Ah, I see.Red wrote:but not having played even close to all the classes yet, I'm not aware what many of the skills might be.
Well, how about you go play the game, and then we can talk when you've got an educated opinion?
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Ah, I see.Red wrote:but not having played even close to all the classes yet, I'm not aware what many of the skills might be.
Is this that thing where you pretend to misunderstand what I said in order to pretend you scored a rhetorical point?Red wrote:Doctornull, if there are no more boring skills to discuss, then I'll be glad to hear at least one person is happy with the vast majority of skills.
Look, the kindest thing I can tell you is to go play the game. When you get more experience with more of the content, your opinions will be better informed.Red wrote:In addition, judge my words on their own merit. I've never pretended to be any kind of experienced or even all that good player, but that doesn't mean my thoughts are worthless.
Does THIS?Doctornull wrote:Is this that thing where you pretend to misunderstand what I said in order to pretend you scored a rhetorical point?Red wrote:Doctornull, if there are no more boring skills to discuss, then I'll be glad to hear at least one person is happy with the vast majority of skills.
Does that ever have a positive result on the conversation?
Look, the kindest thing I can tell you is to go play the game. When you get more experience with more of the content, your opinions will be better informed.Red wrote:In addition, judge my words on their own merit. I've never pretended to be any kind of experienced or even all that good player, but that doesn't mean my thoughts are worthless.
Generic. As in generic talents. Which is exactly what they are supposed to be, as opposed to class talents. So the "Take X% less damage"-talent is in a generic category. The more exceptional stuff usually in class talents. To me at least that seems to be all right.Effigy wrote:Talents should mainly be things that are exceptional, i.e. the opposite of generic. "Take X% less damage from everything, all the time" doesn't feel like a talent.
That's a slippery slope. Once you start thinking like that and acting on it, you start mainstreaming the game. Why do attributes exist if weapons have difference damage values and so have spells? Let's take attributes out as well. We could reduce the game to just four stats: Offense, Defense, Health and Ressource™.For instance, why do we need talents like Weapons Mastery when we already have Strength as an attribute? Furthermore, why do we need separate talents for Weapons Mastery and Dagger Mastery? It's redundant and reduces flexibility when building a character. The whole point of separating out talents from attributes is that they have (or should have) different purposes. If talents can do the job of attributes, why do attributes exist?
It's not, and no, not necessarily. It's likely they will at some point, yes. But one thing about skill choices in ToME is that ToME is not build for endgame like, say, WoW or Diablo II/III are. When you skill something is about as important as whether you do so in the first place.Effigy wrote:It's a pseudo-option. Anyone who actually invests in Strength is also going to invest in a relevant weapon mastery
I love it how these conversations can swing in all directions.Effigy wrote:It's a pseudo-option. Anyone who actually invests in Strength is also going to invest in a relevant weapon mastery, typically the one that governs swords/axes/maces. If you're always going to invest in both, why should they be separate? Clicking more buttons during level-up doesn't equate to more meaningful choices.
It's probably a moot point because I doubt the game will be redesigned in such a fundamental way at this point.
I totally agree with thatFaeryan wrote:I on the other hand would love to split it further; instead of mace/sword/axe skill I want three skills, one for axes, one for maces and one for swords. Are you strong? Well, you still don't know how to swing a sword, learn it!
Yeah absolutely, having Combat Styles instead of weapon-specific Mastery would be an improvement. As someone clever said elsewhere:Fhtagn wrote:Edit: Having more useful non-mastery generic options would be nice.
Having different masteries for different weapon types, or different combat style masteries that might use the same weapons but offer different benefits would be an excellent solution as well. Two Berserkers might have 5/5 in a weapon mastery, but if, say, one has 5/5 in "Brütal Combat" (please note the Metal Umlaut), offering him increased armour penetration and critical hit damage, and the other has 5/5 in "Duelist", which gives him a chance to parry attacks in addition to both adding damage the would feel (and play) different.
Basically, you would not only decide "I want to bash heads in", but also how you want to do it. I really like the idea.
Combat Styles could be so much more interesting. You could have stuff like:Someone Clever wrote:The current mastery talents are awful because they basically ask the player: "Can you guess what weapon you're holding?"
[_] A Knife
[_] Not A Knife
... and that's neither a strategic choice nor a tactical option.