Alternate Skill System Idea.

Let me start this by saying that I've only played 3 times, and whether you implant this idea or not I still like the game. This was my original preconception of how the skill tree would look.

I envisioned something like: (0-9  ability, | \ / or _ connection, - white space.)

--0----1-----2--  +

-/-\---/\-----|--  +

3---4---5---6--   +

-\-/-----/---/---  +

--7---8----9----  +


ect


lets say for regulus: (When I say levels I mean like SoaSE where one tech item can have 1-3 levels)

0 - AoE, mines (damaging kind) damage + with level (2 levels)

1 - Range increase (3 lAoels)

2 - Aoe angel ability, increased ground damage + w/ level (2 levels)

3 - Better tinkering, Reduced cool down & +damage / stun for all mines (2 levels)

4 - Harpoon gun upgrade, + RoF or something (2 levels)

5 - Snipe (2 levels)

6 - Allows the jumping (and dodging damage? if not just increased AoE) (1 level)

7 - Stun Mine (1 level)

8 - Crippling attacks (2 levels)

9 - Angelic Aura (speed+ and perhaps more damage for the AoE angel spell) (2 levels)

AoE then you can have little 'aside' abilities like just coming off of 4 you could have a 5% better chance to critical ability (1 level)

Then the + represent the attribute bonuses (10 total)



Other Ideas to add:

- You could make it so people have to spend up on the attribute abilities to reach higher in the skill tree, there fore meaning you could go a jack of all trades missing the high end stuff but being more versatile or you could specialize in an area or 2 and completely forget about the third. (i.e. ignore angelic and take the others, or ignore mines and take the others)

- The connectors could be OR or AND connectors, or you could even incorporate both. (You need both mines and range increase to get the better harpoon gun, but you can have either the improved thinker or the harpoon gun to get the stun mine.)



Reasons:

-It would make the demigods more versatile

-It would make the demigods feel more complecated and unique.

-It would make skill choices more important. (As you have to think about what you want later on)

 

The system you have now is fine, but just saying what I originally thought it was going to be like.

2,490 views 17 replies
Reply #1 Top

What is the system they have now, pray tell?

Reply #2 Top

Their current system is very remaniscent of warcraft 3 maps, each skill is leveled up seperatley: (same key as above)

 

  1   2   3   4   5   6   7   8   9   10   15     (required level)

--0_____1_____2_____3--------------------

------4_____5_____6____7-----------------

------------------------------------8____9

 +   +   +   +   +   +   +   +   +   + 

 

where 0 is level 1 of skill A, 1 is level 2 of skill A ect. ect.

It's rather like most other leveling systems, I had hoped because they can mess with stuff at the engine level they would be able to make a more unique and iteresting demigod leveling scheme.

Reply #3 Top

Yeah, some prerequisites would be good to see.

Reply #4 Top

I don't like skill prereqs in something with so few skills.

 

It means I have to get a skill i don't want for my build, which means more wasted points, which means less possible builds, which means less variaty.

Reply #5 Top

WTB edit.

How they have it now sounds good.  Please dont' change it.

 

Also, use a fixed width font when doing those.

Reply #6 Top

Good point. Hopefully they'll have enough items on the tree that having to buy a few basic skills to get more advanced ones won't matter.

Reply #7 Top

As they have it now (or at least at PAX) there are 20 points of skills, and 10 points of attribute bonus.

Reply #8 Top

attribute points?

I thought there wasn't going to be attributes like dota, but you just had health, mana, regen, etc that you can spend skill poitns on.

 

i'm confused :P

Reply #9 Top

They don't but they increase the same things, this upgrade increases your health/damage/regen/energy directly instead of going through the attribute system.

Reply #10 Top

so.. you don't get 1 skill point per level?

20 skill points and 10 attribute points out of 25 levels.. that's an odd figuring of which levels you get skills and which you get attribute points.

Unless you only reached level 20 then it makes sense.

 

But I think attribute points are silly.  You should buff your health/mana/regen/damage/attackspeed/range/etc with items.  There is less clutter then.. Less clicking things that aren't enemies.

Reply #11 Top

I think attribute points should just be given upon level up.

Reply #12 Top

Yeah but to me.. in a  fast paced game.. I'd rather every 5 levels or so be buying an item that gives me a bonus to the same thing attribute poitns does, instead of every level picking what attribute i want to level.

You level so often that i would think it becomes tedious and worthless feeling to spend the attributes.

Then again, I haven't played.

Reply #13 Top

I didn't mean picking, just a general automatic attribute increase on level up dependant on your demigod.

Reply #14 Top

I agree with RapierX, more room for skills, but innociv your forgetting that they already said that you only get like 83% of your skills (i.e. 30 levels with a 25 cap)

Reply #15 Top

yes I know.

But with a tree like that it means i'll use up to 7 skill points for skills I might not want!  That means even less I can max that I actually want.

With less possible points to use for skills you want, that means less possible builds.  Anything who wants to use skill 7 is forced to put points into 0 and 3 or 4 by your system.  I don't like that in a game like this.

 

I really like how GPG has it.. I don't really think anything would change my mind.  I hate prereqs except when it's for a skill that makes another skill better, so you'd have to have that skill first.

 

Imagine if Guild Wars only let you use Crushing Blow(warrior skill, extra damage when target is knocked down) if you only had a warrior knockdown skill like EarthShaker first.  Then you couldn't use it with shock(elementalist knockdown skill.  You can have an ele secondary class as warrior and use it with your warrior skills) and such because of prereps.

 

If most games finish at level 15 it's more like 55% of skills as you figure you're wasting 4-5 or so on prereqs which skills you don't use.

Reply #16 Top

Yes but if you look at my example, there is no ability with a pre-requiste that isn't a passive (Or a diffrent variation of an ability that is the pre requiste). And passives are generally rather useful. And plus who ever said you need to spend more than one point in a skill to be able to buy the next one up?

 

Also, I have no idea where you got these 'points' from, the attribute bonus ability is much like dotas, except it goes straight to the health/damage/regen instead of going through an attribue system. (At least thats how it was at PAX)

 

 

Reply #17 Top

i like mooeys idea as oppose to the Dota skill system in WC3 (the current system in demigod) cause its more like diablo with the passive bonuses to ur skills which in the long run will make a skill better even if its not maxed