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Re: "Good" vs "Evil" skills

Posted: Fri Mar 22, 2013 4:10 pm
by Tulkas
People that select monster pairs with this skill would just have to live with it, considering we are still in pre release mode. So there would be no retro changes after new monster types are introduced.

Re: "Good" vs "Evil" skills

Posted: Sat Mar 23, 2013 2:17 am
by Pyrizzle
The pre-reqs for some NPCs would have to be very hard to fill.

like Undead Creatures (the ones that are immune to critical hits) that type on NPC would be very popular for this type of skill. Especially for the people who have critical hit builds.

Re: "Good" vs "Evil" skills

Posted: Sat Mar 23, 2013 8:04 pm
by Tulkas
Pyrizzle wrote:The pre-reqs for some NPCs would have to be very hard to fill.

like Undead Creatures (the ones that are immune to critical hits) that type on NPC would be very popular for this type of skill. Especially for the people who have critical hit builds.
Yes true. When I fight these creatures in the future I'll probably use my ROL. But I agree on making the prerequisite for certain monsters appropriately difficult to fill.

Re: "Good" vs "Evil" skills

Posted: Mon Mar 25, 2013 12:01 am
by Tulkas
What do other people think of the Monster Bane skill? And others in this thread?

Re: "Good" vs "Evil" skills

Posted: Mon Mar 25, 2013 12:26 am
by Pyrizzle
"good" or "evil" skills = No thanks, there is no true good or evil in the game

"monster bane" = Kinda cool idea but not something i would use

Re: "Good" vs "Evil" skills

Posted: Mon Mar 25, 2013 12:56 pm
by Tulkas
Pyrizzle wrote:"good" or "evil" skills = No thanks, there is no true good or evil in the game

"monster bane" = Kinda cool idea but not something i would use
That's why I have "good" & "evil" in quotes. The concept is what's the key here, and that's to have two different skill trees available based on your quest choices (alignment). Whether that be good/evil, Elythara/the Shadow, or whatever. Key is choice "A", skill tree "A". Choice "B", skill tree "B".

Re: "Good" vs "Evil" skills

Posted: Mon Mar 25, 2013 9:34 pm
by Tomcat
Tulkas wrote:
Pyrizzle wrote:"good" or "evil" skills = No thanks, there is no true good or evil in the game

"monster bane" = Kinda cool idea but not something i would use
That's why I have "good" & "evil" in quotes. The concept is what's the key here, and that's to have two different skill trees available based on your quest choices (alignment). Whether that be good/evil, Elythara/the Shadow, or whatever. Key is choice "A", skill tree "A". Choice "B", skill tree "B".
The problem with trying to define ”alignment” by quest choices is that there is not necessarily a clear good or evil choice (Prim v BWMS, Shadow v Feyguard, etc.) There are just too many factions to warrant a skill tree for each.

A better way to handle the idea is being rewarded with magic items that grant you the equivalent actor condition. This is done already in small ways.

Re: "Good" vs "Evil" skills

Posted: Mon Mar 25, 2013 10:55 pm
by Pyrizzle
Tomcat wrote:
Tulkas wrote:
Pyrizzle wrote:"good" or "evil" skills = No thanks, there is no true good or evil in the game

"monster bane" = Kinda cool idea but not something i would use
That's why I have "good" & "evil" in quotes. The concept is what's the key here, and that's to have two different skill trees available based on your quest choices (alignment). Whether that be good/evil, Elythara/the Shadow, or whatever. Key is choice "A", skill tree "A". Choice "B", skill tree "B".
The problem with trying to define ”alignment” by quest choices is that there is not necessarily a clear good or evil choice (Prim v BWMS, Shadow v Feyguard, etc.) There are just too many factions to warrant a skill tree for each.

A better way to handle the idea is being rewarded with magic items that grant you the equivalent actor condition. This is done already in small ways.
+1 well said

Re: "Good" vs "Evil" skills

Posted: Tue Mar 26, 2013 6:30 pm
by Xero
I like the thought of opening different skills by making different decisions in the game.
+1 to this idea

Re: "Good" vs "Evil" skills

Posted: Tue Mar 26, 2013 9:35 pm
by PK17
I would like to see the split of skills integrated with the new "cooking" abilities.

Say you are performing quest X, you can side with either side A or side B. If you help side A you are rewarded with recipe R. If you help side B you get recipe T.

Of course recipees R and T would each have their own benefits compared to each other. Recipe R could heal more total health, but taking more turns to distribute. Meanwhile, recipe T would heal you less but the health would be distributed faster.

Well, I guess this would work equally with alchemy.... I could see some really fun quests stemming from these "player-made items"