Zombra wrote: ↑
August 6th, 2018, 11:12 am
Great to see adjustments made due to feedback. Particularly glad to see Mastery slots expanded to 4 (should be 5, but ok), improved merchant interface (too bad we still have to exit to equip/unequip, but ok), removing a million waypoints (because let's face it, the game can't be played without markers on), adding a cost to respec (where do merc tokens come from anyway?).
Firstly thank-you Devs for the call out. The main point I made on masteries
previously Zombra was that three was too limiting especially when you find a core build of skills (more active masteries provides more scope for variation / rarer situation specific skills, and offsets other limitations f.ex taking an adjacent column attack mastery to avoid inefficient opportunity movement for column only attacks) BUT it has to tie in with the opportunity system (allowing a higher number of active masteries increases the likelihood that only a few characters use all the party’s pool of opportunity points every turn). So the limit needs to be a workable compromise.
That side-lined characters issue is one I wish the Devs would go further to address such as by allowing an opportunity free movement which should also improve foe AI as currently foes can use opportunity on movement
when they shouldn’t and do not use it when they should. Unfortunately you locked the thread on this Update 49 in the spoilers section of the forums so I won’t go into detail here suffice to say I won one of the two hard beta fights by exploiting foes not using opportunity move out of their column.
So while I think there are numerous improvements to the game that can still be made that are not listed in Update 49, I consider all of the listed changes to be progress with one exception and that is resetting skills trees
. It is essential to a system with a low active to total skills ratio that those skills be easily resettable – why deny build / theory crafting gameplay or bother with having so many skills otherwise. I found in the beta that I had a different party config for higher armor class mobs vs squishier caster mobs etc and being able to view a mob from a safe distance then spec and engage was important gameplay. I do not want to see a mob, realise that I need to re-config and have to run back to the Review Board and spend a Mercenary Token, or swap out specialist characters, then having dispatched that mob and encountering a different mob needing to repeat that process. It would be better in that context to use a system I have played in MMORPGs where freely equipping a weapon changes a set of associated weapon skills – f.ex change from an eviscerating axe to a bone crushing mace when fighting a mob of skeletons that don’t bleed. Note, I am referring just to combat skills here not the abuse of resetting crafting skills, which I would have addressed with separate secondary skill points. In light of Update 49 I am unlikely to use crafting skills at all – preferring to instead rely on loot / merchant trading. Alternatively, maybe make an “alt” character that can gain a couple of levels with all the skill points going into crafting (leave that character at the guild, return to guild to swap in character for crafting then swap out for a better adventurer character) if there is plenty of exp in the game relative to the level cap. I can but hope that the Devs will re-consider skill resets for these reasons.