Reply To: Utility Skill Tree Discussion

#3089
GOD
Participant

So you tell me it is absolutely intended to use a guy with bags an belts + quick hands standing in front of an orc army having a bilhook, great axe, great swort in the bags and a onehand weapon + shield equipped?
Now as soon as the enemies have closed in on him, he does not need to move anymore which means, with full ap he changes his equip to lets say a greatsword because there are two orcs in a line. Bam doublekill. Switch back to onehand + shield for def bonus. Now his brothers dying left and right and he is surrounded by orks. HAA nice to have a Battle Brothers´ Swiss Army knife (Greatsword,Greataxe,Bilhook,onehand+shield all in one) take out your greataxe and show them the tornado of death then switch back to get your shield bonus again before ending the turn. Hmm now they are all dead, no orc inside the one hex range. AAHHH there is another orc right behind my next brother. Lets bilhook him to death.
This cannot be the way to go. This game is about taking meaningful choices aswell in choosing your mercenaries and their equipment and not to have alround fighters. The way this goes it takes all the cons of the different weapons away leaving only the pros…

Not necessarily intended, but not that big of deal either. This is a case where I’ll go with gameplay that adds more tactical options, over realism in combat. The cons are in that you have to spread out your perks and stats to make the most of it, resulting in a build that’s hardly an optimal killing machine. Being versatile then is your just reward, so I don’t see why they shouldn’t be allowed to do that. Granted, that’s as long it’s not actually overpowered. I barely use Quick Hands, so I wouldn’t know that. If it is actually overpowered, having Quick Hands not be usable after skill use should suffice to balance it out.

Zolw:

The strength and weakness of utility tree is that it synergises well with the other trees, but has less cohesive ‘build’ potential on its own. I’m curious how much of that is intended and how much might be related to gameplay that we haven’t seen yet (something like level drain to make Student more useful?)

I’ve also been thinking about the utility tree myself. The student perk kind of bothers me in that I dislike the idea of a perk eventually becoming completely useless. Haven’t really thought much about how to rectify that though.
I’ve also used Taunt more times with high resolve. It might benefit from making the effect slightly stronger, but I’m not certain yet. Perk has the potential to be way overpowered if you buff it too much.