Suggestion: Skill Tree Markup, Planning, and Summarization
+1
absolutely wanted. Plus the possibility to plan outside the game and be able to import that into to game... That huge skilltree is the biggest difference between PoE and other Games - dont waste that by making it unaccessable. Especially for players not familiar to the game. Even with 15 years of experience in rpg i've a hard time to find and follow "my" skill plan. |
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the skill tree needs Filters
to highlight passives for your path making filters to highlight passives like: show only all 2 hander skills ..............2 hander damage ..............2 hander att speed show only all plus fire damage ..............plus life regen show only minion skills this is in-game and on a skill planer..hint hint Bonan..2hander,Miss Bitch..whitch, ThongBow..ranger
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Bumping, since this needs to be seen.
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+1.
I love the text in the pictures. |
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A method to 'plan' is much needed. I like the right-click to highlight feature as well as the current vs planned passive benefits. I don't like the naming of the paths nor the auto-allocation.
A simple and persistent highlighted build plan is all that's needed to free up some game time and make things a little easier without reducing the leveling up process to pure automation once a course of action is set. Instead of thinking about the build and learning the web, the passives descriptions, their locations, how each one affects your build all you simply have to do is load up a template and have everything done for you. Aside from the sheer laziness aspect, I don't see anything to be gained from that. Now, I don't reckon that the OP suggests saving the builds to a file that can be given out freely to other players. By loading a template, I mean to say that you just plug in the nodes copied from someone else's build and hit 'auto'. Granted, people will copy builds with out much thought anyway, but we don't need to make it any easier by allowing them to do it with 0 input beyond highlighting the path. And the naming of the paths is just silly an unnecessary imo. You should be able to remember what cluster is what after you specifically went through and highlighted each and every node or path. Sure, it would be great for the automatic aspect but I don't like that either. Last edited by FaceLicker#6894 on Dec 30, 2011, 4:00:00 PM
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i love this idea, and i will love the devs forever if they make it 8]
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+1
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What a superb idea. Truly the humongous skill tree can use a planer really bad.
Still, this step is considered a final brush on a project in progress, if it is even considered at all. So i am not seeing this happening any time soon. Too much priorities precede this. |
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+1
BUT! There can be argued that it takes away an element of skill. So maybe have it also be league based. So that in normal Hardcore and Default you do have the full feature help of it, whilst in ladderraces and other competitions you would not have access to it. One thing I would not use and would not want to see is an implementation that extends so far as to support import/export of builds. Half of the game is learning it while you play. Just to load up a "perfect" build and follow it rigorously is just lazy gaming. --EDIT-- Oh! and also.. I do feel the priority is better placed on expanding/tweaking/balancing the skilltree. Last edited by Dalkordigo#2295 on Dec 31, 2011, 2:59:23 PM
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Funny how 3 pages of beta members didn't even research the fact that a skill planner has already been talked about like a hundred billion times...
There's no skill planners at the moment(except for that outdated one) is obvious due to the fact that things are constantly changing and in development. So there won't be one any time soon(till OB starts maybe), no matter if it's ingame or on a website. Sweeping Maid Last edited by nzrock#3291 on Jan 1, 2012, 12:30:04 AM
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