Spending points in a talent tree should increase mastery
Posted: Tue Jan 11, 2011 11:00 pm
Okay, this idea is a little out there, so let me explain. Let's consider these factors:
First, mastery is a fractional multiplier to an integer, and some important bonuses occur at integer levels, so the math can be strange (e.g., 1.3 mastery at 3 points = 3, at 4 points = 5). A finer grained scale would give more room to tweak your progression.
Second, it's hard to balance abilities. Many of them scale poorly, or not really at all. Also, some of them are simply far better than others. This is true in most games, and this isn't fixable, but...
Third, it's easy to cherry pick with the talent tree system. To get 5 in the top tier ability, you just need 1 in all prior tier abilities. There's no reason to raise abilities along the way unless they're actually ones that scale well. This is compounded by 1 level being enough for many abilities.
Fourth, it's very hard to be an effective 'specialist' for many classes. For example, a Wyrmic has a very strong incentive to take stuff from all of the dragon types. This is not inherently bad, but is worth noting.
I think that raising mastery within a talent tree as you raise its talents would be beneficial for each of those points. Increasing mastery is a powerful effect, but not easily attainable in the game right now. If it progressed as you leveled, there would still be an incentive to 'dip', but now there would also be one to stick with one thing and get good at it.
This obviously has balance implications - some talents or talent trees might become too powerful if you could reach a higher effective mastery in them. However, I wouldn't anticipate this being a large global increase in power because dumping a lot of points into most trees would still be worse than taking a little bit from many.
I'm not sure what magnitude of effect I would want to see, but I am interested to hear what others have to say.
First, mastery is a fractional multiplier to an integer, and some important bonuses occur at integer levels, so the math can be strange (e.g., 1.3 mastery at 3 points = 3, at 4 points = 5). A finer grained scale would give more room to tweak your progression.
Second, it's hard to balance abilities. Many of them scale poorly, or not really at all. Also, some of them are simply far better than others. This is true in most games, and this isn't fixable, but...
Third, it's easy to cherry pick with the talent tree system. To get 5 in the top tier ability, you just need 1 in all prior tier abilities. There's no reason to raise abilities along the way unless they're actually ones that scale well. This is compounded by 1 level being enough for many abilities.
Fourth, it's very hard to be an effective 'specialist' for many classes. For example, a Wyrmic has a very strong incentive to take stuff from all of the dragon types. This is not inherently bad, but is worth noting.
I think that raising mastery within a talent tree as you raise its talents would be beneficial for each of those points. Increasing mastery is a powerful effect, but not easily attainable in the game right now. If it progressed as you leveled, there would still be an incentive to 'dip', but now there would also be one to stick with one thing and get good at it.
This obviously has balance implications - some talents or talent trees might become too powerful if you could reach a higher effective mastery in them. However, I wouldn't anticipate this being a large global increase in power because dumping a lot of points into most trees would still be worse than taking a little bit from many.
I'm not sure what magnitude of effect I would want to see, but I am interested to hear what others have to say.