I don't know, why don't you depart into the woods and let me know?Shouldn't simple solutions be prioritized over unnecessarily complex solutions?
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I don't know, why don't you depart into the woods and let me know?Shouldn't simple solutions be prioritized over unnecessarily complex solutions?
Why don't you make a worthwhile game first before you hold your mighty opinions as fact?I don't know, why don't you depart into the woods and let me know?
It would be unnecessarily complex.Why don't you make a worthwhile game first before you hold your mighty opinions as fact?
Really? Because it'd be a shining example of your inability to consider logical processes. But it might give the forums a small break from your trollingIt would be unnecessarily complex.
The point of the matter is, the old system, with an additional balance pass and tweaking of skills, would have fulfilled every player's class needs. Class recipes could have been added to the old system. Players could EARN a Warlock class with researching the required skills. We could make sword wielding necromancers and druids.Yo, guys, chill! Let's keep the discussion on topic and avoid personal attacks.
Some people are discussing the old system, but nobody is saying to bring the old system back. The post is simply suggesting to de-couple mage skills from fire/lightning/curses, so that the class can be combined with any affinity and not just astral/chaos.
We should be able to have an order/spirit mage, or materium mage, or nature.
Summoning/curse abilities should be a separate class like warlock, which again should be free to combine with any affinity not just frost/shadow.
The point of the matter is, the old system, with an additional balance pass and tweaking of skills, would have fulfilled every player's class needs. Class recipes could have been added to the old system. Players could EARN a Warlock class with researching the required skills. We could make sword wielding necromancers and druids.
The new system has random skills attached to spell and skill chains, providing more skills with fewer classes. I am willing to wait for the new dlc to drop before banging on the drum of common sense again.
A balance pass would have removed, added, or streamlined the area skills and tome skills needed to fulfill archetypes. I get the need for defined classes, but competitive play and roleplay in a creative game has to have a balance. I still think there were ways to improve the old system without completely destroying it for fewer, deeper, but more randomized classes. My heroes WERE able to use the weapons they specialized in and carried backup weapons for different tactical situations.You mean tome skills? If you need a certain set of Chaos and shadow tomes to unlock warlock it would push you towards only using warlocks because you dont get fighter skills.
I see that actually as a flaw of the old system. It had a nice fluff. But if i got a path that gave me a bunch of melee skills any support/mage hero felt lackluster and i would have been better of building only melee.
Its true that tome skills in certain affinities favored certain class archetypes, but i thought that added more variety between affinities and factions dedicated to those affinities.Main problem with old system was, if you went certain tome path, then you got skills for only one type of hero. What use were leaden strikes for mage/supp or exposing light for 2H berserker/tank. If you put your chosen weapon for this hero at start and said you be my shield and you be my bow and you have my staff, then you decided roles for these heroes, so your shieldman and bowman could pick leaden strikes because they got "level" for it in fight tree but shieldman never could pick exposing light and become paladin because it means remove essential points from fight tree and put them to for him lots of useless mage tree skills only to unlock exposing light. And same clash was between support and battlemage trees even if smaller than fighter tree.
Easy solution in old system would simply be if every tome offered its skill in variations for every tree (and giving more skillpoints per level ofc).
Now in new system we had some skills moved into class trees and some were removed, sadly those removed were those we wanted to use most. But those that remained "tome" skills are again locked in branching and some lock out each other, so not good solution too.
I was told the new system would be better for balance and future skills implementation, lolThere are 2 classes in this game right now. Ritualist and the other guys.
To be fair, I've never been all that inspired to play melee that doesn't at least have some spellcasting.There are 2 classes in this game right now. Ritualist and the other guys.
We should be able to have an order/spirit mage, or materium mage, or nature.