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Don't Make Skill Trees Able to be 100%-ed

Posted 2022-02-20 08:51:15
Personally, I feel like battles are too basic and need something more to make them interesting. It's just latch/crush until double bleed if you have a strength bonus or neutral strength, or bite until double bleed if you have a strength penalty, and then rest/wait until they die. It's pretty dull. It would be neat to have more special abilities (both actives for use in combat as well as passives. Like maybe your lead specializes in fighting bears and can get some kind of bonus against them?).

Lionel
#34199

Posted 2022-03-14 02:34:24
What do you think if only wolves that have too few starting skills had no way of maximizing the tree but the skills would be genetically passed making it possible for high generation wolves?

I think wolves should start with no skills and could learn only a fixed amount of them but through breeding some percentage would be passed onto pups who would be able to learn the same amount of skills so they get more skills in total and so on.

Dżanek
#24018

Posted 2022-06-08 14:57:48
I am still thinking about this one. Thank y'all for providing viewpoints.

I mean, I do recall a talent tree set up where I could specialize. The options were not boring as I could choose reliable tankiness over random free cost ability. Random, ugh. But y'know, random benefit versus always there less "impact" effect - options! Or if not that, then...

Lionel (34199) mentioned on page 2 already: A couple of meaningful active abilities only truly useful if you manage to activate them (I'm thinking of constraint like Anaconda, Bear, Group Surround could stop certain bonuses). And then the passives selected to do certain things for you - like, maybe make Surround/Constraint less able to happen just to keep a theme.

I wager it may be difficult to play-test interactions among talents math-wise, bug-wise and so on

I also think inherited talents to attain more or attain them period might be demanding to test, but I think those could be worth it... and I think I agree: so long as OP says, talents are not only Level Up Again essentially.

Zeraki
#26932

Posted 2022-06-24 22:52:03
Even if you make excellent points, I oppose it.

To be very honest I don't want a skill tree from the start, it will create a meta in the game where the players will want only a few skills and you'll not be able to explore everything if you want your wolf to keep in the game standards, much like markings/base/eyes. Begin able to do the whole thing 100% would be better so you can explore everything, I understand if they make it really hard/need to play a lot to archive, but either way, if they come to really put a skill tree in the game, begin able to do everything would be way better in my opinion. 

The stats system is not perfect either but I don't think skills will solve it, some other kind of specialization feature would be preferred, what? I really have no idea but I'm sure someone can come up with something that is a good in-between balance.

Rhaast ✿
#5513

Posted 2022-06-27 13:10:41
ide support a skill tree that u cant 100% if the devs are willing to spend time to observe and balance it
would suck if they made it so 1 specific thing is the most powerful most borked choice essentially forcing us all to use the same thing else be 'penalised'

Derpy
#6646

Posted 2022-06-27 13:13:38
I feel like people have different enough priorities on WD that it could work out? I'm a battle nerd so I would definitely pick the optimal battle build, but other people who are less interested in stats might go for a "friendship" build (finding more/better NBWs) or a "scavenger" build (more food/toys).

I guess it is still kinda boring if the whole leaderboard has the same build tho

Lionel
#34199

Posted 2022-06-27 13:17:33
same, but at our current point we have no idea what the devs are going to offer us as skills so i wish to be more careful, we dont know what the devs will group together, we dont know how we will assign points to skills etc

Derpy
#6646

Posted 2022-06-27 21:33:53
Upon further thought, i think it would be best if battle and noncombat trees were separated so that you'd effectively choose a combat style (presumably based on your wolf's stats) plus an out of combat specialization (ideas: befriending+getting opportunities to befriend NBWs, scavenging, bartering (get more and better (unique?) stuff from the various trade encounters, incl. Lunar ones))

unsknown
#21142

Posted 2022-09-21 01:02:44 (edited)
My concern about skill trees in general is that there ends up being am maximized build, which people end up complaining its "boring" because it removed creative builds. 

I can understand skill trees for rolls, like hunters, herbalists and such when certain stats they need for their roll fall short, but for lead wolves I think how it is works just fine. 

I think most people just want to kick back and enjoy themselves, not have to micro manage and have a mathematical layout of how to play.  The last thing we need is cookie cutter builds.  Its a waste of time and resources to pour into creating them just to have a "This is best build" stamped out.

Mustang 🐎
#3314