Here are some of my thoughts on the skill system in Grim Dawn, including some suggestions to improve certain aspects about the topic. Many of my ideas may be hard to implement in running games, so just see them as food for thought, rather than specific demands.
1. Issue:
Many skills need different amounts of points to max. I think this makes the game harder to balance, especially for skills that replace each other like attack replacements. For example, how much more scaling do you grant swappable skills that have a higher maximum, without making them too good to skip?
Suggestion:
Having the same max for every skill would fix that. Or the less strict approach would be to at least streamline the maximum for comparable skills, functionality- and mastery-wise.
2. Issue:
“One point wonders” and “max outs”. I think most skills can be put in one of those two categories for most builds. Either you put one point in it for the utility or some secondary effect, or you max it to optimize your damage output or survivability.
Suggestion:
I think the main reason for this is because of the scaling of numbers. The more points you put in something, the more each point contributes. Just reversing this effect, like diminishing the value each point gives, would give more incentive to level up other skills first, instead of maxing a single skill, or not maxing some skills at all, but still putting some points in it.
3. Issue:
For me, leveling mastery feels boring. I agree, there should be some kind of system in place, so you cant use the biggest and fanciest skills right from the start, but putting half the points into passive stats doesnt feel right for me.
Suggestion:
I have to admit, I dont really like my suggestions.
Still, here are three approaches, maybe someone else can think of something better:
- Unlocking mastery through progression in the story, though this would make “rush certain skill” -builds impossible, which would subtract possibilities when leveling up.
- Leveling mastery by leveling skills, though than there should be less skill points overall and it would make builds impossible that are concetrated on many high mastery skills.
- All skills being available after mastery 25 instead of 50, but still being able to increase mastery to 50. This could actually increase build diversity, as not all builds really need to max mastery, but others are still able to if they need raw stats.
Your Opinion:
What could be benefits of skills having different maximum points?
Are there any skills you neither max nor one point, but something in between?
Do you like leveling mastery?
What do you think could be improved in the skill system of Grim Dawn?