Totally agree! I hope we’ll have lots of passive skills, I know, I know, I’m the laziest creature in nature, but my favorite skill in TQ is ‘Stone Form’. I can just stand there, completely invulnerable to damage and let my summons do all the work :D.
More skills sounds good to me
Please tell me that dual wielding shields is actually going to be in the game though! I love shields!
Sounds like it actually has potential. Someone should mod it in some day!
Skill names & descriptions:
Grill - Summons a giant otherworldly grill under enemies for a short time. Smaller enemies fall in and restore health to the Chef, larger enemies take fire damage and have their movement increased while on the grill then slowed after.
Knife Mastery - Passive. Increases damage and attack speed with all knives (doesn’t apply to swords)
Pan Fry - Mercelesly beats a single monster to death with a heated pan.
Blanch - Douses an area with boiling water then ice water. Inflicts fire and cold damage over a short period of time, also reduces resistance to physical damage.
Rotisserie - Skewers all monsters in a straight line for a distance and knocks them to the ground.
On A Platter (Ultimate) - Removes the hindquarters of a single enemy, cooks it to perfection, and serves it back on a tasteful silver platter. Deals massive damage and stuns for 6 seconds.
Edit: Hmm… Firefox 4 Beta is having issues with adding smilies… and all the formatting! Have to do it manually.
So, the way I’m reading the post is that more skillz in each class mean that diverse gameplay styles exist beyond the choice of two different skillz trees to invest in. One tree/mastery could have 2,3,4 unique gameplay styles in it, tied to a central theme. Having the option to choose two different trees to make a hybrid character means the options for gamestyle extend dramatically?
Am I correct in the assumption that Grim Dawn’s skill system will work much like TQ’s, with the ability to choose two masteries? I always thought it was the best skill system for an ARPG I had ever seen.
I would imagine that would be hard to do (for balance reasons). I never say never though.
Medierra has hit the nail on the head again. More skills, more variety, more potential builds, that’s what we want to see. Combining those builds with a wide variety of weapons that helps support them is what makes these games so fun to play. Honestly, I hope that we, the players, find ways to manipulate skills into combinations you never even thought about.
Probably not for reasons Kardiophylax has eluded to - balance. The only way I think that would really work is if I planned most of it out ahead of time but then just didn’t ship with them. An alternative would be do ship with the full mastery completed but lock the top tiers until the expansion. This might actually make some sense given that we will probably need to cap the levels at something reasonable for the scope of the first release. There will probably be something of a soft-cap on skills anyway just because with a lower level cap there won’t be enough skill-point to really fill out the mastery.
I haven’t really made a final call on any of this yet. Kind of want to get everything in-game and see how it plays out first.