Passive skill points MUST be increased
" That's cool it's a free world man you're allowed to be wrong. More points is just going to increase the gap between you and people who already have no problem as they'll have more points too. Mob stats would than need to be increased or nodes would need to give less. Thus you'll need to spend proportionally the same amount of points into those same things. I don't think you understand the point you're trying to make or how it would effect things.... Less points and a cut down tree baking those stats into other things be it lvl or other nodes seems like the argument you should be making if having to spend points on survivability is your problem. Like sure who wouldn't like more points without a bump to mob stats but that's just making the game easier than and they'd need to add higher tier waystones or cut the amount those nodes give to compensate for the bump in power. แก้ไขล่าสุดโดย baconbyte#0146 เมื่อ 2 พ.ย. 2025 11:43:59
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At a certain point more points would create less diversity. If we don't have to make tough decisions over which nodes to take, everyone takes the same nodes.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
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I think we should get at least 1000 skill points so we can grab the majority of skill son the tree.
But joking aside, the only valid point I see for more skill points would be to maybe add just a couple more to fill up a few "dry" parts of the campaign where it feels like the last set of +2 skill point quest reward was quite a while ago. |
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Maybe a solution would be "travel points" or "attribute points" in addition to usual general and weapon skill points? This new type will be usable only for traversing to other part of the passives tree.
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