ARROGANCE, NERDRAGE, TL;DR POSTS, ETC & occasional helpfulness!

  At first I thought it could maybe work.  But more and more I'm thinking.. it's not.

 

  I think 4 active abilities is GOOD.  I think 4 to CHOOSE from is bad.   There should be something where you have like say, 8-10 to pick from in the skill trees, but you can only choose 4 of them and after you pick the 4 you can't unpick them and can't pick any new active skills.  They just go on your bar.
  Even only having a choice of 6 would be good.  But I don't like the choice of only 4 actives.

  I imgine it could work something like this:

  • You click the level 1 skill to put the first point in it.
  • A kinda tool-tip box comes up from it where you select which of your 4 active skill spots to assign the skill to.
  • After you've picked 4 actives, all other actives on your skill screen are disabled, you can't click to gain a level 1 of any of them.

 

  I thought MAYBE the active skills could have trees that drastically change how they work.. but eh no not really, still too limiting.

 

  Also, Active skills should have a circle icon like they currently do.  The other skills should have a box or hexagon or something so you can differentiate them at a glance.


Comments (Page 1)
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on Oct 07, 2008

Differentiating icon shape or color for active and passives is a good call.  Alternatively, just make clearly seperated sections for actives and passives.

on Oct 07, 2008

I like this idea as well

on Oct 07, 2008

Aye having an active section up top with passives below, and a scroll bar on the skill list to scroll down and see all the skills would work too.

on Oct 07, 2008

Agree, more active abilities would pretty much upgrade the game from good to exellent.

But for much as I want it, I think its too late in development to creat new animations or programing for new skills.

on Oct 07, 2008

If it is too late then uh...

on Oct 07, 2008

Do it like Titan Quest: Square for actives and Circles for passives. Or the other way around if you want

 

on Oct 07, 2008

That's what i was saying pretty much.

 

But the UI at the bottom for your 4 actives already has the actives as circles, so i say actives should stay circles, but passives become squares or hexagons.

on Oct 08, 2008

I agree given that the active skills we use below are circle, they should be circles in the skill tree.  Passive skills should be squares or pentagons.  (p for passive and pentgon? )

on Oct 09, 2008

More active would increase the replay value drasticaly and really push the gameplay to the pantheon of strategy(if the balance is good).

I easyly imagine different ways to play a Regulus as a shadow sniper(combo of smoke bomb + sniper upgrades), a commando (multi-target long and short range weapons), a trap specialist(remote bombs, large variety of mines) or all the mix you can imagine with 6-8 active skills to choose from (and few passive ones).

 

on Oct 09, 2008

I hope that with each after-release update we will also see updates of skills for the already released demigods.

on Nov 08, 2008

I agree with the post.  In many of the interviews isn't it stated that theres going to be a few demigods but we'll going to really be able to customize them and form strategys around building them up with skill choices.  How do we do that with only 4 skills that pretty much every game we end up getting them all anyways?

Plus items seem very uninspired, do we really need an item that gives armor and another that gives armor and a bit of life regen, hows about more interesting items that it really makes a difference what item we choose and we notice the difference.  Anyways, hopefully something gets done other wise this game while fun at first will have little replayability.

on Nov 08, 2008

DarkZakurazz
I agree with the post.  In many of the interviews isn't it stated that theres going to be a few demigods but we'll going to really be able to customize them and form strategys around building them up with skill choices.  How do we do that with only 4 skills that pretty much every game we end up getting them all anyways?

Plus items seem very uninspired, do we really need an item that gives armor and another that gives armor and a bit of life regen, hows about more interesting items that it really makes a difference what item we choose and we notice the difference.  Anyways, hopefully something gets done other wise this game while fun at first will have little replayability.

 

First off, I rarely if ever get all the abilities.  I level up my character base stats rather they get junk I don't use.

 

Second, do you have the new beta?  If you do you should be very pleased with the new items.  They are great and add to strategy.

on Nov 08, 2008


  At first I thought it could maybe work.  But more and more I'm thinking.. it's not.

 

  I think 4 active abilities is GOOD.  I think 4 to CHOOSE from is bad.   There should be something where you have like say, 8-10 to pick from in the skill trees, but you can only choose 4 of them and after you pick the 4 you can't unpick them and can't pick any new active skills.  They just go on your bar.

 

  I thought MAYBE the active skills could have trees that drastically change how they work.. but eh no not really, still too limiting.

 

  Also, Active skills should have a circle icon like they currently do.  The other skills should have a box or hexagon or something so you can differentiate them at a glance.

 

Epic fail. Permanently locking out an active skill slot is a stupid idea. You can permanently spend a skill point now, but if you decide for something else, it doesn't change your ability to buy other skills.  Hey, wait, let's make it so you can't sell any item, so that consumables use up slots even after they've been consumed and can't be lost, and every flag capture permanent, and every demigod death permanent too, oh and no respawning creeps.

F A I L

on Nov 08, 2008

I think we do need more skills to pick from so you can have vastly different ways to play as the same demigod. Like what was previosly said. A regulus that specializes in Mines or in being a sniper unit by upgrading sniping abilities an multiple hit shots. I think 8 activable abilities would be great but being only able to use 4 to diversify playing styles for each demigod.

on Dec 12, 2008

Totally agree with each demigod needs more skills.  I think that if they really want to make the demigods deep and feel different by end game they need to add way more active and passive skills to each demigod.  Right now it seems that each demigod has in the range of 6-8 active and passive skills what if this was 12-16?  I think that their would be an incredible amount of depth to each demigod but would it be too much?

I dont think it would be to much, take World of warcraft, it is a pretty noob friendly game and by end game each character has in the range of 50+ spells (I havent played in over 2 years but remembering the 4 or 5 skills bars with 12 slots full is what I remember).  I only mention wow because it does a good job of having alot of spells for each class but it eases the player into it so they dont feel overwhelmed.  Demigod could do the same thing making it easy to pickup, difficult to master.

Maybe a way they could introduce more skills into the game could be something like the achievement items they have planned.  That way it would be something fun to unlock for each demigod adding depth but dont make the added skills any more powerful than the current ones.  Everything needs to keep balance for the people that have 100+ hours and unlocked everything and someone with <10 hours.   Its hard to please everyone when you know there will be people just looking to jump into a game and not have over complex amount of stuff going on, but at the same time wanting alot of variety and depth to the game as a competitive multiplayer game.

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