Why are base stats part of the passive tree
Maybe they wouldn't have to completely redo the tree, but just change the attribute nodes to a generic node that just adds 10 points to an attribute pool. Players could then assign their attribute points to either strength, dexterity, or intelligence.
The only problem I see with this is that regret orbs would need to be changed, or would only work with nonattribute nodes. Last edited by BloodReign#5273 on Sep 21, 2013, 5:10:18 PM
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So the existence of the transportation nodes being justified by GGG as a certain means of limiting player not to become slightly overpowered is, in my opinion, absolutely garbage balancing. I have to spend probably the most valuable thing in the game (skill point) to get a garbage + 10 to stats node in order to get anywhere? A garbage node that I can't change a color of at that? I don't want these shitty + Dex nodes on my pure STR physical damage Marauder. But I have to get them and a lot of them in order to get some important passives?
My suggestion: 1. Either remove majority of the crappy + 10 to stat transportation nodes except the ones on the crossroads or before the passive clusters. And add some big + 30 to the passive tree and more of them. 2. Let them be but let us change the colour of the transportation nodes. Like introduce some new currency that upon using will let you change the colour of the nodes. Or let us change them ourselves upon acquiring the node. 3. Introduce another currency, the so-called 'skill point place-holder" orb. You can use it as a skill point on those crappy transport nodes. But upon acquiring the node you gain no stat benefit from it and cannot refund it. |
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It seems like maybe adding percents instead of base stats would be a better way to go on the passive tree and then as you level you gain raw stat bonuses. So if I leveled I would get x amount to mana life physical dmg and accuracy rating. In fact I dont really see the point of stats like strength or dexterity given they dont actually detail what is being added to what specifically. They are there only for item requirements which could be easily replaced by life, mana, or accuracy rating.
The passive tree could contain 4% life nodes or 2% life nodes or armour rating percent nodes etc as players move across. |
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" You already do (except for physical damage; you get evasion rating instead) - very small amounts of each to be sure, but " Hover over your attribute totals to see what each one does. They are primarily for gear requirements, and used to be solely for them - the bonuses they provide are mainly icing on the cake. Attribute nodes, meanwhile, are there to differentiate between the classes without forcing them too tightly into their roles. Marauders tend to have more strength than Rangers, not because they automatically gain X strength per level, but because the attribute passives they have access to (and which take them where they usually want to go) give strength rather than dexterity or intelligence. For the record, I'm against the suggestion to remove stat nodes from the tree - compactness, as has been stated by others (on the first page, no less), is undesirable here: it reduces the scope for build diversity, and for forethought in character planning. Making attribute nodes color-agnostic works against class identity - a Shadow is supposed to have a harder time using Melee Splash than a Marauder, and conversely the Marauder is supposed to have a harder time getting things like Ethereal Knives to work. Obviously the payoff can be worth it: there are, after all, EK Marauders and splash-happy Shadows. But removing the sacrifices intended by a longer trek across the tree is like installing an elevator on Everest. I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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I can't see how it would create a lack of build diversity if level up's increased stats only based on class differentiation. If anything it'd solidify class diversity. Secondly, attributes can be there, it's irrelevant whether they are or not and that's all I was saying but I believe fixed incremental gains should be gained on level ups and percent values gained via choice on the passive tree. I just saw it as, if someone saw the raw gains they could make better percent based choices. This would also add more relevance to attribute based equipment that increases attributes as the range that it would increase things like life or otherwise would depend on your percent choices.
Anyways just my opinion |
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Sure there are too many of them, but it's not that bad. Can't have strong nodes without weak nodes.
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