (like .2s for "perfect blocks), damage reduced by X% while dodging, etc.
Weapon skill trees are extremely boring. I like the idea of working a status effect into my weapon finisher, keep that, but add more gameplay altering things. For example, I wanted to mess around with a melee mage with a sword. If this is designed to be viable (from Steven) then what is the point? It gives physical damage (probably some magic ones out there) which doesn't help spells at all and I have zero skills with it. Adding an active skill tied to the weapon tree, or even 2, would go a long way to making this feel much better. So if you're a ranger/mage/cleric with no melee abilities you can get some, or a fighter can grab melee passives like current implementation and maybe pick up bow actives etc.
Class Skill Speaking from a fighter/mage tester this past weekend, class skill trees feel okay. The good: lots of skills to choose between at each tier to tailor your build. The bad: not enough skill modification choice. I'd really like to see more "choice nodes" for skills.
For example, the fighter "Lethal Blow" has a passive which let's you generate mana/health from executes. This is good, but why can't I tailor it for my party when I have a bard/cleric by adding a choice node with the current for "Max damage bonus is active if you or your target are below half health". You could say "well just don't take the node if you don't need the regen", you're right that's and acceptable answer, but not a good one IMO.
Stamina trees are boring, being able to pick 2/3 of the node in a tier is also too much. Add another column of 3 to each tier. Some ideas: Passive increased movement speed (maybe only while slowed), increased block rating in the first X seconds of starting a block (like .2s for "perfect blocks), damage reduced by X% while dodging, etc.
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