Classes / Skill Tree ideas

Talk about anything Legend of Grimrock 1 related here.
Post Reply
User avatar
Trap
Posts: 67
Joined: Mon Sep 24, 2012 2:09 am

Classes / Skill Tree ideas

Post by Trap »

Had a few ideas for the current class / talent system .. thought I could throw some at the Devs and Community see what you all thought.. I know we all have ideas..and can perhaps impact the future of LoG!

For Example: I want a rogue who uses swords. Why am I limited to daggers and throwing weapons / bows..? Why can't my Rogue cast ANY magic if I train in it? maybe MY rogue is an average fighter and an average caster.. not excelling in one thing. It would be cool to build whatever class the way we want. BUT maybe some classes are better Suited for casting magic or doing melee. Basically, It would be nice to have the choice of making a non optimal character if I want.. I do like how Any class can equip anything ( except for weapons requiring Fighter skills which should be removed imo ;) ) It would be nicer if the only requirements on Weapons / Armor could be based on STRENGTH and/or Proficency that we can gain skill in as we continue to use those certain types of weapons / armor. I don't see why one of my party members cant even hold a particular weapon because they are "not a fighter" and have "10 skill pts in a particular weapon tree".

Swords / Maces / Axes.. The Skill Trees for the Fighter class.. why not just remove ALL of them as well as the Dagger Tree for Rogues.. why not have some "COMBAT" trees that add combat abilities like Flurry of Slashes. The rogue currently has an Assassin tree that adds Backstabbing. The fighter could have a Melee Combat Tree too. Rather than weapon trees for weapon Requirements and abilities for ONLY those weapons.. its like you spec swords, find a sweet mace but you cant even Equip it?? OR you are a Fighter and that's the weapon choices you are stuck with.. OR my rogue can't even use that cool sword I found PLUS they have no Sword Tree anyway. ;p

Here's one idea for some Skills that can be available to ANY class and they are NOT Skill Trees where you add points.. Instead, you gain experience for whatever type of weapon you attacked with or even what type of magic you casted. ( and it doesn't have to level super fast! ) so the following are NOT skill trees anymore, just weapons you can Work on getting better at.

SLASHING ( swords / axes )
PIERCING ( daggers / spears / rapiers )
CRUSHING ( maces / warhammers )
RANGED ( bows, x-bows, slings )
THROWING ( darts, shurikens )
UNARMED ( fists, staves, nunchucks )

By gaining profiency in a certain weapon class you enhance that weapon classes damage / maybe gain perks when using those types of weapons. It Can also be used for weapon skill requirements as well**
( can't use this Godly Sword until you have gotten your swords level up high enough by merely USING IT enough Not spending skill pts at lvl up in a Swords Tree thats only for Fighters ) There will still be a MELEE COMBAT tree and maybe a MARKSMAN tree we can put skills in that add Combat Abilities to go along with whatever "weapon spec" you choose to use more often. Like the "Flurry of Slashes" 33 point skill is now found in the MELEE COMBAT tree NOT in the Swords tree and in the Dagger tree and in the Axe tree etc. Some of the repetition could be fine tuned for a better skill system and more combinations of trees for custom classes.

What about Consolidate Fire, Ice, Air, Earth Magic into an "Elemental Magic Tree".. and have MORE SPELL TREES that all contain more "goodies"? If you cast fireball the most, you get better with Fire Magic faster like stated above so just because you can cast air, ice, earth magic doesnt mean it will be as good as your fire magic since you tend to use that more often.

Had a few thoughts on the Armor / Dodge / Staff Defense tree as well making this more of a universal "Protection Tree" for all characters when building a Tank for whatever class / custom class. Be nice to have a "Shield Tree" along with non standard tanking trees for other kinds of tanks or playstyles that may not use a shield as well.

If all Classes have a universal "Protection" tree instead of Dodge, Armor, Staff Defense.. what about removing the Armor Profs ( light armor prof / heavy armor prof ).. Do you really need them? Heavy Armor should remove Evasion No matter what anyway! hehe.. Strength req on Armor / weapons could make sense though.

Thoughts on Custom Classes if they are implemented~
I think the fun in making custom classes would involve letting us pick our Trees we want as well within keeping things somewhat balanced ( Armor / Dodge / Staff Defense are ALL just the "Protection" Tree now ) and one idea I had for that would be to take the 3 current classes you have currently and make them an "Archetype" at character creation when creating a custom class. Like say I'm making a custom class and I choose a Fighter Archetype because I want strong melee combat - that means if I give this character any Magic Trees.. I can only be so good at it. Sure I can keep practicing my magic and getting it stronger to a point.. but not like if I chose the Mage Archetype. The Mage Archetype I wouldn't be as strong as with melee but more effective in my Magic trees. I guess then The Rogue Archetype would be a balance of Combat / Magic? I dunno.. just throwin some BS around.. ;p

More choices for character creation and how we design our combat for our characters would really enhance LoG. ;)
Last edited by Trap on Wed Oct 03, 2012 2:42 am, edited 5 times in total.
User avatar
Trap
Posts: 67
Joined: Mon Sep 24, 2012 2:09 am

Re: Classes / Skill Tree ideas

Post by Trap »

no ideas or input on this from anyone? I know it's a lot of info.. and some of these ideas may not be worth implementing.
But there really needs to be more choices so we can all make more unique characters and not all play Exactly the same.
Plus it allows us to feel more attached to our characters when there are more choices in creating them and playing them. ;)
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Classes / Skill Tree ideas

Post by petri »

Thanks for the feedback! These are good ideas and we have also been thinking along these lines. Unfortunately changing the skill system is a huge thing and would change the game too much. Many things would break and the game would have to be rebalanced. It's simply too risky. So it's a no go for LoG.

But we'll keep the feedback in mind for future projects.
User avatar
Trap
Posts: 67
Joined: Mon Sep 24, 2012 2:09 am

Re: Classes / Skill Tree ideas

Post by Trap »

well maybe changing the skill system isn't needed but would be cool to choose some of the skill trees at character creation then if you implement custom classes. ;)
Post Reply