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How? It literally already does limit your character in way that are not helpful by giving you perks and skills that you LITERALLY cannot use or benefit from.
I would understand you having a perk for an axe and a perk for magic if you could hotswap to a different weapon fast and while mid combat.. but that isnt implemented here yet so it's very troublesome to not have 4 usable spells based on pure luck.
I also don't think you're seeing the point of the discussion.. It's not about how hard or how easy it is.. it's about not being forced into total disadvantage. If I rolled all perks and powers that weren't great or not really what I wanted... BUT I COULD USE THEM.. LIKE AT ALL... then it wouldn't be a problem.
I don't undervalue or have any dislike to a Spell-Sword playthrough.. being a Spell-Sword is a fantastic way to play but it just isn't really optimal at the current stages of this game.
You missed the point, the OP wasn't talking about the starting weapons themselves. He was saying that the choice of weapons should be used as a choice of class (warrior, rogue or mage). And I don't think that would be too limiting, being stuck with skills you don't want because you have to choose from randomly chosen ones is more limiting than giving the player some control over it.
I will say that with this being so cheap you can get more selective with powers and avoid the lock in with powers you can't use. I still think it's possible to technically have 0 divine coins and still get locked in with something you may not want, but it's definitely way more avoidable once you level up and start getting more divine coins.
The "recommendation" this way is by having the game look at what averages the player uses for how they fight or get around.. i.e. if the player uses more magic, than melee, there is a greater likelihood there will be magic related powers available next level up.
The Dot Matrix way which is by having several several different power ups, displayed out on an unlockable grid that initially connects a dot matrix of higher advanced versioned attacks based the path you choose.
"Class selection" way is the way where they choose from the start what class they want.. and from that play through they NEVER get any abilities that are not that of how their class attacks work. Passives that apply regardless of weapon or class could still be available.
The Learning method way... sorta what like Elder Scrolls Online did... is where you learn by using. The player can use anything but need to master that style of attack or spell in order to benefit from it. The more you use it the more you can make it stronger or even mutate it's effects. However If you use a staff all game up to level 15 and then start using an axe, you won't be as good with it and wont do as much damage..
The Book finder way.. I call it that because In Indiana Jones and the Great circle, you find books throughout the world and choose which ones to really learn as a way of choosing and picking your skills. You could have the players start off with basic means to defend themselves but have then require field work discoveries to actually unlock more powers...
I still think the passives and Abilities are pretty effective and unique enough to have a different play style every death. If the player really wants specific abilities, now they know at least they need divine coins for that. Worst case scenario, oh god I got a power I don't like (but it;s super early on) so restarting isn't a huge deal yet.
Btw - please don't take any of these discussions about possible changes for the idea that we don't enjoy the game. I own 450+ games and I really really wish more of them did this 2.5D concept.
like.... It reminds me of my Game boy Color but mixed with a topdown landscape that mimics that of the original Laura Croft environments. Like Terraria became a top-down dungeon crawler. Bright futures are on the horizon my friend. Keep up the good work.