aidancode Posted May 22, 2025 Share Posted May 22, 2025 DST, unlike most RPGs with skill trees, doesn't follow the gameplay loop of "get new skills over time to enhance your character" - skills are unlocked for all worlds, after all, so after the initial grind, it becomes much more like specing yourself into a build like a badge/charm/relic system. So that leads to the question: why are there so many prerequisite skills?? So many trees have way more prerequisites than they need. Wilson has his transmutations which don't build on each other. Woodie limits the amount of customization your tree can get by forcing you to pick every were form skill in a line. Wortox's tree has basically no customization outside of "pick a side" due to how much stuff is locked behind filler skills. Wendy's team spirit skills iirc are locked behind each other which to me makes zero sense. (I'm going off memory and could be wrong with that last one). I think that some trees would benefit a lot by making more branching paths and fewer lines. For instance, Woodie could allow you to pick any of the 9 were form skills in any combination and order, but in order to get the mastery, you still need all 3 skills in its line. That would let you choose how to spec into a secondary were form a little better and is really the only thing Woodie's tree needs to be perfect imo. TLDR too many skills are locked behind prerequisites. I'd like it if that was made less extreme in some cases like Wilson Woodie and Wortox. No I'm not asking for a huge rework just a few things getting different connections. 2 Link to comment https://forums.kleientertainment.com/forums/topic/165785-somewhat-minor-skill-tree-rework/ Share on other sites More sharing options...
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