Rpg style revamp for this game in october, is this real?

Honestly I’m afraid what we’re gonna get in October is just our current stuff moved in as options in the vertical tree with the other two marked ‘coming soon’. Fatshark has given me zero reason to think they’ll do anything competent.

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Very unlikely to be that way from what the playtesters say

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This made me laugh way harder than it should. I already see the patch notes.

→ Added new skilltrees
→ We added 2 new locks to your skilltree and an additional lock to your weapon crafting

Anyway, I do believe.
I want to believe.
This will be great. I’m just mad they push out the cool stuff now, that I have a new full-time job with extra commitment, rather than earlier this year where I had more time to game.


All the post-launch content in VT2 was top stellar.
What we got thus far in Darktide wasn’t too bad either, minus the bugs and glitches.
I think this will be great and do the game justice.
Really curious what the new options will be.

Alternative grenades? New specials to cast? Passives that change how the characters work completely?
Upgrades and sidegrades to the current available abilities?
We will see!

I totally agree with this vision… I had also proposed something like that. Missions should be dynamically generated (with combining tiles of maps) with random condition that apply on part of maps.
However, the patch 13 will bring lot of content in the form of new gameplays. This is the equivalent of 6 new classes. So, no, you cannot say there will be no new content.

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Isn’t it technically 12 classes because there’s 3 different skill trees per class? 3x4=12

It’s even better than this, because taking another look you see multiple lines coming back together. You don’t have to go down “one tree”, you can branch out and mix and match everything.

This is such great news, edge of my seat stuff right there.

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81 combinations… and this without taking in consideration the intermediate nodes and the fact that we will be able to complete one tree and choose several other “feats” (info to be confirmed)

But, it seems there is 3 sort of subclass by archetype.
So, we have 4 classes actually, that will become 12 “classes”.
so 8 more as we had already 4 (I wrongly typed 6 btw…).

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no it wasn’t, they constantly reintroduced bugs, and the polish on things is severely lacking.
not to mention, the weave DLC barely attracted anybody a week in.

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How did you get to that number?

BIG mistake, don’t ask ralendil how he does his math…

:wink:

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I suppose 4x(3 aura×iconic×blitz×ability)

So 4 times: 3×3×3×3 = 81

Noted thisnielsnt sober so take it with an approximate total

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Combinations:

  1. A - D - G - J
  2. A - D - G - K
  3. A - D - G - L
  4. A - D - H - J
  5. A - D - H - K
  6. A - D - H - L

And so on…

So we have for A D
3 combinations with G, 3 with H, 3 with I = 9

So A E is 9 more
A F is 9 more
= 27 for the A

We have to take into consideration B and C. So:
27 x 3 = 81

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More interesting math to consider is the article says one skill point per level but it’d only take about 12-19 (depending on whether the colorless nodes cost anything) to max out the center line. With 30 (or 29 since we start at lvl 1) points we will have a bunch to branch out.

Also, the number of group combinations is huge. Right now we have 35 different group comps. Just counting each class by itself (for a total of 12) brings us to 1365.

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Yes… lot of different gameplays.

Let’s say it will permit to test lot of things… especially when you consider that feats works also with the weapons and blessings you use…
So, this patch is really a big improvement for person like me that don’t want to play same weapons and same build every mission…
The actual possibilities were really low. What they give us is huge.

This is what I wanted, content. I asked on this forum for subclasses and also missions/maps or better mission generated with dynamic maps… so I am really excited by this patch.

Now it is on paper… let’s wait to see how it works… I hope that we will get a total freedom and that we will be able to configure different builds linked to the loadouts (FS, please give us 10 loadouts!!!).
I also hope now for a 5th archetype. We have 5 characters slots… why 4 classes if we have 5 slots?

What I find even more interesting, is that the skilltrees are truly different, too. If you specialize in one field and get EVERYTHING related + the empty nodes, you end up with different total amounts for required skillpoints:

All green = 29
All red = 25
All yellow = 27

There also seems to be multiple upgrades to currently existing skills that are not yet in.

Anyways, I believe what I point as nodes are choices.
You can’t get 2 different nades, you can’t have 2 ults. I believe the 2 other ones are choices. That’s why I think that there will be 81 possibilities per class…

About the number of points I also think there will be tier in the abilities/feat or whatever they call that.

Makes sense you can’t double up on the big choices, but it remains to be seen if we can double up on the other talents. Can we choose both paths around the forks? Can we take ALL the toughness gain/boosting talents?

A selection might prohibit other choices at that level or not. We’ll have to wait and see, I suppose.

Of corpse you can’t. Who would have seen that one coming.? :joy:

So you can’t go back up the tree but you can go down multiple branches from the start. Ogg play tester posted this image as an example:

Apart from not doubling up on the major nodes (nade etc) and not going back up the tree they didn’t list any other restrictions.

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I’m guessing major nodes will be limited, but we’ll be able to select as many minor nodes as our points allow for.

The lines between the nodes (and the blank nodes between segments) suggests the paths are contiguous, so as long as you’ve got the former, you can get any of the latters that’s connected to it.

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