Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That has nothing to do with anything
You are expected to do that if you want an efficient build, yes. But you dont have to remember when you level up again, you can plan the build before you start playing (all talents are visible on character creation). Write down what you want to take at which level, and then during gameplay leveling is done in three clicks.
I would suggest planning the first 15 levels in this manner (the first archetype, chapter 1 basically). You won't know the mechanics or understand what's good, where the synergies are etc. before you get some hands-on experience, but don't worry about it too much, the game is pretty forgiving at normal difficulty. so just pick what sounds good.
You can plan a better build later if you want to do another playthrough at a higher difficulty, once you get a grasp on what's what. And kudos on not defauting to a guide, i swear people will soon need a guide just to get out of bed in the morning.
!.) Do you want to do things yourself, or support others doing things.
2.) Do you want to hit things or shoot things or ♥♥♥♥ around with magic.
3.) Do you want to focus on trash mobs or hard targets.
Once you have that sorted, choose only the talents that help you do those things, or those that compensate for trouble you are having as you progress -like survivability or skill challenges.
It looks much more intimidating than it is. Half of those 100 talents are to offer variant skills and attributes that are locked by your chosen profession. Want to be an intelligent warrior? Well, the class isn't meant for that but the system allows you to do it. Another 10 percent have to do with your background traits giving you the option to pull from the strengths of your origin choices. The third that remains can be cut down into fifths-defense, support, recovery, ranged, and melee. If you know what you want to do with your character you will find there are really only a handful of talents actually useful to you. There are a lot of talents simply because there are a lot of ways to play and Owlcat was trying to ensure everyone had the opportunity to have fun in the ways they want to -which is kinda what RPGs are all about.