Skill + Passive descriptions

I feel we’re due an overhaul to make sure all passive descriptions align with their effect.
We are past 1.0 now, and I still feel that to be sure what a skill node does or how it interacts with other nodes or skills I need to do tests in-game and every time I start a new charatater I feel this becomes more and more true.

There are also many passives with similar effects but very different wordings, which makes it difficult to figure out which interaction are ‘default’ and which are special cases.
For instance if skill A trigger skill B or if skill A’s effect is replaced by skill B’s effect, will it be a base version of skill B or will it be augmented by skill B’s tree.
There might be a general rule that I can find if I google it, but reading in-game sometimes it will specificly state that it inherits the tree, othertimes it will state that is does not, but still sometimes it will state nothing of the sorts and you have to guess or ‘try and see’.

There was a big pass on this kind of thing for 1.0, but yes, there’s still work to be done tidying things up.

That will always use the specialised skill if possible but some nodes won’t work (eg, channel nodes or movement nodes).

The only time I can think of this happening is Chaos Bolts replacing spirits from Chthonic Fissure & that also uses the specialised version of Chaos Bolts.

This does absolutely need to be done & it’s helpful to call out specific examples, however, not everyone will agree on whether a node needs adjustment in the description & I think this kind of thing needs to be aimed at a certain level of understanding (somewhere lower than mine but above someone’s who has never played an aRPG before, for example).

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