[Suggestion] Passive Skill Tree for Beginners and Advanced Players
Paths
Ranger: Amazon Survivor Trickster Sharpshooter Huntress Eagle Eye Phoenix Witch: Vessel Elementalist Spellweaver Lady of Destruction Dynamo Necromancer Diamond Countess Marauder: Turtle Barbarian Doom Juggernaut Scorpion Elephant Brick Duelist: Knight Swordsman Thief Crimson Blade Outcast Poisoner Bandit Templar: Guardian Shaman Cavalier of the White Shield Rhinoceros Prodigy Frostbite Blue Torch |
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Damn man, you're on a roll.
I think having too many idea builds for players isn't a good thing in the end, it's going to take away from the joy of making your own builds if so much stuff is covered by paths. A couple per class seems like a better number to me. And it would be nice if they were pretty flexible builds that stopped at lvl 40 or something and would allow branching in different directions. Like for example on a Ranger, you'd have a basic melee ranger path and a basic bow ranger path up to lvl 30 or 40 or whatever, which hits some solid useful passives without making any esoteric beelines. Then the new player has been helped out but after playing for a bit they now have the option to go their own way. And in the end, this game is meant to be the kind of game where you do totally screw up character builds, and roll new ones, since they level so fast. |
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" QFT. (Sorry, I absolutely don't like your idea. I enjoy the current passive skill tree. For newbies to the game, just give them, per character, a single full character tree suggestion (light them passives up like in the online skill tree with highlight shortest path selected. Couple that with the game tutorial. More experienced and/or adventourous players can ignore that suggestion entirely then. New players will have clear suggestions on where to spend their points. Make that single passive skill tree suggestion work with the characters archetype. Ranger gets a rangery bow build, the Marauder a typical barbarian build, etc. Make this simple, explain it simple and keep the current system for all that is holy in Wraeclast!) Last edited by Serika#6166 on Apr 10, 2012, 4:42:39 PM
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Suggestions for player how to build, sure.
Not allowing player to choose something, anything, anywhere? Fail. If you dont know how to build a character, you sit for an hour and search, think, use your brain, thats how proper game like this should work. I dont want to play game made in casual style for casual players etc. And i dont think that this is the target of GGG. PLEASE GGG, make passive skill tree MORE COMPLEX! thx :) |
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I'll bring back this topic to suggest a features that can be the middle way.
Actually i love the passive skill system. But it's true, it's really deep and complex. So just yesterday i was thinking "why GGG do not implement something like in-game planning mode in the skill three where i can see not only which node is lighted but the sum of the bonus i'll receive?" And that's a good thing i suppose. I can plan my passive path and having it saved or showed up maybe like a glowing around the node i've chosen to take. But this can be helpful even for newbie. The idea of "paths" it isn't bad. But, maybe GGG can just let you select some preset build to follow that will be marked on the passive three like you choose that node if you've build yourself the path. With this solution you still let the payer choose to make his way but can suggest some paths at the same time. Anyway, paths or not. Please develop a sort of "planning mode". I'm going crazy trying to remember what i've planned to do with that fucking +10 int taken in that, apparently, dead branch :P If a planning mode was developed i was easily remember why i choose that node! No regret (orbs)
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I really, really don't like being locked out of the "Expert" tree until I complete a basic tree.
Your idea can be simplified into this: New players have the option of using a "basic" skill tree, which highlights easy, balanced builds and goals. At any time, they can hop onto the expert tree. The idea that we're forced to play a "limited" role on a path until we acquire some asinine in-game item goes against everything I love about this game. No one needs to have their freedom taken away and new players CAN figure out the tree with only the slightest bit of hand-holding. Even if you're a stupid idiot, if you distribute your passive points in any single direction you'll do absolutely fine in default league. It's not like making a "bad" or inefficient build will ruin your game experience or even prevent you from progressing. In default league, you can just grind and die over and over until you beat a challenge. And a situation like that will only happen in Ruthless anyway, which is going away soon. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Jun 9, 2012, 10:17:19 AM
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I decided to play this game after seeing the skilltree on youtube.It's complexity it's attractive for both begginers and advanced players.
Begginers will always have the forums so they won't screw up the build in the first place ... -You can't spell slaughter without laughter-
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The idea to highlight/showcase one or several example builds for each class for people to follow is a nice compromise imho. I'd say not to make it automatic, so the player actually has to pay attention to what he is doing with the build, that way he would learn the principles of moving across the passive board. Not sure if people would do that anyway though, but that does not invalidate the general idea of a few example paths.
The idea of splitting the passive trees and doing anything other beyond that however does not really strike me as a good one though. As it is the few premades keep people from making terrible mistakes, allow them to experiment by diverging a little or a lot form the "preset" path and keep the "regular" passives for the players who want to do it the "hard" way. |
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I think GGG did an excellent job with the Passive Skill Tree "simulator" on the website. The search filter is very useful.
There are some good ideas in OP's post, but as others have said I'lm not sure this really simplifies things (though you went in new directions on top of the basic idea). The idea to start with a "filtered" passive tree that later may be expanded to the full one is not bad. But when you have a switch like that between A and B it does by itself complexify instead of simplify. That's always the delicate balance between too little or too many choice in user interface. I've said this before, right now, I feel there are a few simple visual cues that would improve things, without touching the mechanics at all: * Highlight the class hexagon. This was not at all obvious when I was new to the game. There is no clear visual demarcation contrast at all in the in-game tree between the different classes. * One thing I suggested is to change the background colour for the hexagin, that way no matter where you scroll there is always a bit of that center on the screen that gives you a more immediate feedback as to which location of the tree you are. * I'm not alone in mentioning this: it's annoying that the exact view position is changed when you open/close the passive tree. It seems to recenter on the class, but when you branch far away for hybrid builds it becoems annoying. * Highlight of the activated nodes is not very distinct still. Often times I'm looking at the popup text to see if it was already allocated (this tends to be at the end of branches or if you put just 1 pt in a new branch). |
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