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(07-19-2025, 05:14 PM)Poruku Wrote: The game is currently in a delicate balance where many builds have to give up a few skills that they would like, but at the same time many others get to equip everything. If we're gonna move in a direction of allowing every build to equip all the skills they want, like people seem to be wanting, then we might as well remove the skill pool system.
Personally I think skill pool size is a good mechanic and we should balance it in a way that makes most builds have to make choices, give up a few niche skills, while skill pool buffing skills allow you more of those utility options, making rogue and guile builds more versatile. But if you get to equip literally everything from those 140 skill points you invested, then the mechanic is pointless.
everything is pointless depending on how you look at it
you get 35 class points (55 if destiny, slightly more with a trait or human ) and you can't equip all of those spent points in some scenarios, why even have points why not just have every skill just be maxed out then if skill slots would keep it in check, nothing stops you from walking around with 1000 pies and tailoring yourself every time the scenario changes.
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Great example of why removing limitations doesn't improve the game.
Not being able to take every skill from your most important class means you need to make choices on what to take, and choices is good. It's what makes character building fun. Limited skill points also makes you also mix in things from your other classes
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(07-19-2025, 11:38 PM)Poruku Wrote: Great example of why removing limitations doesn't improve the game.
Not being able to take every skill from your most important class means you need to make choices on what to take, and choices is good. It's what makes character building fun. Limited skill points also makes you also mix in things from your other classes
Nah. I'm sorry. I've had to make 'choices' because my characters stats =/= Giving me much of a choice on skill slots. I've literally scrapped entire builds because "This class requires X to function. Why the fuck is it a passive that takes up a slot?"
And other such fun things as "You have to be shitting me. Why does this specific combo take 58 skill slots?"
And it happens so frequently. It's not fun. I'm limited by my class SP. I'm limited by my slots (because I can't/don't want to build GUI for skills lots). Something that would be a TWINGE tiny beet better is if aptitude gave skill slots. Or, god forbid, WIL gave 1 per 5, instead of 1 per 10.
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That's what technically Innovator is there for, I guess.
what the heck!!!
im not part of the abc news
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07-20-2025, 09:52 PM
(This post was last modified: 07-20-2025, 09:54 PM by Fern.)
Yeah, this isn't a good idea. I don't think Spellthief needs nerfing, it's not doing anything particularly egregious, and it's not like the strongest ST builds need that many skill slots to begin with. The suggestion isn't going to cause anything good and will only do harm to the people that are playing things for fun. I'm against it, it would ruin a lot of fun.
ST global spell spammer would be completely unaffected by this and that's like one of the best ST builds, meanwhile the average basic attacker/ST will get ruined.
The following 1 user Likes Fern's post:1 user Likes Fern's post
• Dezark
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I just don't understand what this is trying to accomplish personally. If you're trying to target pacifism Curate/ST, then there's a lot better changes to ask for. Like, what difference do you expect this to make? Genuine question.
At most you force these builds, which are already stat efficient to high hell to build slightly more skill or run thieving for a skill slot.
So yeah, this ain't it chief. If you wanna nerf Curate/ST you may as well target the things that specific build uses rather than make things worse for the rest.
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Heres our real issue, too many PASSIVE skills are point intensive when if you want the class to be EFFICIENT you NEED them. Magic Gunner is a big example. 1 point arcane gun, 5 points bonus shell, 5 points overcharge, 5 points spark drive, 3 points cooldown... thats 19 already BEFORE YOU EVEN CHOOSE SHELLS. Oh using dual pistols? 1 point akimbo now 20. Using a shotgun? One hit wonder 5 points, now 24... oh you want the hit buff before a charged shot? 5 more points. The charged shot andovercharge shot skills really could just be 1 point skills. And spark drive too. They all take up skill pool too and its so rediculous!
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(07-21-2025, 05:34 PM)Raigen.Convict Wrote: Heres our real issue, too many PASSIVE skills are point intensive when if you want the class to be EFFICIENT you NEED them. Magic Gunner is a big example. 1 point arcane gun, 5 points bonus shell, 5 points overcharge, 5 points spark drive, 3 points cooldown... thats 19 already BEFORE YOU EVEN CHOOSE SHELLS. Oh using dual pistols? 1 point akimbo now 20. Using a shotgun? One hit wonder 5 points, now 24... oh you want the hit buff before a charged shot? 5 more points. The charged shot andovercharge shot skills really could just be 1 point skills. And spark drive too. They all take up skill pool too and its so rediculous! Raigen this is about the classbmenus skill slots, not classes that deserve getting crunched still
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Lolzy my friend it does contribute to the issue,most of those skills are EQUIPPABLE PASSIVES. It inflates the HECC out of your slots same for magic shells too but those make sense at least...we need to do away with equippable passives period.
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