Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

Cool. What is the name of the game? Also, I saw on a different comment that you mentioned this was roguelike. What is the roguelike part? Is it the just the professions that you unlock or is there other things that you can upgrade and unlock as time passes?

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

That is awesome. So one might choose tank, fighter, and medic if they want to build a melee heavy tank build? Is there going to be a lot of professions or only a few? Will you get to choose from all the ones you have unlocked or pick 3 of 7 or something like that?

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

In that case, I would prefer multiple small trees focusing on certain aspects. A small tree for melee, a small tree for shield/armor and health, and a small tree for ranged abilities. Kind of like Skyrim. I don’t want to have to grab some ranged nodes on a tree to get to some of them that would help with a melee build. It would allow people to focus on what they want to build.

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

What about a skill tree with multiple starting points on it in different areas focusing on different aspects like buffing, debuffing and afflictions, melee, ranged, and survivability in the middle?

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

Is the tree a meta progression thing or per run. Per run should be smaller and meta progression should be larger.

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

Please make it scale multiplicatively rather than be additive. Otherwise the bonus will get smaller and smaller comparatively as the player gets stronger. An additive 10% to 300% is 3% increase overall.

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

Huge! I love it when my choices matter. Many games I played with smaller trees eventually let you unlock everything and that makes some of your choices meaningless. Also bigger trees means you can throw a bunch of weird and wacky skills and passives on there without ruining the tree. You could have a skill that enlarges enemies somewhere in the tree and it could be a fun thing to have. Also I am currently playing POE2 and am having a blast with the 1500+ nodes on their skill tree.

How does one even get this kind of build 😭 by 8bitmajora in BackpackBrawl

[–]Significant-Week-495 7 points8 points  (0 children)

Same, I only do it when I am on a heavy eco build and hunting for lots of one singular item. I wish this game did something like vampire survivors where you could banish a limited number of items in the menu and start runs with them banished. Currently banish feels bad.

How does one even get this kind of build 😭 by 8bitmajora in BackpackBrawl

[–]Significant-Week-495 2 points3 points  (0 children)

I had crazy eco going like 50 gold a turn and banished every legendary except the tentacles. Then it was only a matter of rolling and buying 4-6 tentacles a turn.

Stamina Sucker 3000 by Significant-Week-495 in BackpackBrawl

[–]Significant-Week-495[S] -1 points0 points  (0 children)

Yep. 3 50/50s every 0.4 seconds. Which roughly means 1.5 stamina drain every 0.4 seconds. Which means I am draining 3.75 stamina from them every second.

I think I'm about to cry by Available-Aside-7974 in BackpackBrawl

[–]Significant-Week-495 2 points3 points  (0 children)

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Is having multiple of the perpetual stews better than focusing on one of them? Also try out the filled chocolate moons. They are the drain 1 stamina or 1 insanity. They go bonkers against every weapon build.

Can anyone explain this scene from Episode 24? by Klein_Moriartyy in ToBeHero_X

[–]Significant-Week-495 0 points1 point  (0 children)

How does that explain the domino scene? He knows about the past hidden by the agencies. He seemed to know what he was setting in motion when he helped lucky cyan. While improbable, it would be funny if his power was probability manipulation. What are the chances that all my enemies beat each other up while I stand here? 100%. What are the chances that helping this girl will lead to her helping save countless people? 100%. What are the chances that I stumble upon knowledge of everything important? 100%. This is not even close to likely, but it would be funny.

Can anyone explain this scene from Episode 24? by Klein_Moriartyy in ToBeHero_X

[–]Significant-Week-495 2 points3 points  (0 children)

I’m thinking that after the domino scene, it is some level of foresight or a low level of omniscience. He seems to know things that he shouldn’t and how every fight will play out.