September 29, 2023
Q: What’s your current view on balance of player power coming from 3 sources - skill trees, passives, items? Are there any plans to maybe shift that around in any direction?
Mike: Um, so there’s also Blessings which are kind of pseudo items/passives – it’s kind of hard to describe what they are, but there is that fourth source as well. I think it’s not really a secret, I think if you’re asking this question you probably agree with what I’m about to say, is that it’s too heavily skewed towards the skill trees themselves for raw damage power and that we need a way to take some of that power and at least anchor it to items a little bit better.
Generally a pretty key way of doing that is by having a node scale off of an attribute. So where’s an example of that? [Mike opens the Skills & Specializations window and selects the Runic Invocation skill] Okay, so this Cosmic Mind node – so this is defensive not offensive but it’s the same idea. So when casting an invocation using a sequence of three different runes you gain ward per point of intelligence. So this node can be really powerful. Maybe you can say it does 10% more damage per intelligence or whatever…per three points of intelligence or whatever. The primary way you get intelligence is from, well your passives, but also from items. So this anchors the power of this node relative to your items and it means that, without changing your skill at all, you can get more power out of your skills by upgrading your gear as well. Here’s the actual node, Elemental Lore, I should have been using as a reference because that’s a perfect example right there. [Mike laughs]
So yeah, we’ve started to try and increase the emphasis on power from gear and one of the ways we’re doing that is through nodes like this. I’d say that more nodes like this are going to be finding their way into skill trees, and it’s not strictly intelligence – it can be all sorts of things. Trying to tie that a little bit more to items themselves I think is really important and then you’ll also just see more power coming from items in general as item acquisition becomes more consistent, which will happen as soon as you see the Item Factions get added. So there’s little shifts like that which are happening. We’re also just toning down some nodes and how much power they give on skill trees and toning up some items and how much power they give. So I guess you could say that we’re trying to take a multipronged approach to it and I think it’s going to be good.
I don’t think you’ll see a huge, like some patch note that’s weirdly short but has gigantic implications where it’ll be like – I don’t think you’ll ever see a patch note that says something along the lines of something like, ‘Rebalanced every skill in the game to increase the damage percentage required through items’ or something like that. I don’t think it’ll be some big sweeping thing like that. It’ll be, and has been, kind of smaller changes that’ll keep getting improved.
Source: Forum Link