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utility/elite tiered skills

utility elite tier skill

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#1 magisterludi1st


    Fahrar Cub

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Posted 05 December 2012 - 08:05 AM

:unsure: Can  someone  tell  me  why  Anet  changed  from  a  logical  , normal  common  sense pool  of skills  to  a  tiered one  model ? Is  a  ilogical and  unfair  model
To unlock , for ex. the second tier of skills , you need  to  unlock , first , 5 tier 1 skills . For  this  you need  to  put  5 points in  each of 5 skills . But if you like/need  just  2  ,  you  are  forced to  put 3 points in  skills you  don't  like/need
Also , once placed , this is it , You can't change them back .
A  tiered  model  will  be  useful  and  understandable  if  the  2nd  tier skills  are  more  powerful  then  the first one . But , there aren't
thief Ex. is  tripwire  less powerful and less useful then the needle trap ?
A player , IMO , should be able to put points directly in what he need , depending on his build
norn ranger ex: 1st skill point in Call owl .
What do you think , guys ? What is your opinion ?

Edited by magisterludi1st, 05 December 2012 - 08:14 AM.

#2 Evans


    Vanguard Scout

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Posted 05 December 2012 - 08:17 AM

It's a small inconvenience, that's all.
For example, you can have tier 2 skills by the time you unlock utility skills by just grabbing all the low level starter area skill points.

It makes sense to make a sort of tier structure if you want to have progression. GW1 was no different. You had to advance the story to find new skill trainers that sold you the skills you need. In fact in GW1 you could have done half Prophesies before you could even make a build focussed on one attribute.

And quite a few tier 2 and tier 3 skills are more powerful or have more potential than the lower tiered ones. But utility skills are so situational anyway.

Also tagged with one or more of these keywords: utility, elite, tier, skill

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