Skill Trees (Full Version)

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Thylek Shran -> Skill Trees (4/12/2012 6:49:36)

Do you also think that the skill trees should get revamped so that you have
to spend less points to unneeded skill which are required to unlock other skills ?

I think that this also important for class balance and build variety.

[image]http://www10.pic-upload.de/thumb/12.04.12/bpumwnnnkgir.png[/image]


My personal review:


Tech Mage:
Left wing should be ok. Key skill Reroute requires Bludgeon.
The right wing is problematic: Deadly Aim and Super Charge
require Overload and Plasma Rain to get unlocked. Plasma Rain
requires Overload.
Problematic skill access layout


Blood Mage:
Same access layout like Tactical Mercenary.
Overload requires Plasma Rain. Reflex Boost requires Berzerker.
Super Charge and Deadly Aim require Intimidate but that should
be ok. Bloodlust is well placed and a must have.
Average layout - nor good or bad


Cyber Hunter:
All skills are nearly perfect to access while Static Charge and Malfunction
which are both key skills, are in the center. So you won´t spend any
unneeded skill points when using this class unless you want to have a
very exotic build.
Best skill access layout.


Bounty Hunter:
Multi-Shot and Stun Grenade require Energy Shield and EMP Grenade but
thats ok because both skills are key skills and even usefull at skill level 1.
Blood Lust is a must have while Reflex Boost is not usefull for all builds but
thats a minor drawback.
Second best skill access layout.


Mercenary:
The left wing is problematic. Artillery Strike and the "ultimate" skill
Surgical Strike require other and often unneeded skills for unlocking.
Thats one of the reasons why you rarely see high level Mercs with
Surgical Strike. Adrenaline and Atom Smasher require Maul which
is not such a good skill. Intimidate as requirement should be fine.
Problematic skill access layout


Tactical Mercenary
Same access layout like Blood Mage.
Artillery Strike requires Field Commander which is mostly not a
good combo. Blood Shield is a requirement for 5 other skills and
often not that usefull. I think that it should be swapped with Frenzy.
Average layout - nor good or bad




Stabilis -> RE: Skill Trees (4/12/2012 7:56:59)

I think most of us are behaved, a lv 5 should access to lv 5 skills without requiring points on lv 2 or lv 1 skills. Same with lv 20s, for a level 10 skill they should not have to require lv 1, 2, or 5 skills.

How many Tactical Mercenaries with lv 1 Blood Shield actively use it? Not many, as 6 Resistance is too few when damage often occurs in the 20s to 30s range.




zion -> RE: Skill Trees (4/12/2012 8:37:26)

Techmage is fine... its been the same for a couple years now - and it works

--noiz




Thylek Shran -> RE: Skill Trees (4/12/2012 9:18:42)

It would work way better if TM wouldnt have to spend 2 skill points
to unlock Deadly Aim and Super Charge. Those 2 skill points could
be invested into something more usefull. As a example alot
Tech Mages dont use Assimilation or have it at a minimum because
they lack the skill points. Reroute leading to DA and SC would solve
that.




Mr. Black OP -> RE: Skill Trees (4/12/2012 14:24:00)

The thing is though, if you make the skill trees so you have to waste skill points it could potentially weaken the effectiveness of the OP builds.
Imagine TM for example:

Heal->Technician->Malfunction-> Plasma Rain
Defense Matrix->Bludgeon->Assimilate->Reroute
Overload->Deadly Aim->Plasma bolt-> Super Charge

Now a caster TM will have 5 less stat points, making their builds more balanced, I think this is the reason why we have to waste some points.




Thylek Shran -> RE: Skill Trees (4/12/2012 23:36:27)

Plasma Bolt and Plasma Rain will maybe get nerfed:
quote:

RabbleFroth is planning a nerf for Tech Mages. What is it? I dunno, nobody tells me anything. Watch here for details.

Tech Mage isnt overpowered when not using the plasma build which
lacks dex, str and support and doesnt work on all opponents.
My merc tank is way stronger than my tech/support TM (not plasma)
with worse gear.




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