Question about Skill leveling past 20

Well it’s certainly dumb. No fun allowed. I mean seriously who cares? All that QoL hassle forcing everybody to respec repeatedly when a stupid point is removed just to prevent something that 1 in a 1000 players might actually bother to do and that does even matter a damn anyway. Embarrassingly laughable.

Says it all really.

Anyway, game is unplayable due to hangs on loading now so who cares.

But that is the whole point, once this becomes available and is the best strategy for a alot of skills it will become the meta.
And then everybody and their grandma will use using this strategy.
Not every skill will have setups where this is useful, but there are a lot of skills where this will become extremely good.
One of the best exampels would be Lightning Blast with or withotu Concergence (the node that makes LB chain onto the same enemy for huge single target)

Even build guide creators and people sharing buidls will use this and spread this strategy.

I can’t give you a number, but I can tell you that from my epxerience how many people will blindly follow build guides (even though I think thats really unncessary in LE) that the number of people using this would be waaaaay higehr than 1 in 1000.

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Oh God you mean I can switch Lighting Blast from single to multi-target by applying or re-applying a single point? Quick call the Fun Police!!!

Yeah my 1 in 1000 number was either the number of players who would actually bother doing this OR it’s the number of people who’d actually give a damn if anyone did. I can’t remember which, probably both.

One thing I do know is the number of people having to deal with the endless hassle of this silly mechanic is MUCH higher.

Its ok that you don’t like it, but there are a lot of people who would have less fun if the most efficient way to play would be to unequip and re-equip gear every now and then between regular echoes and bosses.

Its not how the devs want their game to be played and I fully support this.

If you don’t like it, that’s fine but you need to realize that there are people that like it how it is right now and they would dislike it if it will be changed to how YOU like it more.

“Bother” is a very good word for this.

Because what I was talking about is, that if this would change and the most efficient strategy will become using this there would be a lot of people who would feel to be forced dealing with this, even if they don#t like it.
And that would “bother” a lot of people as well.

You don’t know this. Most of the people that are happy or neutral with how it is right now are not here in the forum complaining about it. Negativity or voices for change are always louder than people don#t care or that are happy. We don’t know, probably even the devs don’t know how many people like it more then alternatives.

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Except the WAY it is removing it is completely counter to assisting the player

The current system prioritises the algorithm, it does not care what you spent bonus points on, and I am not even sure it cares about your most recent points. It ONLY cares about the algoritm. Which seems arbitrary

In my opinion it should prioritise, in order
1:what you spent bonus points on
2:nodes that rely on what you spent bonus points on
3:the order you spent points, taking the latest
Going down the list of viable options and checking if removing them would break the tree.

But what’s the difference between that and spending a few mins (re)levelling the skills the way you want them for the next fight anyway? Other than player inconvenience?

Next I could argue that being able to instantly change my passives could give just as much of an advantage. Why is that OK?

Furthermore, I can freely swap my gear from fight to fight. In many cases that gives me more of an advantage on the next encounter than farting about with a skill point here or there. How come that’s OK?

The rules and “what the devs want” are so arbitrary.

Perhaps to you. But consider this - its their game, their effort and their baby. Neither you nor I have any real say in how the game turns out and neither do we have any insight into the reason for decisions they make unless they provide them. Its their game to do with what they want. That includes making it in a certain way and designing it in a certain way with the intention that they want it played in a way they chose. For better or worse - its all on them - not you.

If I invite you over for dinner and serve a family favourite you dont particularly like, you can chose not to eat it and not accept an invite next time. But I am not going to stop making the family favourite because its not to your taste.

Your feedback is 100% your opinion that the devs can chose to listen to or take action on - entirely up to them. Its the same for all of us and all our comments - nothing we say here has any weight beyon suggestion and no matter how much we rage about things, its still the devs choice / decision.

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But that is the point. The algorithm is not supposed to choose a "convinient"node.
It is supposed to create some friction.

That is fine if you would prefer that, but this doesn’t solve the situation why this kind of algorithm is there to begin with.

I even gave a very concrete example above why this is not how it should work.

You call it invoncience. I call it friction, so that your character/build is not some mere clicks in some UI.

Passives for the most parts are just stat boosts and do not really define your build.

You can totally do that and if there are some cases where this is helpful, by all means go ahead.

But skill points sometimes drastically change how well a build performs in certain situations. Most notebly single target vs. AoE.

Again it comes down to you not liking a certain design decision and giving suggestions on how you would like to have it. That is fine.

But the whole point of why this exists is not arbitrary at all. There is a very clear purpose why this exists. Whether you agree with it or not.

I have gear that more drastically changes my performance than skill points ever will. I never bother capping resists for one thing. Way too inefficient. I carry several items with large amounts of resist of the type I lack in my “main” build (ideally for the same equip slot if I can manage), to be swapped in as needed. You don’t think switching from ~0 to 75+ resist in the key damage type from fight to fight (without losing anything) isn’t more impactful than a couple of skill points?

Except my method involves combining the algoritm with a PRIORITY system. Not for it to just pick the most recent point - even if doing so breaks the tree. Specifically a system that would still check if it is a good point to remove.

the algoritm may be needed to prevent exploits, but as it is now it ends up picking nodes that are completely unrelated to what people expect to be removed.

unnecessary friction. The player will just equip a different +2 gear and put the points in again.
so why add the minor annoyance of it picking a node that has nothing to do with the order you spent points

Its definitely a flawed system. Earlier today I replaced a belt that had 1 point on it for physical skills. Of all the points it took away, it took away “Foe Cleaver”, but I didn’t realize it. I played for two hours thinking my build was broken.

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