Goblinz wrote:The offered trees should only be generic (that is the point of generic trees). This helps with balance and other stuff like that.
Agreed, plus pretty much all of the talent trees you can acquire ingame as of now (IIRC) are generic ones, so it's a set trend.
Goblinz wrote:The interesting point of discusion is whether or not they should be locked. If it is locked the tree will have to be important enough to buy , so the class build plan will include that. if they start open I can make impromtu decisions to invest. It would allow me to dable or something else. I personally would like to just dabble. An alternative is to cap the talent level. for example only let you invest 2-4 points into each talent.
As much as I'd love to get free talent trees (

), I have to admit that bonus unlocked trees could very well give a lot of balancing issues. In that case, talent level caps could be the key to solve that. I'm still of the idea that those trees should either be given locked or be unlocked with a needed spare category point to receive the training.
Goblinz wrote:The biggest problem with trainers is that they promote spoilers. If a trainer is important for a given character a spoiled player would be at an advantage by knowing about the trainer. the easist fix would to be to randomize the trainers though this can be more work.
I guess it's not that much work, really, most of the code is there since the arrival of rare monsters/NPCs (if we're going with the random NPC trainers idea instead of the shop trainers one), the only thing to do would be to attach a different dialog to each relevant rare NPC type. (As a side note, are rare NPCs in towns still there? I'm not finding any lately, the Doomed ones were a blast to watch, with Shadows running around and phasing like crazy)
Szragodesca wrote:What I think might be a good workaround for this is to add vaults to dungeon areas which, instead of treasure, have trainers and shops. (imagine opening the locked door, ready to fight or be completely pwned, and find someone willing to unburden you on floor 3 of a 4-floor dungeon.) This would also allow players to buy/sell in the endless dungeon, if the code scaled the trainers/shops properly.

Unless it would involve some major editing of the code, I'd say make the chance to spawn a 'shop vault' or 'trainer vault' separate from the treasure vaults, so you might end up with one, the other, or both. (also, a hybrid like the Angolwen jeweler who sells stuff and has a second dialogue option would be good for some places, and a nice rare find in the endless dungeon)
I like the idea, but the side-effect would be that, in non-endless dungeon games, there are so little vaults in the dungeons before the Far East that you would have to be really lucky to even find two of those areas before having spent all of your category points. I'm for their inclusion in the endless dungeon, not sure about them in the standard game.
Also... how would you explain having a shop inside Kor'Pul?

(putting aside the fact that, if you think about it, escorts are pretty much non-sense too, I mean... how the hell did that pathetic little Seer arrive to the 5th level of Dreadfell with all her life intact without even killing/encountering any of the monsters I had to dispatch to get to that point of the dungeon is beyond me)
stinkstink wrote:I'd like to see set trainer locations for talent trees you could potentially build a divergent character around, like Staff Combat and Mindstar Mastery. A staff trainer in Angolwyn and a mindstar shop/trainer in Zigur would be nice, it'd make planning a character around those skills much less of a gamble.
I see what you mean, I had planned a Staff Combat-focused Arcane Blade but never found an Alchemist escort... maybe some weapon-tied talents (like those you mentioned) are better to be always found... on the other hand, those talents can be learned through the escorts anyway, so you'd have to be pretty unlucky not to find those even if the trainers are random.
Goblinz wrote:A final idea is to make trainer only trees. these could be 3 point talents with different requirements that don't provide game changing abilities or new resource bars. The trees don't even 4 talents. just 2 or 3 would be fine (makes it easier to code). I would be cool with coding all of this if there are ideas for trainer talents
Some passive for, like +2% physical resistance and damage per level? Nah, I've got no ideas...
Goblinz wrote:oh and welcome
Szragodesca wrote:Welcome, Peppersauce, from a fellow newbie.
Thanks
