Stoneshard

Stoneshard

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AsianFood Feb 21, 2023 @ 12:30am
I really feel like utility skills and combat skills should use different skill point resources that you both get on level up
At this point of development, there is only survival skill tree that I would really call it as a utility skill, but when other skills such as alchemy and armorer skills are released, players would either have to choose to dilute their skill points to them instead of combat skills or just focus on combat skills, missing out on some of the game contents.
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Showing 1-12 of 12 comments
DacianDraco Feb 21, 2023 @ 12:56am 
No. With an easy search you would have known why, you shouldn't have or be everything at once. And fear of missing out? That's just your problem, many pll enjoy having some variety.
Wayfinder  [developer] Feb 21, 2023 @ 4:38am 
There will only be a single type of points to unlock your abilities.

players would either have to choose to dilute their skill points to them instead of combat skills or just focus on combat skills, missing out on some of the game contents
Exactly for this reason. To encourage making different choices and playing different builds, e.g. creating a survivalist character to experience the otherwise inaccessible content. You're not supposed to be a jack of all trades without making at least some sacrifices.
Last edited by Wayfinder; Feb 21, 2023 @ 4:39am
genival.p.s Feb 21, 2023 @ 6:48am 
Wayfinder, will the news game mechanics (fishing, alchemy and cooking) cost SP too?
Wayfinder  [developer] Feb 21, 2023 @ 7:02am 
Originally posted by genival.p.s:
Wayfinder, will the news game mechanics (fishing, alchemy and cooking) cost SP too?
Fishing and cooking won't require any AP investments, they will be basic actions.

Alchemy will receive its own abilities tree, so yes, levelling it will cost AP.
Last edited by Wayfinder; Feb 21, 2023 @ 8:58am
rosariodoamaral Feb 21, 2023 @ 7:36am 
While it is fair not allowing for one mastering everything, I think there should be enough points to master 1 offensive tree (weapons), 1 defensive (shields, armor, when it comes), and 1 utility (survival? alchemy? atheticism?)
Wayfinder  [developer] Feb 21, 2023 @ 8:18am 
Originally posted by rosariodoamaral:
While it is fair not allowing for one mastering everything, I think there should be enough points to master 1 offensive tree (weapons), 1 defensive (shields, armor, when it comes), and 1 utility (survival? alchemy? atheticism?)
It's perfectly possible with the current system. 8 points for weapon tree, 8 points for defensive tree, and 8-14 points for utility tree (so 24-30 in total). Also you're not obliged to fully max a tree, you can leave some abilities unlearnt and spend spare points on some other trees.
Last edited by Wayfinder; Feb 21, 2023 @ 8:19am
Rhapsody Feb 21, 2023 @ 8:33am 
I'm pretty hyped for Armor. If the prerequisites for progressing in the future utility trees are similarly relaxed as in Survival and others, it should be entirely possible to pick your preferred abilities from the new ones too. You can get all the way into Seal of Reflection, Will to Survive or Elusiveness quite easily. Combat Mastery is a bit trickier, but it would probably be too powerful for build investment to unlock abilities like Armor Crusher or Against the Odds after spending just 2 points on the pre-requisite abilities.
Rabid Feb 21, 2023 @ 9:33am 
Originally posted by Rhapsody:
I'm pretty hyped for Armor. If the prerequisites for progressing in the future utility trees are similarly relaxed as in Survival and others, it should be entirely possible to pick your preferred abilities from the new ones too. You can get all the way into Seal of Reflection, Will to Survive or Elusiveness quite easily. Combat Mastery is a bit trickier, but it would probably be too powerful for build investment to unlock abilities like Armor Crusher or Against the Odds after spending just 2 points on the pre-requisite abilities.

I'd expect Armour to be closer to Athletics or Shields in layout since it's another combat-centric support tree and will presumably have active skills which are used directly in combat and similarly powerful end tier skills.
Last edited by Rabid; Feb 21, 2023 @ 9:34am
Rhapsody Feb 21, 2023 @ 10:13am 
Originally posted by Rabid:
Originally posted by Rhapsody:
I'm pretty hyped for Armor. If the prerequisites for progressing in the future utility trees are similarly relaxed as in Survival and others, it should be entirely possible to pick your preferred abilities from the new ones too. You can get all the way into Seal of Reflection, Will to Survive or Elusiveness quite easily. Combat Mastery is a bit trickier, but it would probably be too powerful for build investment to unlock abilities like Armor Crusher or Against the Odds after spending just 2 points on the pre-requisite abilities.

I'd expect Armour to be closer to Athletics or Shields in layout since it's another combat-centric support tree and will presumably have active skills which are used directly in combat and similarly powerful end tier skills.

It could be... but if you think about different types of armor and equipment, there could exist completely split tree "branches". Cloth, leather and metal is the traditional material-based split, but it could also be a more simple and abstract split between "light" and "heavy" weights. The activated abilities could also easily be even less useful outside of combat than the Survival counterparts are.

I think I would find it weird if I had to get "light armor" abilities to somehow compliment my "heavy plate" usage in order to unlock some capstone ability, as is the case with Athletics and CM.
lotsoffire Mar 5, 2023 @ 2:12am 
It might be worth adding extra ways to get stat and skill points. Trainers in distant locations? Learning an extra ability point for killing the boss of a high-level dungeon?
Maybe even a stat point as a reward for surviving a fight with 1hp left, encouraging an extremely risky game. I bet the Stoneshard devs would love that, the sick masochists.
Berserkr Mar 5, 2023 @ 5:51am 
Originally posted by lotsoffire:
It might be worth adding extra ways to get stat and skill points. Trainers in distant locations? Learning an extra ability point for killing the boss of a high-level dungeon?
Maybe even a stat point as a reward for surviving a fight with 1hp left, encouraging an extremely risky game. I bet the Stoneshard devs would love that, the sick masochists.
Not gonna happen said by the devs already a few times, points are etched in stone
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Date Posted: Feb 21, 2023 @ 12:30am
Posts: 12