I’ve been playing the game long enough to remember when these were implemented and I have always enjoyed them – at one point advocating for them to be significantly expanded.
Now that gear is able to modify skills the same way transmuters do, will we ever see additional skill-mastery-tree-based transmuters? I’m extremely happy that Grim Dawn was able to introduce this functionality to gear, but it’d be nice to have more non-gear-based transmuters with which to experiment.
First of all… I don’t think there’s enough real estate to work with. You can only fit so many skills into a mastery. Second of all, so far we have had 2 expansions, AOM and the upcoming FG and neither has added new transmuters, only modified existing ones. We already know that FG will not add more skills, I’d assume Transmuters as well.
I’ll play along though and suppose they did add more - what exactly did you have in mind?
I didn’t realize that there was an actual skill limit in the mastery trees.
I think the two things I’ve always wanted to see are more that alter cooldowns in the same vein as the Phantasmal Blades/Stun Jacks ones do. I realize that those probably take quite a bit of time to develop and balance. I’d also love to see more that give complete damage conversions because we’d see more exotic combinations of skills and I think that could be really interesting.
Ultimately, I don’t think I’m asking for anything different from the way they are currently executed on gear, just that some additional are baseline so that you don’t have to rely on external sources for interesting skills interactions 100% of the time.
For real? Im thinking maybe Crate can expand the skill tree to full screen, like devotion tree screen. That way they can add more skill to classes. Im actually quite bored with how to play Grim Dawn now, using the same skill again and again. Im always hoping that Grim Dawn will add more skill to all classes someday (think of it as improvement how people do things in Cairn, just my two cents). Adding more classes is not the way to go, since there will also the need to add the items, balancing, etc. Making the game become even more complicated. Again, this is just my opinion.
And you don’t think they need to do that with more skills and/or transmuters? Of course the game would all need to be rebalanced to take account of those.
At least it is easier than adding more classes? You need to take account the old and new masteries if you did the latter? You also need to add more items for new class combinations, while you can just readjust some item in the game (the Deathmarked anyone???) if you dont add more classes? Lesser of the two evil, i guess? :eek:
Guess FG is the last expansion of GD. Imo, a game need to always have something new offered to players to keep them interested or it eventually just died out.
You are confusing free 2 play/subscription based games with a one time fee indie game. There are plenty of things offered in every gd update and xpac to keep things fresh without having to redesign the game.
F2P and indie things have nothing to do with it. Doing a same thing over and over again will make you bored eventually doesnt matter how long. New things (new items, new class, new modifier in items) indeed will keep the game fresh, like you said. Adding new skills (expanding what we have) can be counted as new update btw.
Well, you are also confusing me with adding more skills (which i think dont have anything to do with redesign the game, unless there is really a skills number restrictions in a class) to redesign the game (change of game engine, mechanics, etc). Oh and also, im just wondering about the possibilty to add more skills not ASKING FOR IT (maybe a suggestion if there is a possiblity, i guess, it’s not like Crate have to listen to what a single person say).
I’m not asking for GD2, though I would like it at some point. All I am suggesting is that rather than make all the dynamic game-altering skill modifiers usable through gear they move some of them baseline into classes so people can build their character a certain way from the beginning.
I don’t understand why this would be any more intensive, in terms of development and balancing, than implementing new gear already is.
Regardless, this isn’t a criticism in any way. Merely a question and a broader suggestion. For me, it feels silly to play the majority of a leveling process in a way that is completely different from how I intend to play at level 84/94 when I am finally able to access skill modifiers. It just destroys the sense of character progression and I realize that for a lot of people the game is just a rush to max level so they can start farming/testing their build. For me, the leveling process and seeing my build come to fruition organically, not suddenly, is one of the more satisfying features of GD.