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 2)
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on Dec 12, 2008

really just 8 would be enough(with a maximum of choosing 4 of them) but 16 wouldn't be bad, so long as it's just not a few more thrown in there that suck..

 

 

Also most of WoWs spells are rehashes of each other and just... it's like a spreadsheet game.

 

I love some of the skills in guild wars like Bull's Strike.

It's a warrior skill with a 10 second recharge(about medium for a warrior attack skill.  They range from 3-15 seconds usually), and 5 energy cost.(warrior gains 6.6 every 10 seconds, but a lot of their skills don't cost any energy).  It deals nice +damage and knocks the target down if they're moving when they're hit, and it's melee only.  It's on every nearly every Warriors bar.

Knockdowns are powerful(like stuns on DotA) but the skill isn't overpowered because it takes skill to use.  The condition on it means it sucks if you suck.  If you don't land it on someone moving then it doesn't do anything.  You just wasted your energy.  And you can't simply spam it every time it's recharged, you have to use it at the right time.

It isn't so simple as using a speed boost and queuing the skill, so once you reach someone you use it.  All the good players will stop when they know your bulls charge is recharged so you will use it on you when you're standing still and waste it, then it's recharging and they can run again while you're stuck in place from the attack animation, getting a lead on you again.   So you have to position yourself to the side of someone so you can hit it at any time, or catch someone running by you, or have really fast reactions to hit someone right when they start running before they get out of range.  There is a lot of positioning to keep yourself close to someone, instead of attacking right at the edge of the max melee range.

But none of that positioning is present in Demigod.. it doesn't matter.  And the skills are simple do x damage to target or in x area and stun or don't stun, or do some DoT.

on Dec 12, 2008

Uh, necro ftl, none of this is important with Beta 2 coming up with massively expanded skill trees anyway. You also didn't answer my reply of permanently locking things out being a wtfbad idea.

on Dec 12, 2008

In the ign blog posted today it looks like Regulus is going to have 11 skills.  If you look at the screenshot carefully you see that some of the level 15 ones and a level 10 one have a different icon so its a skill that has a prereq to obtain.  If you look at just the trees you have 7 skill trees for him.  I cant wait to see how the other demigods will fare as well in beta 2.  If they all expanded like this it looks like a step in the right direction.

on Dec 12, 2008

The new ign dev diary is all about regulus.  Take a look at it here.  Check out the mines, a total of 1800 damage and a 30% slow on the max level, i might actually use them now.

Wth how many levels there aree to everything, i think there will actually be some choices and we will see drastically different characters forming.  This is definately a step in the right direction.  In fact, with this many levels, they may have found what we were looking for.  (Not to say I wouldn't turn down a new ability or two for him.)

on Dec 12, 2008

I feel the same way. I'll be MORE then thrilled if we got more abilities, but I'm very happy with what I see so far.

I really look forward to Beta 2 to confirm my faith

on Dec 13, 2008

yah me too

on Dec 13, 2008

I agree that we need more skills as well.  I think if you had to choose the 4 you wanted out of 8 or whatever this would help make each build unique and much more customizable which helps the longevity of the game.

on Dec 13, 2008

maybe but I think it would be better if u just had a total of like x skilll choices. So u can pick if u want alll your abilities but only upped halfway or try to concentrate on just a couple.

on Dec 13, 2008

From what I see, we get 4 activatable abilities. In his Interview, Mike Marr mentioned that he wouldnt be able to make sweeping changed. I think this qualifies. Would have to change the 4 buttons to be able to be populated by skills as you go and grey out the extras when all 4 are full.

From what I can tell, the Demigod skill system doesnt have anything like that alreay in place. If I'm wrong, yay! If no, we get 4 abilities

But I still don't think 4 abilities hinders the game...just customization. I'd love for more, but 4 is plenty in my book.

on Dec 14, 2008

Having to pick your abilities though would increase customatrion because then in each game differnt demigods are gonna have differnt moves. That way each is unique and you will have to choose your skills wisely.

on Dec 14, 2008


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

Skill Decisions that have permanent gameplay impact are an integral part of RPGs. The fact that leveling up and spending your points is an irreversible, and trade-off heavy, decision is the very thing that makes leveling fun - more active skills than there's slots is perfect.

Especially since games only last a few dozen minutes at the most in Demigod anyway. There's no prolonged punishment for mistakes - you'll have a harder time for the game you made the mistake in. You'll learn more by doing that than if there was no way to make mistakes because there's too few skills to have a meaningful tradeoff.

on Dec 14, 2008

Like I said, I think it's a great idea. I just don't see it being added.

I was just stating I would love to have it, but I'm just happy as a clam with how it already works

Edit: Damn, took too long to type!

on Dec 14, 2008

DatonKallandor


Skill Decisions that have permanent gameplay impact are an integral part of RPGs. The fact that leveling up and spending your points is an irreversible, and trade-off heavy, decision is the very thing that makes leveling fun - more active skills than there's slots is perfect.

Especially since games only last a few dozen minutes at the most in Demigod anyway. There's no prolonged punishment for mistakes - you'll have a harder time for the game you made the mistake in. You'll learn more by doing that than if there was no way to make mistakes because there's too few skills to have a meaningful tradeoff.

Because to be fair, all ability points are locked when you spend em. Why would you make your 4 choices any different? How would you plan on changing them? Have a skill bumped off and have a useless point/s? PFFT!

on Dec 14, 2008


Because to be fair, all ability points are locked when you spend em. Why would you make your 4 choices any different? How would you plan on changing them? Have a skill bumped off and have a useless point/s? PFFT!

I don't quite get what you're trying to say, but if you're worried about having too many points if skill-lines are greyed out after filling your 4 slots - there's quite an easy solution to that. Simply make the number of things you can put points into 'All Options minus 4 Skill-Lines > maximum points obtainable'. Problem solved.

on Dec 14, 2008

I agree but I think it should be just each time u level up u get a point and u can spend it but if u make it evened out u wont get ults which are alot better. That way u can pick your demigod and your demigods style in skills.

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