Activated Skills Tree
This thread is for discussing The Skills System as information becomes available. I'll repost the original Info from Shavod, and my own impression of what it implies (note I've edited my original post a little because I think my using the word "bar" was wrong and could add confusion. Please discuss your thoughts of upsides, downsides, and any relevant comparisons.
The "Activated Skills Tree" thing, lets look a bit closer at that:
Heres how I am reading this: this is an alternative / replacement / adaptation of the fast / strong / group stances in TW1, something we didn't have in TW2, if we view a skill tree branch something like a stance, then concentrate related skills in the "Active Skills Tree" we will be better at that kind of fighting style - we'll be more in that stance - than if we have a more mixed Active Skill Tree. If I'm visualising it correctly to me this is an interesting, conceptually sound, and new character skill method. Depending on how deeply this is implemented with monsters & the lore Geralt determines about them this may actually make cookie-cutter & one-build-suits-all-combats setups more a hindrance than a help.
Just like Geralt mentally & physically favouring a certain stance, a certain fighting style for a particular battle, instead of being able to mix every fighting style concurrently with no adverse effect on any of those differing stances moves. Actually sounds totally appropriate to me. We could hope theres also a way to maintain and swap between previously constructed skill trees (though outside of combat, or at least with ~30 secs of peace for mental refocussing).
Stances & fighting styles are I believe part of established Wicther lore, also a part of the games series history, and even the actual history of sword-fighting & combat. We have experts in medieval sword fighting on the forum, hopefully they'll chime in on this subject, but often in a fantasy book the protagonist will fight in a certain style, be unable to best his opponent with that style, and chance a risky move from another style to gain advantage. I know from martial arts that some moves central to a particular form can afford swapping to another form, I really see this system as something akin to that ability to vary your style within a fight.
Note I also don't think that what you put in the Activated Skills Tree will somehow become a set of skills you can use from the number keys for instance, at least that is not discernible from what we know, hence my removal of the word "bar" from my original post.
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This thread is for discussing The Skills System as information becomes available. I'll repost the original Info from Shavod, and my own impression of what it implies (note I've edited my original post a little because I think my using the word "bar" was wrong and could add confusion. Please discuss your thoughts of upsides, downsides, and any relevant comparisons.
- skill tree is really massive. There are 5 trees (according to witchersite there was 4, so I'm not sure who is closer to the truth), each has 5 tiers and each tier contains 5 skills. Every skill has 3 or 4 levels to unlock. Even though later Geralt will gain more skill points per level it's still will be impossible to unlock all of it
- after unlocking the skill it needs to be activated. You do that by putting it into separate tree, which contains a limited number of slots (it will increase with character's progress). Activated skills affects Geralt's fighting style. Activating set of skills from the same category will increase it's effects. It adds another layer to preparations and tactical planning, as you have to choose an appropriate set of active skills depending on what kind of opponent you going to face (for example, if you going to fight with heavily armored knights, you can activate Igni upgrade that allows you to melt armors)
- there are four slots for mutagens, which also affects your abilities
- there is one thing I'm not sure about. In the Onet article there is a sentence: "For example Igni sign has four levels, each with unique perks, one of them is armor melting". It may be my misinterpretation, but I think it means that each skill level is like a different skill and you can switch between all unlocked levels of a skill for other bonuses, like one level of Igni allows you to melt armor, but another gives it a wider range and so on. Again, that's just my interpretation of this one line of this one article, so don't quote me about it
The "Activated Skills Tree" thing, lets look a bit closer at that:
Heres how I am reading this: this is an alternative / replacement / adaptation of the fast / strong / group stances in TW1, something we didn't have in TW2, if we view a skill tree branch something like a stance, then concentrate related skills in the "Active Skills Tree" we will be better at that kind of fighting style - we'll be more in that stance - than if we have a more mixed Active Skill Tree. If I'm visualising it correctly to me this is an interesting, conceptually sound, and new character skill method. Depending on how deeply this is implemented with monsters & the lore Geralt determines about them this may actually make cookie-cutter & one-build-suits-all-combats setups more a hindrance than a help.
Just like Geralt mentally & physically favouring a certain stance, a certain fighting style for a particular battle, instead of being able to mix every fighting style concurrently with no adverse effect on any of those differing stances moves. Actually sounds totally appropriate to me. We could hope theres also a way to maintain and swap between previously constructed skill trees (though outside of combat, or at least with ~30 secs of peace for mental refocussing).
Stances & fighting styles are I believe part of established Wicther lore, also a part of the games series history, and even the actual history of sword-fighting & combat. We have experts in medieval sword fighting on the forum, hopefully they'll chime in on this subject, but often in a fantasy book the protagonist will fight in a certain style, be unable to best his opponent with that style, and chance a risky move from another style to gain advantage. I know from martial arts that some moves central to a particular form can afford swapping to another form, I really see this system as something akin to that ability to vary your style within a fight.
Note I also don't think that what you put in the Activated Skills Tree will somehow become a set of skills you can use from the number keys for instance, at least that is not discernible from what we know, hence my removal of the word "bar" from my original post.
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Activated skills determine tactics. You choose (activate) some of them and you have resources to manage (stamina and adrenaline), so behaviour in combat depends on skill choices. In other words, to use your build properly, you cast signs, parry, dodge and hit with you sword more or less frequently. Some skills grant additional signs modes or special blows.
There are 3 types of armor elements: light, medium and heavy. Protection they grant is less important than synergy with combat tactics they are designed for. For example heavy armor favors agressive swordfighting. But you can mix armor elements to balance bonuses they offer.
If you like to tweak and customize, you'll find it attractive, I think.
Here's the way the skill development works.
There are 4 groups of skills. Swordsmanship, Alchemy, Signs and Miscellaneous. The fifth group some folks were talking about is Mutagens.
As you level up the character, you unlock various skills. You can then assign them to one of the slots. Assigning a skill to a slot makes it active - you can activate and deactivate skills at will making custom builds to suit your current needs best. There are up to 12 slots (+ 4 for mutagens) which are being unlocked as you progress - mutagens modify skills making the skills stronger. To make mutagens even more effective, it's best to use the same type of mutagen and skills in one combination.
We've talked about it but ultimately there will be no presets.
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