Re: Levelling skill gems by use
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I am with the OP on this one, Leveling by use/support should really be how it is done. It is really not a big dealt to "grind" an ability to "catch" up and it really rewards those players who can plan out their skills and level them up appropriately. I am not sure how I feel about having the skills have certain stat requirements though. If I want to play a trap using Templar, I cant really do that seeing as there are not alot of Dex nodes in my skill tree and d I really want to waste points on that?
The game is designed (or at least the skill tree is designed) to have semi permanent choices and to reward players who plan ahead. I think changing the gems to level on use but maybe make them easier to level is a really good change for the game. Also, maybe making them bind on player after reaching a certain level? Say lvl 5? so you cant just pass them around. Seeing as that’s how the entire skill system works, It would be really cool to have some sense of "permanency" to it and "specialty". Also, what do you guys think about adding skills INTO the passive skill tree. Some nodes really change play styles but I think you could make some abilities in there too or some specific nodes that modify specific abilities? Last edited by clinx1337#2884 on Jul 11, 2012, 1:11:08 PM
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I assumed at first that this is how it works, but then I found out that they chose not to do that. I, for one, am glad. The way it works now is clearly superior as it is less limiting. Imo.
Why don't the seasons fear the reaper?
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Simply, no.
I don't want to spam abilities over and over and over again to gain levels. What you suggest would trivialize the gem leveling system. Currently it works well, leveling by use would just create abuse. |
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" I don't suppose you've ever created a low level light spell and stood in a corner casting it repeatedly until you're an illusionist, have you? Fun stuff. I find the current system superior. I have skills I don't use constantly, but do use sometimes, and if those had to be used to level up, I'd either not use them, or sit in a corner and grind them until I cried. |
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Well since I really think skills leveling upon use is a good idea, what if you took a hybrid approach where you level it on use AND by ALL your gems get XP when your character levels. That way it can cater to both parties. Lower level gems would level much more quickly each level since you get more and more XP for each main character level. Your main abilities would still surpase all the gems because of use.
The biggest thing to think about here is not limiting the game but enhancing the game. I think people look at leveling these gems as a HUGE diferentiator. From my experience, while it is nice to have + more damage on an ability, I have found it doesnt make a TON of difference during play. Sure, I get excited when it levels but I also think of end game and build viability and if you can just level all gems at once, it seems like playing a "main" character to get high lvl gems then rerolling would have less replay value. Plus players who unlock/obtain a new ability, it should be that it requires a little grind to "upgrade" it. When I got lightning strike, it was much weaker then heavy strike but I am leveling it because I know the potential power of it. If I could passively level it, it ruins the accomplishment of doing it yourself. I dont see it making a huge different mid game, and only mattering end game where min/maxing is a bigger part of the game, lets face it, you want more to do endgame right? This just gives you one more thing to do, level your gems! |
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" This. Level on use would be rediculously hard to balance in a way6 that avoids these problems, and these problems would probably completely ruin the game at least for me. |
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" So help me understand. Have you ever been in a place in the game where you said, if only my "X" ability was two levels higher, then I could beat this boss. I havnt been in that place yet.. While I think that Gem leveling is cool, I have not noticed a HUGE difference in a few levels... I dont think that making it level on use or another system will really limit your ability choices. If a monster is immune to a certain ability and you use your backup ability, I dont think you will be like, "If only it was 3 levels higher" I dont even think you will notice axcept for having to change your ability and it might take two extra attacks. Overall I think it gives players more to strive for and better diversity in the game if you make it level on use or/and XP on character level. Again, you could create a small formula that would make it to the effect of your main abilities end up only being a few levels above the rest since each level you level, all your gems (equipped) get XP and you could make the gem levels pretty exponential. I just cant see how it would make or break your gameplay if you had to use a lower lvl ability. I have not been to a point in the game yet where min/maxing is that crutial. I am not that far so maybe its just me? |
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If only it was 2 levels higher? For all I use Temporal Chains for, it'd probably be 10 levels under my current gems if there was a EXP on use system... and I'd say I'd notice 10 levels of difference, yeah.
As little as I use it, when I find some stuff I just can't kite, it sure can be a life saver (or at least, makes things easier.) Freeze mine also fits in this category for me. They're not "backup abilities", but rather "backup backup backup abilities". Currently I use them. If I had to grind them, I simply wouldn't bother. It wouldn't break my gameplay, no. It'd just reduce my skill diversity, and offer no redeeming quality. |
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Well after reading above posts of concern another method that could be put into place is that all gems, like the current system level while just be slotted in the gear, upto a max level of say 10, making the gems useable but not depended for neglection, Then introduce a Level on Use system and can even character bound them as this seems to be another exploit antidote which people are also concerned about.
I cannot support the Direction of this game anymore due to the fact the PC verson of the game will be compromised due to the limitation of the console verson, which explains alot of the current state of the game. Last edited by galihurst#7690 on Jul 12, 2012, 2:31:41 AM
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" I quite like this idea, it would still leave you with the same freedom but reward specialization at higher levels. Why don't the seasons fear the reaper?
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