#Skill Unlocking and Progression (Nov 2022)

11 messages · Page 1 of 1 (latest)

blissful moss
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I also really dislike the new skill progress system. You have to grind a lot to earn money and the skill shards. And what we get was those boring status. It surely extend the game progressing time , but I have no fun in this progress system. And this system is not good with the skill draw system in game. Which you might end up with 2 Tier 0 and 1 Tier 2 if you stick on leveling one skill. What I except is unlocking new functions for the skills in T4 T5 T6 etc..

vale mirage
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I personally enjoy the theory of this system with the passive % stat increases and big ability upgrades at each tier. It is odd that we gain the same bonus from first pip to the 15th pip even with extreme cost increases.
You can play "normal" and unlock as you go up to world mission 9 after that you again notice that even those stats make little difference and you would rather just jump to the next tier and get the ability upgrade. Once again a case of us getting outleveled by the rift.

vale mirage
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i like it this way more if you get more shards then gold so you have options what to upgrade (if rng is on your side). Something i was thinking about is adaptive shards that you can use for any power to upgrade and you get a little each mission.

lilac kite
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only problem with skills imo not not being able to delete some or trade them in

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warden for example i enjoy playing flower build for massive burst but have tons of useless support skills

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let us trade some in for minor amounts of gold or something

quaint sky
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Wholeheartedly agree. Played druid for about 9 hours this playtest and only got a single tier 2 upgrade. While I do love the idea of the minor incremental upgrades, it's really coming at the cost of major functionality being withheld. For example: Jungle Flowers Tier 2 makes it a damage upgrade rather than just a utility upgrade. That makes the ability so much more valuable after you have sunk 9 levels worth of gold and shards into it.

The thing I wonder, and which isn't really clear, is what is the end goal of this system? Once the game is fully launched, or when we stop having account resets between playtests, is the level cap going to be directly tied to getting Power Level 15 in every skill? It would be a lot easier to assess the rate of acquisition if it's more transparent what the long-term vision is.

ashen stream
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i played druid for this playtest, i did get the reset bug half way through and had to restart. so i got to see 2 paths of upgrades in a way. neither was great and by the end of the second set i was asking around to see if theirs a way later in the game to reset skills even if it meant going back to level 0/1. it seems like it wouldnt solve all the problems of the upgrade system ,but in the future it might be worth considering adding a way to start back from nothing if the current system of complete random stays.

quaint sky
lunar badge
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I think @ashen stream covers the point that has most strongly inhibited my enjoyment of this game as a new player. I just joined during the mini-season and have played Hearth Guard and Lightning Caller and in both cases I wished I could try other builds to determine what I did and didn't like and how I might build better synergies (despite the randomized-nature of the actual powers you get to use). Especially when it came to picking some of your first powers, I have no idea what's coming down the chute and and am effectively picking blind without any idea of what potential synergies may be unrealized or greatly nerfed later.

lunar badge
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Another thing that would help is some clarity of which powers are leveled with which experience; again a skill tree could be more helpful for this clarity. It felt very arbitrary that some powers could be leveled while others couldn't when you're looking at the powers tab.