FluffyBun Posted March 28 Share Posted March 28 Your average player basically starts the game with 15 skill points, and has half the tree unlocked despite doing nothing to earn it (except fail repeatedly). This is ridiculous, as it greatly limits character progression and does not allow for interesting development depending on playtime. Many of the problems with skill trees can be solved by simply limiting it early on, and increasing the point cap depending on key progression points. 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/ Share on other sites More sharing options...
Jakepeng99 Posted March 28 Share Posted March 28 Ig but it’s to try make this more of a roguelite and have their be progression outside of skins. If skilltrees were limited it would kinda suck. It’s why they should just have some essential stuff done base kit like what they did for Walter and WX. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856668 Share on other sites More sharing options...
FluffyBun Posted March 28 Author Share Posted March 28 1 minute ago, Jakepeng99 said: Ig but it’s to try make this more of a roguelite and have their be progression outside of skins. If skilltrees were limited it would kinda suck. It’s why they should just have some essential stuff done base kit like what they did for Walter and WX. Early game, having 5 skill points should be enough of a boost, especially if early skill points represent a huge increase in earlygame power. Midgame, another 5 will further increase the build's strength, and lategame, another 10 will allow players to really maximise usage of the skill tree. The main problem with the design of skill trees is that it can't be too good, because a player with 15 skill points have it as the base kit. This causes Klei to have a limited design space for skill trees, as they have to essentially nerf it to not be too overpowered right off the bat. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856670 Share on other sites More sharing options...
Jakepeng99 Posted March 28 Share Posted March 28 1 minute ago, FluffyBun said: Early game, having 5 skill points should be enough of a boost, especially if early skill points represent a huge increase in earlygame power. Midgame, another 5 will further increase the build's strength, and lategame, another 10 will allow players to really maximise usage of the skill tree. The main problem with the design of skill trees is that it can't be too good, because a player with 15 skill points have it as the base kit. This causes Klei to have a limited design space for skill trees, as they have to essentially nerf it to not be too overpowered right off the bat. Sorry but especially for the get to winter and dump it servers rhis would suck. There is also a lot of early game skills you would end up losing out on. It would be impossible to get Wormwoods carrot skill and stuff. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856672 Share on other sites More sharing options...
FluffyBun Posted March 28 Author Share Posted March 28 (edited) 1 minute ago, Jakepeng99 said: Sorry but especially for the get to winter and dump it servers rhis would suck. There is also a lot of early game skills you would end up losing out on. It would be impossible to get Wormwoods carrot skill and stuff. Yes, but it gives you the ability to buff the earlier skills, and to add more generally interesting skills rather than pointless filler. It also allows Klei to reduce the requirements for things like the Carrot skill, Winona's shadow side skills, etc. Edited March 28 by FluffyBun Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856673 Share on other sites More sharing options...
Jakepeng99 Posted March 28 Share Posted March 28 Just now, FluffyBun said: Yes, but it gives you the ability to buff the earlier skills, and to add more generally interesting skills rather than pointless filler. It also allows Klei to reduce the requirements for things like the Carrot skill. This isn’t a good solution Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856674 Share on other sites More sharing options...
Ponuem_BR Posted March 28 Share Posted March 28 Bro is trying to solve a problem that doesn’t exist. 5 1 Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856688 Share on other sites More sharing options...
Gashzer Posted March 28 Share Posted March 28 Skilltrees are balanced because even with them, 90% of DST players are unable to solo dragonfly. Klei needs to patch the playerbase with buffs first before they think about nerfing the skilltrees 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856727 Share on other sites More sharing options...
DVGMedia Posted March 28 Share Posted March 28 (edited) 13 hours ago, Jakepeng99 said: f skilltrees were limited it would kinda suck. It’s why they should just have some essential stuff done base kit like what they did for Walter and WX. Thing about this is just that alot of these base kit stuff are things other characters have to unlock with points. I feel klei should do another look through all the trees and adjust them with this mindset. Making simple changes that cost points base kit. Edited March 28 by DVGMedia 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856734 Share on other sites More sharing options...
Jussatoon Posted March 29 Share Posted March 29 1 hour ago, DVGMedia said: Thing about this is just that alot of these base kit stuff are things other characters have to unlock with points. I feel klei should do another look through all the trees and adjust them with this mindset. Making simple changes that cost points base kit. Isn't that literally what they said? Perhaps not specifically mentioning basekit changes, but I figured that was implied. Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856748 Share on other sites More sharing options...
Evelo Posted March 29 Share Posted March 29 Yeah, skill trees being a full fledged rework irritates me, but many players seem to prefer it over baseline everything then upgrade the personal preference skill. Is what it is. Made a thread about it, praising the whole circuit rework being baseline instead of locked behind a skill point. 1 Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856760 Share on other sites More sharing options...
Popian Posted March 29 Share Posted March 29 If we look at what is different about base kit changes that happen with skill trees, it seems that having a consistent interface is a higher priority to having the ability to opt out of skill changes. Link to comment https://forums.kleientertainment.com/forums/topic/170339-skill-trees-have-too-big-a-power-spike/#findComment-1856789 Share on other sites More sharing options...
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