then why was crate able to do it with grim dawn. only here in last epoch is it like this. games in this genre increase the skill as long as 1 point is spent.
That is because no other game has skill trees. Your suggestion only works if we get rid of them. Which would be a huge net negative for the game.
huh? grim dawn has a skill tree. titan quest has a skill tree, warhammer chaos bane has a skill tree, what are you even saying right now?
games in this genre having a skill tree is not unique to last epoch nor is having + to skills but only last epoch has this type of bad + to skill temp points.
No, GD doesnât have a skill tree. They have a passive tree that unlocks skills and that basically only works with â+ to specific nodeâ.
So if you want to do the same for LE, you would have to change every single +skills affix into a +node affix. So that instead of +1 to warpath you would get +1 to Cyclone of War. Because that is the equivalent to GD.
Or you would change it so that +1 to skill gives +1 to every node, which would require nerfing them all, since this would be a huge power creep.
lol what? its literally the same. level up the class to unlock skills then use points to increase or change what they do.
Itâs not the same. For example, for Forcewave, you have affixes that give â+x to forcewaveâ which only increase the first node. And affixes with â+x to Rending Forceâ which only increase the second node. And affixes with â+x to Internal Traumaâ which only increase the 3rd node.
So, like I said, you would have to completely change the skill trees in LE to be able to work like you said.
No, itâs really not the same. In TQ/GD a skill might have a mutator and maybe 1-3 other nodes that generally buff damage or aoe or similar. Compared to LEâs skill trees which are significantly more diverse (though granted most nodes do tend to be damage related, how they do it is different). For you to say this almost makes me think that youâve not actually played LE.
The system just needs some QOL changes:
- When you unequip the item and immediately re-equip it (example: I want to imprint it into the weaver tree, or even just accidentally swapped it out but right back in) then the points should be restored how they were. Same if you swap an equipment with one that has an equal or greater skill point bonus.
- When it does remove points, it should be super obvious next time you open the tree. Not sure why weâve now gone 2+ major versions with that barely if at all functional.
- Longer term, you should be able to save a template of your selections, so if you lose points for any reason and regain them you can rebuild the whole tree in a couple clicks.
yup i dont even know why anyone is arguing against the correction of something like this.
No one is arguing against a correction of something like this. Weâre only arguing your proposed solution which wouldnât work or which would simply allow for free respecs.
i gave three and mysterial listed one of them soâŚ
You proposed these 3 solutions.
The first (refund the points) would lead to free respecs. Unless you simply mean the current system, which already does refund the points, just not in the order you took them.
The second (fix the wrong allocation) really isnât anything. What wrong allocation? There isnât one.
The third (just increase the skill rather than give temp points) would require a complete revamp of the skill trees.
None of them were what Mysterial listed.
His first point was for unequip/reequip (which wasnât your issue. Your issue was simply unequipping and not equipping skill points again).
His second point was for a red node to show up letting you know which node points got removed. This works in offline, I think, but stopped working online for quite some time now.
His third point was simply creating a template to retain the order in which you take nodes so that if you lose points it will take them again in that order.
None of that applies to your issue. Your issue is that you used the +skills to add to Node A and when you removed the gear it still had points in Node A and removed a point in Node B instead. Which would force you to respec the point in Node A and wait for the skill to level up to place it again in Node B.
So at this point Iâm not sure anymore you even know what youâre arguing about.
Yeah, I think thatâs fair.
Yeah, theyâve kinda agreed that some form of template that could suggest where to put the points each level up would be a nice thing to have.
I havenât found this to be the case. When leveling characters I swap out things like the weaver relic several times, and every time I have to waste time going over the tree to see what was removed because itâs hardly ever the same as the previous instance.
The only time this isnât the case is if you filled out a node in the meantime.
You can actually test this out. Just remove and equip it, find which node was removed and add it again. Then remove and equip it again however many times you want and it will always remove the same one.
But if you add another 5/5 node, for example, then it might change to that instead, since it uses an internal order when nodes have the same number of points.
I should have been more clear. That might be how it is supposed to work, but even if the points in a tree donât change Iâve had it remove a different point in subsequent swaps. Iâve also had multiple instances where the âextraâ point was removed even if I didnât change any gear that gave those points. This behavior was also primarily observed on a rogue if that helps at all.
In retrospect, if I had to guess itâs a bugged interaction with having too many weaver pieces equipped at once. I already submitted a bug report when I first started noticing it last week.