Developer video on the new skill tree

It's a bit hard to give proper feedback, with the new skill web available to Alpha testers only.
Mind you, dear Chris... can you, at the very least, make this new skill web available to us, Beta testers? Like a new link, on the left corner of this forum: "New skill tree preview" or anything of the sort.

I -REALLY- want to try this out to give proper judgement later on.
What I have suggested so far:
http://tinyurl.com/bwas8ss
http://tinyurl.com/d6zmjfk
http://tinyurl.com/cpcvb3j
http://tinyurl.com/d6zmjfk
http://tinyurl.com/d7l766l
http://tinyurl.com/cho7syo http://tinyurl.com/cnywxdx http://tinyurl.com/crynzfh
Last edited by GustavoM#1800 on Jul 18, 2012, 4:58:07 PM
"
Qarl wrote:
"
Torin wrote:
Looking at this tree my blood magic shadow will no longer be possible :(
I hope at least you made Blood Magic support more useful?!


The Blood Magic passive has moved since that video, but may not be in the right place.

Your character will not currently be supported by the tree as it stands.

Blood Magic for Shadow is not exactly a popular choice, but I might find one and give it a spin, and see what the build is like.

While I make no guarantee, I'll see what we can do!

Some builds will be lost with this change, but we certainly don't want to have awesome builds removed if we can avoid it.


As with some other folks on here, this is my main concern with the new tree thus far. I agree that Blood Magic is not a popular choice for many builds outside of Marauder, but Blood Magic itself doesn't feel like a "Marauder" keystone. To be honest, it seems more like a class-neutral "resource" keystone, where the player is asked "Do you want to manage 2 resources (HP & Mana), or more carefully manage 1 resource (HP)?"

It allows for some off-builds to work, and is the basis for some off-builds entirely. I will say those builds might not be optimal for later difficulties, and I don't have any idea where Blood Magic lies on the most current Skill Tree; but I can't agree with forcing other classes to invest heavily towards the left side of the tree for a keystone which isn't about STR classes, but instead about resource management.
Whatever will happen to the current builds-selection,
im pretty sure that i can come up with new ones.
Don´t be afraid guys, its not the first change.

I think it looks more interesting now, hope the highways arent that much overpowered again.
+VLFBERHT+
https://www.youtube.com/watch?v=e80qhyovOnA&list=RD_euDhMDDRq4&index=10
Hope the new skill tree won't mess up my builds, but rather improve them =)
Anyway I am looking forward to it!
The -ONLY- thing that dissapointed me was how the skill web has been "simplified". Don't take me wrong: I like stuff that Is "easy to understand". But when this said "simplification" can harm skill customization. Wich I hope, It did not happen, In this case.

Spoiler
I'd rather see this skill web MUCH MORE COMPLICATED than simplified, tbh. Like, the game allows you to COMPLETELY screw up your character. But that's just me.
What I have suggested so far:
http://tinyurl.com/bwas8ss
http://tinyurl.com/d6zmjfk
http://tinyurl.com/cpcvb3j
http://tinyurl.com/d6zmjfk
http://tinyurl.com/d7l766l
http://tinyurl.com/cho7syo http://tinyurl.com/cnywxdx http://tinyurl.com/crynzfh
Please post an updated version of the skill tree on the website so we can play around with our builds and give feedback before it goes live!

I'm really interested to see where you've put a few things, such as Iron Grip, because in the preview video, I couldn't see them anywhere near where they used to be on the 0.9.10 tree.
"
simonizor wrote:
Please post an updated version of the skill tree on the website so we can play around with our builds and give feedback before it goes live!

I'm really interested to see where you've put a few things, such as Iron Grip, because in the preview video, I couldn't see them anywhere near where they used to be on the 0.9.10 tree.

Iron grip still in central area.

But i not sure where now is "4% evasion per frenzy charge" passive,they all now looks like +duration of the frenzy charge.
ign: Bikvin
Last edited by triada13#3040 on Jul 18, 2012, 6:37:48 PM
I'm a new player, only about a week ago I joined the beta. I really like the skilldrasil's current form, and hope that you don't take too much away in attempts to keep players from making mistakes. Stop yourselves and ask if your decisions to accomodate new players and gain broader mass appeal is making your game a better, more interesting experience first.
*This is a cross post as I thought I was posting in this thread in the first place - Post as follows :

Since I am not in Alpha I will not comment on the new layout until I have had a chance to try it out.

There are a some things I have wanted to see that I have held back until I had more information on what the latest iteration was going to be.

Center character image. This is a layover from the previous design but it is some what confusing and a distraction to have a phantom character there. There are many options such as fill in with a passive or two, change image to game logo, or replace with some other image.

On the issue of character images would be nice to have a tooltip with class type on hover. You can see the image of the character if you look closely but something more distinct would be nice.

Attribute nodes that currently can be selected detailing tooltips about the benefits. Example: I can take an int node with my current skill point. Since taking this int node will increase my mana and my ES the hover over tool tooltip would calculate my current character state and display what my current mana and ES are and what they would be if I select this node. Horrible example of formatting follows:

Current Mana 100
After Selection 110
Current ES 50
After Selection 55

This becomes more complex for keystones but fairly straight forward for attribute nodes.

Build templates. Example of this is using the web page to theorycraft my latest and greatest. Since characters and website are linked creating this "template" on my account makes it available in game (text file drop in from the internet, forum sharing etc).

On the passive tree I would have a drop down menu with all available templates that have been created. When loaded this template ghost images all the nodes I want for this build. Taking this to the next step I would be able to number these during template creation so I know in what order I want to take each passive. Ultimately allowing the system to auto grab the passive when a point becomes available if I have the option selected.

The above template system also helps the casual or new player ( and the hardcore as it streamlines the build process ) by providing a GGG sanctioned build(s) path that ease them into the game. Providing players with a optimal build free's them up to experience the game in a more compartmentalized manner. These builds could end at any point level with a pop menu explaining you are all growed up now and need to start making your own choices. No matter how hard core of a gamer you are anytime you are learning a new system your first few characters are about learning the mechanics, world, and subsystems. Odds are high you are going to reroll after you get a better understanding anyways. This allows GGG to pop menu questions on creation and tick the right boxes to auto a player through the learning stages. Casuals will normally just keep on with what is provided while the more daring players will take off the training wheels when they feel ready.

Subtle attribute coloring for tooltips backgrounds would help solidify the connection between the attribute node and the stat.

I have more but will see how things progress with the new patch.
Last edited by Merlvingian#2110 on Jul 18, 2012, 8:22:11 PM
Challenge Accepted.






Full Scale Tree


I went through the entire video and built the tree with screenshots at 1080p. I didn't have to much time to refine the image but it will give you guys what you've been wanting.

It should be noted I cleared this with Chris before posting it, so have fun with it. :D

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