Exanima

Exanima

Leslandes Sep 6, 2016 @ 3:12am
Why limit arena character skills?
Taken from a reply in this topic.

Originally posted by Bare Mettle:
...in arena mode there is a limit of 12 total skill techniques.

I thought the game bugged at first. Why limit the character skills? Is it for character specilization? Why not jack-of-all character? I thought 5 per discipline already limited. I wanted having those skills reward the character who spend time and risk their life in the arena.

I hope this isn't permanent feature given that there isn't much skills to choose from at the moment.

Maybe in the future, how you gain the skills exp will be revamped. (e.g. gain exp in attack by attacking, gain shield exp when blocking with shield, gain armor exp by getting hit, etc.) as opposed winning rounds gain exp to any learning skill despite using different load out.
Last edited by Leslandes; Sep 6, 2016 @ 3:13am
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Showing 1-7 of 7 comments
zaratan4o Sep 6, 2016 @ 3:18am 
The experience you gain is in fact based on what you do during the fight, landing attacks, parrying attacks etc. But yes, you don't have to use shield to gain exp. for shield skills specifically.

There is a limit you don't become a master in everything and have to make decisions instead of learning everything there is. 12 is a good spot considering there will be no thaumaturgy in arena. You are free to have jack of all trades character within those 12 points. Having no limit is not a jack of all trades but a master of all.
Tony Sep 6, 2016 @ 3:50am 
Originally posted by Leslandes:
I thought the game bugged at first. Why limit the character skills? Is it for character specilization? Why not jack-of-all character? I thought 5 per discipline already limited. I wanted having those skills reward the character who spend time and risk their life in the arena.

I hope this isn't permanent feature given that there isn't much skills to choose from at the moment.

Maybe in the future, how you gain the skills exp will be revamped. (e.g. gain exp in attack by attacking, gain shield exp when blocking with shield, gain armor exp by getting hit, etc.) as opposed winning rounds gain exp to any learning skill despite using different load out.

It's for character build diversity. If every single character had the same capabilities then only gear would differentiate one fighter from another and that isn't nearly as interesting as facing opponents that are quite varied with differing capabilities.

Making it so the player only learned skills for actions they performed would be a bit silly as well since players would just repeatedly do actions that made no sense in order to train a particular technique (like letting someone hit them repeatedly to train the armor skills or running into a wall with armor on to reduce armor encumberance). How it currently functions is you can't use a technique until they've been fully trained so how you would you practice dual wielding if you can't dual wield in the first place? It would also mess up story mode experience since you gain experience for things like reading lore, exploration, etc.
Last edited by Tony; Sep 6, 2016 @ 3:52am
Leslandes Sep 6, 2016 @ 3:59am 
@zaratan4o

Yes I guess that's what I wanted. (Sorry, I guess I don't fully understand the jack-of-all meaning)

But I never wanted having no limit, the game already show that you can have 5 out 8 skills (or maybe more than 8). Of course that isnt't possible at this moment, you don't have much choice with the current skills available.

I'm hoping this isn't permanent feature. Or
maybe, add in an option to start new arena with checkbox "no limit skills"

I guess I just wanted personal tailored experience in term of game rules. Especially in arena.
Last edited by Leslandes; Sep 6, 2016 @ 4:08am
Solinarius☕ Sep 6, 2016 @ 6:08am 
Originally posted by Leslandes:
I guess I just wanted personal tailored experience in term of game rules. Especially in arena.
Who can blame you? Open/extended customization is one of PC gaming's best attributes, one which I think is a celebrated tradition, and it's also a selling point. Bare Mettle seems, perhaps, hesitant of and even resistant to it?

Meant to add that I think the skill limitation is a good thing, but I think 'build diversity' is commonly mistaken as a good feature. In ARPGs, all that usually is is a cheap shortcut gimmick that's meant increase replayability, when all it really does is impose more limits on the gameplay, while a more generous system would have made the action more interesting (though more complicated to balance). Anyways, a person can only master so much, the current setting is a fashionable reflection of that.
Last edited by Solinarius☕; Sep 6, 2016 @ 6:48am
Gölde Sep 6, 2016 @ 10:11am 
Agreed with op, there has to be some different way of achieving this "diversity" without bottlenecking character development. Maybe something like, every few levels you get to choose between 2 major skills or something like that.
< blank > Sep 6, 2016 @ 10:48am 
I thought there was a limit to prevent skill disparity in the master rank. Maybe the requirement to level up should be 3 skills instead of 2? Or once the all the skills are finished and there's more items there could be more tiers than just 5.

12 skills is pretty reasonable though, you can have all the shield skills and still have no encumbrance.
what are you complaining about?
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Date Posted: Sep 6, 2016 @ 3:12am
Posts: 7