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
For example, a character who uses only one type of weapon such as spear or bow does not have access to as many combat skills as someone dual-wielding different types of weapons or has access to multiple types of magic. In my eyes, the survival skill tree exists to reward specialization, at the cost of versatility.
The Survival skill tree is also completely optional, so it wouldn't make sense to allow or encourage every type of build to spend on its abilities.
When the game truly release the investment in survival skills will be pretty doable. The point is, with just 3 settlements and a very controlled early level, to make us divide skills between survival and martial/magical is a bit harsh, but just for the moment.
Btw, when i meant survival tree, i meant the very specific survival skills like skinning and make beds. The rest has combat value and should be limited by skill picks.