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1. not at this time :(
2. I'm unsure, but I doubt it, currently
3. refreshing, but "
Re: #1, I posted awhile back, asking whether or not the 'Mastery of Pickaxe' skill could be amended to include the drill, and possibly 'Mastery of Axe' could be amended for the (skill) tree symmetry as well, in case of future tool possiblity (? chainsaw), possibly renaming the skills, respectively, 'Mastery of Mining', and 'Mastery of Logging' or 'Master Lumberjack':
https://steamcommunity.com/app/666140/discussions/0/1696046342867939698/
edit: sorry - I have to note, after replies by folks to my post above, possibly/?probably coincidentally, fruit salad was nerfed (I hadn't made fruit nor veg salad yet in game)
---------------------------
my usual tl;dr-
regarding the skill trees:
I'm not sure they're all working properly. I have doubts that the 'Loot' skill is functioning in newer content/HR2, given that it should be 1/5 chance for double loot, the math just doesn't equate, but *shrug*(?) rng.
I'm nonplussed with both of the top tier 'Battle' tree skills, and chose neither.
Basically, I feel those need to be changed, only because imho, if it is the "top" tier of the tree, there should not be any penalties attached to either. (again, just mho)
I have mixed feelings regarding the 'Social' tree:
It's useful when maxxing out relationships, however, I never felt I could put any into any of it except for the first tier skills ['Smooth Talk' (mostly), 'The Giver' (slightly) - I chose 4/1 initially there], until I maxxed out the other trees, which took some time.
So, by the time I felt that I could invest points in the rest of the tree, I no longer 'need' to use them, in a way; 'Business Mind' helps.
I realize of course, that it was my choice to allot the way that I did, and play it my way, and I am hoping there will be (many) more npcs added in the future, where those skills would become relevant again.
I wish, though I see why it's this way, that the 'Fisherman' skill was not on the tier that it is (meaning, with a 5 point max allotment, one must spread 5 points where'd I'd like to spend 15), perhaps new tiers added(?)
At 55, my current spec:
https://steamcommunity.com/sharedfiles/filedetails/?id=1399036050
The drain on attack stamnia is visible for all I can say, I have to watch it closely so I don't run out of it within 3 hazardous ruins runs. But when I go into the mines it is even more visible. Since I never had the handdrill before I set the master of the pick to max, I wasn't sure whether it was influenced already though.
And I noted that I get more monster loot - specially with the bug eggs it is visible.
The social tree is very useless as far as I can tell, the townsfolk get more friendship points when visiting the museum randomly or custom presents than from me investing some maybe +1 to talking.
To me, it appears that, while using the drill, the stamina bar is dropping not only when the drill actually 'strikes' or engages, but also dropping within the delay/count in between strokes/contact.
As in, you're getting a higher number of stamina drain per second:
posit - just a 'guesstimate' - say you're mining w/ the drill for 5 seconds real time.
Within that 5 seconds, say your drill makes contact with ore/metal twice, but in actuality you're losing 3 taps of stamina, not 2: contact (stamina deficit here), drill delay (stamina deficit here), contact (stamina deficit here)
That's the reason I posted the thread regarding (and requesting) possible skill change from Master of Pickaxe to Master of Mining.
My stamina runs out REALLY fast when using the drill. Anything in particular that I should change if I respec?
I'm not sure it's really a skill thing*, other than boosting your stamina everywhere you can; you'll have a larger stamina pool, however the drill is still going to suck the same stamina.
*Unless they change the Master of Pickaxe skill to Master of Mining (or w/e), and include the drill within the skill, so that player character receives the same stamina cost decreases as they do when using pickaxe:/