[Poll] How to redo Talent Trees?

I’m a little torn. On one hand obviously the current design can really force your hand on blitz/aura choice (combat ability is a bit more build defining so you’re more likely to go out of your way for that one).

On the other hand if local talent nodes don’t factor into your choices I think it puts a lot more onus on FS to make blitz and aura choices as balanced as possible, or with free choice I think we’ll just see people run the “best” ones in basically every build.

I think having some sub optimal talent choices to get eg the blitz that best compliments your build, or vice versa, can sometimes increase build diversity and create more interesting choices.

To me at the moment I guess Zealot is the only one who’s options feel too inaccessible to me, especially the blitz but definitely auras too. I would definitely like to see some improvements there. I don’t think I have this issue with any of the other characters.

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Yeah it’s a mix of free variety choice or structured themes, then there will be the obvious balance fall out of too much free choice… but i don’t care about metas as much as making fun builds.

Having the pre and not post centralized nodes retain more character and tax the reaching or just few choices until keystone stretches.


PS massive oversight in 3rd question there is no post nodes for keystones props to those voting for it tho… =)

I’m not sure if fatshark can handle balancing the skill trees at this point

Honestly I’d prefer the more straightforward distinctly designed subclasses at this point because at least then it much more obvious if one of them is lacking rather than we’ll get all these perks and keystones for veteran are great because you can pair them all with Voc and insane ability regen.

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It’s great to see someone else here talking about Dune: Awakening!

I am cautiously optimistic about Dune.

I adore the universe, but Funcom has a bad track record with me, particularly when they ruined The Secret World, one of my favorite MMORPGs of all time.
Not the re-release slop and butchered version of The Secret World they put out way later, but the original game.

I hope there will be enjoyable content for us PvE solo gamers to spend hours on and that the game isn’t just a reskin of Conan Exiles.

What concerns me the most right now is that the combat looks absolutely dog water bad, which is a common thing about Funcom games, and I’m particularly sad that I can’t make my character a Fremen.

Rogue Core is also getting released soon™!

Regarding Darktide’s balance, I’m cynical, but I agree that Fatshark doesn’t seem to possess the ability to do it properly, especially now that the lead combat designer has left and the whole fiasco of spawning a billion elites and specials instead of making the game more tactical and not relying on slide-dodge spamming all over.

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Either remove that unnecessary extra point at Until Death or add a meaningful node there as that point gives 5% movement speed which is pretty meh. Meanwhile it prevents us from taking meaningful nodes like Sustained Assault.

Add alternate routes letting us skip operative modifiers for more points elsewhere, and/or add more crossings.

Last but not least, now that you reorganized the Ogryn’s tree, time to look at the other 3 again., because they need some “trimming” too.

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Same here
TPS. So won’t be Darktide. I expect AC experience in term of combats.
I have seen videos about it. I am confident that I will continue to play Darktide, because there is no comparison possible… and at all.
Not same gameplay. But, I take big pleasure on AC shadows. I expect Dune to give me the same, in an MMORPG, with possible PVP, possible base building and good part of pve (for me, at least). The universe is one of my preferred (other one has never been used in movie or games, Hyperion from Dan Simmons’ books). That’s enough for me to try it.
I have bought Cyberpunk just for this. To walk in Night city. Tbh, I disliked totally the game. Combat seems so… not interesting. But Night City, that, yes, I have loved!
So, I will try it anyways. Just to be able to “walk” on Arrakis.

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Yep having a consolidating node before or after core choices would relieve a lot of tax nodes, we may even have so many more choices we’d have to also have new filler talents especially lacking at Zealot’s end of tree where there are single choice nodes to get to keystones.

Last Bit, what a Restructure would do for talent choices. By reducing Operative Modifier Nodes and less tax horizontally and Freeing Blitz option.

  • More talents needed to fill Operative Modifier positions increasing M.U.Talents
  • Increase and emphasis on Core Choice talents & modifying talents
  • loss of some Operative Modifier flat stats ~7 (could buff some slightly but general loss/nerf)
  • Reach to Keystone only reduced by 1 talent for strait path and by 3 talents for zig zagging.
  • Zealot U-Turns to get desired passives roughly same but more choices where they should be at end of tree.
  • Veteran U-Turns drastically lower when reaching across tree in middle and end, a tax lowered by 6 talents to reach desired passives if zig zagging.
  • Overall more choice for interesting passives at operative modifier loss/nerf

Above calculation based on recommended structure could easily go other directions… messy hard to resize everything when you run out of room.

Veteran ReWork

Zealot ReWork

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