[Suggestion] Rightclicking a skill node calculates a path
" i like the idea of a planning feature, but do not like the idea of it automatically choosing any sort of path whatsoever. part of why i love the current passive tree is how it is forcing me to really study pathing and distribution, if you just said "here is the shortest path" many may take it as "the best" and not take the time to see the alternatives? ~SotW HC Guild~
|
|
" Yeah, planning support would be nice, but not auto-pathing. Passive skillpoints are to precious to be automatically chosen. Clicking things really makes you feel you are making progress and getting stronger. So many players complain about autostats and lack of skillpoints in D3. I hope PoE don't follow that way. ingame: FeelLuckyPunk standard Last edited by Ugm#2754 on Nov 22, 2011, 5:44:55 AM
| |
|
Yeah I suppose marking sequential nodes lets you see what becomes available at each step, you'll have more time to study it as you go. I wouldn't oppose a decision to leave out the shortest-route path thing.
Level Designer/Dungeoneer
Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems | |
" I still don't get how the game "hints" the player. When you draw the skilltree in a paper and highlight the nodes you want you make a "hint" to yourself? What I meant was that instead of going through the agony of printing/drawing and highlighting the nodes you want to get, you could just press mouse button and the path would be highlighted. This would ensure that you dont take nodes you dont need in accident, or go to a "dead end" in the tree. " Couldn't have said it better. Make an account Forget about the whole game Get a beta key ???? Profit!!!! Last edited by Filthy#5718 on Nov 22, 2011, 10:21:12 AM
|
|
" It's all about very non-linear fashion of skilljungle so highlighting one way would lead to linearizing it. Shortest path is not always optimal so why confuse players with showing only 1 way, when there are plenty of them? If the length of path is the only criterion for you then it's ok, but let it be up to player to choose the right path. ingame: FeelLuckyPunk standard
| |
|
I think having a dropdown option to select/highlight certain skills would make a significant improvement in finding places on the skill tree, or perhaps even a web-based passive tree planner to play around with. Right now, the hardest part is finding the desired nodes to attempt to path to multiple and seeing if its feasible to reach multiple groupings of similar.
In my opinion, any kind of line/pathing will be misleading, defaulting newer players to poorer line of thinking towards the passive tree. Also, many of the fastest paths are +10 stat bonuses that, while important, don't have near the impact as some of the other passives There are too many slight (1 or 2 node differences) that can have a significant impact on the character. Right now, the passive tree is completely open to interpretation with no guidance. While my 1st witch was pretty much a wreck, my 2nd one is much better for it because I would have never gone with my current choices for passive skills. I attribute a lot of that with familiarity and less so to trial and error the first time through. |
|






















