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KradisZ wrote:
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gonzaw wrote:
Yeah there was lol
Until you got to like the last level (and be able to get blocking orbs easily) there was basically only 1 linear path for every character.
there was what?
A single path
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it's not linear, linear means A to B no deviation. i looked at it, there's branching paths that aren't blocked. it's not linear.
look at where tidus starts.
look at where delay attack is just a little north, you go left into the yellow and 1 gray node and there's one to the right or a str node to the top. neither are blocked.
it's not linear, and that's not end-game for tidus, in fact that's very EARLY game.
sure it's to small little tree area but its still not linear, plus there's l3 lock sphere orbs early on if you know where to get im as well. so you could go get sentinel early and not late game like you said.
anyways that's like 12 years ago, to not innovate on it is just lacking if that was the case.
Those are just 3 nodes >_>
I guess if you got lucky and got some lvl 1 block orbs early you could go through Kimari's path.....but that is kind of pointless lol (and you'll basically follow the single path from Kim's "build" anyways).
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Posted bygonzaw#3022on Feb 26, 2013, 3:17:40 AM
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The point being that FF10's "skill tree" and PoE's one can't be compared in that "several paths" aspect.
In FF10 you basically go through 1 path until end-game, and if you get lucky with some blocking orbs you can get some cool abilities in some side-areas (unless you are crazy and choose to "follow behind" another character's path like that Tidus->Kimari one).
In PoE you are free to go wherever you want from the get go.
It is indeed a "skill constellation" like some other dude said.
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Posted bygonzaw#3022on Feb 26, 2013, 3:20:55 AM
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