Theyleon wrote:To be honest I think it's getting to the point where boosting categories should simply be removed. It does virtually nothing in most cases, and is pretty much a noob trap.
That would be a valid way to go.
Maybe allow category boosting after level 50 for fooling around in the ID.
Theyleon wrote:To be honest I think it's getting to the point where boosting categories should simply be removed. It does virtually nothing in most cases, and is pretty much a noob trap.
That would be a valid way to go.
Maybe allow category boosting after level 50 for fooling around in the ID.
Why not as well make the whole talent system automatically pick stuff for you, or make it linear so you can unlock only one certain skill per level?
I like the option for using category points and while it might not be an optimal way to use them I often use them for gimmick builds.
All in all I don't like limiting the player in suggested fashion. Maybe whenever you spend a cat point for boosting you will get a big pop up saying it might be not what you want to do.
Stronk is a potent combatant with a terrifying appearance.
I think talent scaling should be balanced such that spending a category point is worth it. I don't think we should limit players, but I don't think investing such a rare resource should be only viable as a 'gimmick' option either.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
malboro_urchin wrote:I think talent scaling should be balanced such that spending a category point is worth it. I don't think we should limit players, but I don't think investing such a rare resource should be only viable as a 'gimmick' option either.
Too accurate. My position to a P.
A typical player gets... 4 category points (One more as a Cornac)? Compared to more than sixty talent points, and more than fifty generics... Why would they not be decisive bonus to the tree?
What about Fungus? Could some classes get a benefit from boosting that for an extra turns worth of regen and maybe an extra equilibrium per turn as well?
Maybe the generic tree that boosts weapon & armor training, for berserkers that went for the Legacy of the Naloren prodigy? Should boost their effective talent level with exotic weapons from 13 to 15?
grobblewobble wrote:Maybe the generic tree that boosts weapon & armor training, for berserkers that went for the Legacy of the Naloren prodigy? Should boost their effective talent level with exotic weapons from 13 to 15?
Thanks to diminishing returns, going from effective level 13 to 15 is much less good than going from 5 to 7.
My wiki page, which contains a guide and resource compilation and class tier list.